Reuse starlight relighting code across versions (#2474)

This commit is contained in:
Hannes Greule
2023-10-31 21:00:46 +01:00
committed by GitHub
parent b8434f891e
commit 6bd1382872
6 changed files with 293 additions and 729 deletions

View File

@ -0,0 +1,196 @@
package com.fastasyncworldedit.bukkit.adapter;
import com.fastasyncworldedit.core.extent.processor.lighting.NMSRelighter;
import com.fastasyncworldedit.core.extent.processor.lighting.Relighter;
import com.fastasyncworldedit.core.queue.IQueueExtent;
import com.fastasyncworldedit.core.util.MathMan;
import com.fastasyncworldedit.core.util.TaskManager;
import com.sk89q.worldedit.internal.util.LogManagerCompat;
import it.unimi.dsi.fastutil.longs.Long2ObjectLinkedOpenHashMap;
import it.unimi.dsi.fastutil.longs.LongArraySet;
import it.unimi.dsi.fastutil.longs.LongIterator;
import it.unimi.dsi.fastutil.longs.LongSet;
import org.apache.logging.log4j.Logger;
import org.jetbrains.annotations.NotNull;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.List;
import java.util.Set;
import java.util.concurrent.CompletableFuture;
import java.util.concurrent.locks.ReentrantLock;
import java.util.function.Consumer;
import java.util.function.IntConsumer;
/**
* A base class for version-specific implementations of the starlight relighting mechanism
*
* @param <SERVER_LEVEL> the version-specific ServerLevel type
* @param <CHUNK_POS> the version-specific ChunkPos type
* @since TODO
*/
public abstract class StarlightRelighter<SERVER_LEVEL, CHUNK_POS> implements Relighter {
protected static final Logger LOGGER = LogManagerCompat.getLogger();
private static final int CHUNKS_PER_BATCH = 1024; // 32 * 32
private static final int CHUNKS_PER_BATCH_SQRT_LOG2 = 5; // for shifting
private final ReentrantLock lock = new ReentrantLock();
private final Long2ObjectLinkedOpenHashMap<LongSet> regions = new Long2ObjectLinkedOpenHashMap<>();
private final ReentrantLock areaLock = new ReentrantLock();
private final NMSRelighter delegate;
protected final SERVER_LEVEL serverLevel;
protected StarlightRelighter(SERVER_LEVEL serverLevel, IQueueExtent<?> queue) {
this.serverLevel = serverLevel;
this.delegate = new NMSRelighter(queue);
}
protected Set<CHUNK_POS> convertChunkKeysToChunkPos(LongSet chunks) {
// convert from long keys to ChunkPos
Set<CHUNK_POS> coords = new HashSet<>();
LongIterator iterator = chunks.iterator();
while (iterator.hasNext()) {
coords.add(createChunkPos(iterator.nextLong()));
}
return coords;
}
protected abstract CHUNK_POS createChunkPos(long chunkKey);
protected abstract long asLong(int chunkX, int chunkZ);
protected abstract CompletableFuture<?> chunkLoadFuture(CHUNK_POS pos);
protected List<CompletableFuture<?>> chunkLoadFutures(Set<CHUNK_POS> coords) {
List<CompletableFuture<?>> futures = new ArrayList<>();
for (final CHUNK_POS coord : coords) {
futures.add(chunkLoadFuture(coord));
}
return futures;
}
@NotNull
protected IntConsumer postProcessCallback(Runnable andThen, Set<CHUNK_POS> coords) {
return i -> {
if (i != coords.size()) {
LOGGER.warn("Processed {} chunks instead of {}", i, coords.size());
}
// post process chunks on main thread
TaskManager.taskManager().task(() -> postProcessChunks(coords));
// call callback on our own threads
TaskManager.taskManager().async(andThen);
};
}
protected abstract void invokeRelight(
Set<CHUNK_POS> coords,
Consumer<CHUNK_POS> chunkCallback,
IntConsumer processCallback
);
protected abstract void postProcessChunks(Set<CHUNK_POS> coords);
/*
* Processes a set of chunks and runs an action afterwards.
* The action is run async, the chunks are partly processed on the main thread
* (as required by the server).
*/
protected void fixLighting(LongSet chunks, Runnable andThen) {
Set<CHUNK_POS> coords = convertChunkKeysToChunkPos(chunks);
TaskManager.taskManager().task(() -> {
// trigger chunk load and apply ticket on main thread
List<CompletableFuture<?>> futures = chunkLoadFutures(coords);
// collect futures and trigger relight once all chunks are loaded
CompletableFuture.allOf(futures.toArray(new CompletableFuture[0])).thenAccept(v ->
invokeRelight(
coords,
c -> {
}, // no callback for single chunks required
postProcessCallback(andThen, coords)
)
);
});
}
@Override
public boolean addChunk(int cx, int cz, byte[] skipReason, int bitmask) {
areaLock.lock();
try {
long key = MathMan.pairInt(cx >> CHUNKS_PER_BATCH_SQRT_LOG2, cz >> CHUNKS_PER_BATCH_SQRT_LOG2);
// TODO probably submit here already if chunks.size == CHUNKS_PER_BATCH?
LongSet chunks = this.regions.computeIfAbsent(key, k -> new LongArraySet(CHUNKS_PER_BATCH >> 2));
chunks.add(asLong(cx, cz));
} finally {
areaLock.unlock();
}
return true;
}
/*
* This method is called "recursively", iterating and removing elements
* from the regions linked map. This way, chunks are loaded in batches to avoid
* OOMEs.
*/
@Override
public void fixLightingSafe(boolean sky) {
this.areaLock.lock();
try {
if (regions.isEmpty()) {
return;
}
LongSet first = regions.removeFirst();
fixLighting(first, () -> fixLightingSafe(true));
} finally {
this.areaLock.unlock();
}
}
@Override
public void addLightUpdate(int x, int y, int z) {
this.delegate.addLightUpdate(x, y, z);
}
@Override
public void clear() {
}
@Override
public void removeLighting() {
this.delegate.removeLighting();
}
@Override
public void fixBlockLighting() {
fixLightingSafe(true);
}
@Override
public void fixSkyLighting() {
fixLightingSafe(true);
}
@Override
public boolean isEmpty() {
return true;
}
@Override
public ReentrantLock getLock() {
return this.lock;
}
@Override
public boolean isFinished() {
return false;
}
@Override
public void close() throws Exception {
fixLightingSafe(true);
}
}