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refactor: split out chunk work as a seperate helper class #4972

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Original file line number Diff line number Diff line change
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// Copyright 2021 The Terasology Foundation
// SPDX-License-Identifier: Apache-2.0

package org.terasology.engine.rendering.world;

import com.google.common.collect.Lists;
import com.google.common.collect.Sets;
import org.joml.Vector3ic;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import org.terasology.engine.core.GameScheduler;
import org.terasology.engine.monitoring.chunk.ChunkMonitor;
import org.terasology.engine.rendering.primitives.ChunkMesh;
import org.terasology.engine.rendering.primitives.ChunkTessellator;
import org.terasology.engine.rendering.world.viewDistance.ViewDistance;
import org.terasology.engine.world.ChunkView;
import org.terasology.engine.world.WorldProvider;
import org.terasology.engine.world.chunks.Chunk;
import org.terasology.engine.world.chunks.RenderableChunk;
import reactor.core.publisher.Sinks;
import reactor.function.TupleUtils;
import reactor.util.function.Tuple2;
import reactor.util.function.Tuples;

import java.util.Collection;
import java.util.Comparator;
import java.util.Iterator;
import java.util.List;
import java.util.Optional;
import java.util.Set;

public final class ChunkMeshWorker {
private static final Logger logger = LoggerFactory.getLogger(ChunkMeshWorker.class);

private static final int MAX_LOADABLE_CHUNKS =
ViewDistance.MEGA.getChunkDistance().x() * ViewDistance.MEGA.getChunkDistance().y() * ViewDistance.MEGA.getChunkDistance().z();

private final Comparator<RenderableChunk> frontToBackComparator;
private final Set<Vector3ic> chunkMeshProcessing = Sets.newConcurrentHashSet();
private final Sinks.Many<Chunk> chunkMeshPublisher = Sinks.many().unicast().onBackpressureBuffer();
private final List<Chunk> chunksInProximityOfCamera = Lists.newArrayListWithCapacity(MAX_LOADABLE_CHUNKS);

public ChunkMeshWorker(ChunkTessellator chunkTessellator,
WorldProvider worldProvider,
Comparator<RenderableChunk> frontToBackComparator) {
this.frontToBackComparator = frontToBackComparator;

chunkMeshPublisher.asFlux()
.distinct(Chunk::getPosition, () -> chunkMeshProcessing)
.doOnNext(k -> k.setDirty(false))
.parallel(5).runOn(GameScheduler.parallel())
.<Optional<Tuple2<Chunk, ChunkMesh>>>map(c -> {
ChunkView chunkView = worldProvider.getLocalView(c.getPosition());
if (chunkView != null && chunkView.isValidView() && chunkMeshProcessing.remove(c.getPosition())) {
ChunkMesh newMesh = chunkTessellator.generateMesh(chunkView);
ChunkMonitor.fireChunkTessellated(c, newMesh);
return Optional.of(Tuples.of(c, newMesh));
}
return Optional.empty();
}).filter(Optional::isPresent).sequential()
.publishOn(GameScheduler.gameMain())
.subscribe(result -> result.ifPresent(TupleUtils.consumer((chunk, chunkMesh) -> {
if (chunksInProximityOfCamera.contains(chunk)) {
chunkMesh.updateMesh();
chunkMesh.discardData();
if (chunk.hasMesh()) {
chunk.getMesh().dispose();
}
chunk.setMesh(chunkMesh);
}

})), throwable -> logger.error("Failed to build mesh {}", throwable));
}


public void add(Chunk chunk) {
if (chunk != null) {
chunksInProximityOfCamera.add(chunk);
}
}

public void remove(Chunk chunk) {
chunkMeshProcessing.remove(chunk.getPosition());

chunksInProximityOfCamera.remove(chunk);
chunk.disposeMesh();
}

public void remove(Vector3ic coord) {
chunkMeshProcessing.remove(coord);

Iterator<Chunk> iterator = chunksInProximityOfCamera.iterator();
while (iterator.hasNext()) {
Chunk chunk = iterator.next();
if (chunk.getPosition().equals(coord)) {
chunk.disposeMesh();
iterator.remove();
break;
}
}
}

public int update() {
int statDirtyChunks = 0;
chunksInProximityOfCamera.sort(frontToBackComparator);
for (Chunk chunk : chunksInProximityOfCamera) {
if (chunk.isReady() && chunk.isDirty()) {
statDirtyChunks++;
Sinks.EmitResult result = chunkMeshPublisher.tryEmitNext(chunk);
if (result.isFailure()) {
logger.error("failed to process chunk {} : {}", chunk, result);
}
}
}
return statDirtyChunks;
}

public int numberChunkMeshProcessing() {
return chunkMeshProcessing.size();
}

public Collection<Chunk> chunks() {
return chunksInProximityOfCamera;
}
}
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