Core/Maps: Enabled maps updater. and reduce cpu usage (i hope)
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@@ -224,10 +224,10 @@ namespace Game.Entities
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return;
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var time = (uint)i_timer.GetCurrent();
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foreach (var map in i_maps.Values.ToList())
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foreach (var map in i_maps.Values)
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{
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if (m_updater != null)
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m_updater.Enqueue(map, (uint)i_timer.GetCurrent());
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m_updater.ScheduleUpdate(map, (uint)i_timer.GetCurrent());
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else
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map.Update(time);
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}
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@@ -235,7 +235,7 @@ namespace Game.Entities
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if (m_updater != null)
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m_updater.Wait();
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foreach (var map in i_maps.ToList())
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foreach (var map in i_maps)
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map.Value.DelayedUpdate(time);
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i_timer.SetCurrent(0);
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@@ -269,11 +269,14 @@ namespace Game.Entities
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foreach (var pair in i_maps)
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pair.Value.UnlinkAllChildTerrainMaps();
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foreach (var pair in i_maps.ToList())
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foreach (var pair in i_maps)
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{
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pair.Value.UnloadAll();
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i_maps.Remove(pair.Key);
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}
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if (m_updater != null)
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m_updater.Deactivate();
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}
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public uint GetNumInstances()
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@@ -281,7 +284,7 @@ namespace Game.Entities
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lock (_mapsLock)
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{
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uint ret = 0;
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foreach (var pair in i_maps.ToList())
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foreach (var pair in i_maps)
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{
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Map map = pair.Value;
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if (!map.Instanceable())
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@@ -15,76 +15,96 @@
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using System;
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using System.Collections.Generic;
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using Framework.Threading;
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using System.Threading;
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namespace Game.Maps
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{
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public class MapUpdater : IDisposable
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public class MapUpdater
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{
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ProducerConsumerQueue<MapUpdateRequest> _queue = new ProducerConsumerQueue<MapUpdateRequest>();
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Thread[] _workerThreads;
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volatile bool _cancelationToken;
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object _lock = new object();
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int _pendingRequests;
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public MapUpdater(int numThreads)
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{
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_queue = new Queue<MapUpdateRequest>();
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autoResetEvent = new AutoResetEvent[numThreads];
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_workerThreads = new Thread[numThreads];
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for (var i = 0; i < numThreads; ++i)
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{
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autoResetEvent[i] = new AutoResetEvent(false);
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ThreadPool.QueueUserWorkItem(new WaitCallback(OnEnqueue), autoResetEvent[i]);
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_workerThreads[i] = new Thread(WorkerThread);
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_workerThreads[i].Start();
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}
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}
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public void Enqueue(Map map, uint diff)
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public void Deactivate()
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{
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lock (_syncLock)
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{
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_queue.Enqueue(new MapUpdateRequest(map, diff));
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Monitor.PulseAll(_syncLock);
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}
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}
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_cancelationToken = true;
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protected void OnEnqueue(object state)
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{
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while (true)
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{
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lock (_syncLock)
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{
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if (_queue.Count == 0)
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{
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((AutoResetEvent)state).Set();
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Monitor.Wait(_syncLock);
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}
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Wait();
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if (_queue.Count > 0)
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{
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_queue.Dequeue().Call();
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}
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}
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_queue.Cancel();
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foreach (var thread in _workerThreads)
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{
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thread.Join();
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}
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}
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public void Wait()
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{
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WaitHandle.WaitAll(autoResetEvent);
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}
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public void Dispose()
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{
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lock (_syncLock)
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lock (_lock)
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{
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Monitor.PulseAll(_syncLock);
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while (_pendingRequests > 0)
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Monitor.Wait(_lock);
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}
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}
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private Queue<MapUpdateRequest> _queue;
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private object _syncLock = new object();
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private WaitHandle[] autoResetEvent;
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public void ScheduleUpdate(Map map, uint diff)
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{
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lock (_lock)
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{
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++_pendingRequests;
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_queue.Push(new MapUpdateRequest(map, this, diff));
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}
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}
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public void UpdateFinished()
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{
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lock (_lock)
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{
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--_pendingRequests;
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Monitor.PulseAll(_lock);
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}
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}
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void WorkerThread()
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{
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while (true)
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{
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MapUpdateRequest request;
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_queue.WaitAndPop(out request);
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if (_cancelationToken)
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return;
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request.Call();
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UpdateFinished();
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}
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}
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}
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public class MapUpdateRequest
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{
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Map m_map;
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MapUpdater m_updater;
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uint m_diff;
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public MapUpdateRequest(Map m, uint d)
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@@ -93,6 +113,13 @@ namespace Game.Maps
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m_diff = d;
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}
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public MapUpdateRequest(Map m, MapUpdater u, uint d)
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{
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m_map = m;
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m_updater = u;
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m_diff = d;
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}
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public void Call()
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{
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m_map.Update(m_diff);
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