Core/Maps: Enabled maps updater. and reduce cpu usage (i hope)

This commit is contained in:
hondacrx
2018-05-13 20:27:55 -04:00
parent 7d4c0b7634
commit a1f9818037
3 changed files with 167 additions and 46 deletions
@@ -0,0 +1,91 @@
/*
* Copyright (C) 2012-2018 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using System.Collections.Generic;
using System.Threading;
namespace Framework.Threading
{
public class ProducerConsumerQueue<T>
{
object _queueLock = new object();
Queue<T> _queue = new Queue<T>();
volatile bool _shutdown;
public ProducerConsumerQueue()
{
_shutdown = false;
}
public void Push(T value)
{
lock (_queueLock)
{
_queue.Enqueue(value);
Monitor.PulseAll(_queueLock);
}
}
public bool Empty()
{
lock (_queueLock)
return _queue.Count == 0;
}
public bool Pop(out T value)
{
value = default(T);
lock (_queueLock)
{
if (_queue.Count == 0 || _shutdown)
return false;
value = _queue.Dequeue();
return true;
}
}
public void WaitAndPop(out T value)
{
value = default(T);
lock (_queueLock)
{
while (_queue.Count == 0 && !_shutdown)
Monitor.Wait(_queueLock);
if (_queue.Count == 0 || _shutdown)
return;
value = _queue.Dequeue();
}
}
public void Cancel()
{
lock (_queueLock)
{
while (_queue.Count != 0)
{
T value = _queue.Dequeue();
}
_shutdown = true;
Monitor.PulseAll(_queueLock);
}
}
}
}
+8 -5
View File
@@ -224,10 +224,10 @@ namespace Game.Entities
return;
var time = (uint)i_timer.GetCurrent();
foreach (var map in i_maps.Values.ToList())
foreach (var map in i_maps.Values)
{
if (m_updater != null)
m_updater.Enqueue(map, (uint)i_timer.GetCurrent());
m_updater.ScheduleUpdate(map, (uint)i_timer.GetCurrent());
else
map.Update(time);
}
@@ -235,7 +235,7 @@ namespace Game.Entities
if (m_updater != null)
m_updater.Wait();
foreach (var map in i_maps.ToList())
foreach (var map in i_maps)
map.Value.DelayedUpdate(time);
i_timer.SetCurrent(0);
@@ -269,11 +269,14 @@ namespace Game.Entities
foreach (var pair in i_maps)
pair.Value.UnlinkAllChildTerrainMaps();
foreach (var pair in i_maps.ToList())
foreach (var pair in i_maps)
{
pair.Value.UnloadAll();
i_maps.Remove(pair.Key);
}
if (m_updater != null)
m_updater.Deactivate();
}
public uint GetNumInstances()
@@ -281,7 +284,7 @@ namespace Game.Entities
lock (_mapsLock)
{
uint ret = 0;
foreach (var pair in i_maps.ToList())
foreach (var pair in i_maps)
{
Map map = pair.Value;
if (!map.Instanceable())
+68 -41
View File
@@ -15,76 +15,96 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using System;
using System.Collections.Generic;
using Framework.Threading;
using System.Threading;
namespace Game.Maps
{
public class MapUpdater : IDisposable
public class MapUpdater
{
ProducerConsumerQueue<MapUpdateRequest> _queue = new ProducerConsumerQueue<MapUpdateRequest>();
Thread[] _workerThreads;
volatile bool _cancelationToken;
object _lock = new object();
int _pendingRequests;
public MapUpdater(int numThreads)
{
_queue = new Queue<MapUpdateRequest>();
autoResetEvent = new AutoResetEvent[numThreads];
_workerThreads = new Thread[numThreads];
for (var i = 0; i < numThreads; ++i)
{
autoResetEvent[i] = new AutoResetEvent(false);
ThreadPool.QueueUserWorkItem(new WaitCallback(OnEnqueue), autoResetEvent[i]);
_workerThreads[i] = new Thread(WorkerThread);
_workerThreads[i].Start();
}
}
public void Enqueue(Map map, uint diff)
public void Deactivate()
{
lock (_syncLock)
{
_queue.Enqueue(new MapUpdateRequest(map, diff));
Monitor.PulseAll(_syncLock);
}
}
_cancelationToken = true;
protected void OnEnqueue(object state)
{
while (true)
{
lock (_syncLock)
{
if (_queue.Count == 0)
{
((AutoResetEvent)state).Set();
Monitor.Wait(_syncLock);
}
Wait();
if (_queue.Count > 0)
{
_queue.Dequeue().Call();
}
}
_queue.Cancel();
foreach (var thread in _workerThreads)
{
thread.Join();
}
}
public void Wait()
{
WaitHandle.WaitAll(autoResetEvent);
}
public void Dispose()
{
lock (_syncLock)
lock (_lock)
{
Monitor.PulseAll(_syncLock);
while (_pendingRequests > 0)
Monitor.Wait(_lock);
}
}
private Queue<MapUpdateRequest> _queue;
private object _syncLock = new object();
private WaitHandle[] autoResetEvent;
public void ScheduleUpdate(Map map, uint diff)
{
lock (_lock)
{
++_pendingRequests;
_queue.Push(new MapUpdateRequest(map, this, diff));
}
}
public void UpdateFinished()
{
lock (_lock)
{
--_pendingRequests;
Monitor.PulseAll(_lock);
}
}
void WorkerThread()
{
while (true)
{
MapUpdateRequest request;
_queue.WaitAndPop(out request);
if (_cancelationToken)
return;
request.Call();
UpdateFinished();
}
}
}
public class MapUpdateRequest
{
Map m_map;
MapUpdater m_updater;
uint m_diff;
public MapUpdateRequest(Map m, uint d)
@@ -93,6 +113,13 @@ namespace Game.Maps
m_diff = d;
}
public MapUpdateRequest(Map m, MapUpdater u, uint d)
{
m_map = m;
m_updater = u;
m_diff = d;
}
public void Call()
{
m_map.Update(m_diff);