fixing some data races

This commit is contained in:
2025-06-03 21:57:47 +02:00
parent 66c42af1b8
commit da4a141c85
6 changed files with 49 additions and 23 deletions

View File

@@ -63,12 +63,12 @@ World::World(Scop::Scene& scene) : m_noisecollection(42), p_water_pipeline(std::
static_cast<std::int32_t>(global_block_position.y < 0 ? std::floorf(global_block_position.y / static_cast<float>(CHUNK_SIZE.z)) : static_cast<float>(global_block_position.y) / static_cast<std::int32_t>(CHUNK_SIZE.z)),
};
if(Scop::NonOwningPtr<Chunk> current_chunk = GetChunk(m_current_chunk_position); current_chunk)
if(Scop::NonOwningPtr<const Chunk> current_chunk = GetChunk(m_current_chunk_position); current_chunk)
{
Scop::Vec3i block_position = Scop::Vec3i{
global_block_position.x - (m_current_chunk_position.x * static_cast<std::int32_t>(CHUNK_SIZE.x)),
global_block_position.x - (m_current_chunk_position.load().x * static_cast<std::int32_t>(CHUNK_SIZE.x)),
static_cast<std::int32_t>(camera_position.y),
global_block_position.y - (m_current_chunk_position.y * static_cast<std::int32_t>(CHUNK_SIZE.z)),
global_block_position.y - (m_current_chunk_position.load().y * static_cast<std::int32_t>(CHUNK_SIZE.z)),
};
post_process_data.underwater = current_chunk->GetBlock(block_position) == static_cast<std::uint32_t>(BlockType::Water);
}
@@ -87,7 +87,7 @@ World::World(Scop::Scene& scene) : m_noisecollection(42), p_water_pipeline(std::
if(generate)
{
if(m_generation_status != GenerationState::Ready || m_current_chunk_position != m_previous_chunk_position)
if(m_generation_status != GenerationState::Ready || m_current_chunk_position.load() != m_previous_chunk_position)
{
if(m_generation_status == GenerationState::Ready)
{
@@ -128,11 +128,13 @@ World::~World()
using namespace std::chrono_literals;
std::this_thread::sleep_for(16ms);
}
m_thread_pool.WaitForAllTasks();
}
[[nodiscard]] Scop::NonOwningPtr<Chunk> World::GetChunk(Scop::Vec2i position)
[[nodiscard]] Scop::NonOwningPtr<const Chunk> World::GetChunk(Scop::Vec2i position) const
{
auto it = m_chunks.find(position);
std::shared_lock guard(m_chunk_mutex);
const auto it = m_chunks.find(position);
if(it == m_chunks.end())
return nullptr;
return &it->second;
@@ -143,15 +145,18 @@ void World::UnloadChunks()
for(auto it = m_chunks.begin(); it != m_chunks.end();)
{
Scop::Vec2i pos = it->first;
std::uint32_t x_dist = std::abs(pos.x - m_current_chunk_position.x);
std::uint32_t z_dist = std::abs(pos.y - m_current_chunk_position.y);
std::uint32_t x_dist = std::abs(pos.x - m_current_chunk_position.load().x);
std::uint32_t z_dist = std::abs(pos.y - m_current_chunk_position.load().y);
if(RENDER_DISTANCE < x_dist || RENDER_DISTANCE < z_dist)
{
if(it->second.GetActor())
m_scene.RemoveActor(*it->second.GetActor());
if(it->second.GetWaterActor())
m_scene.RemoveActor(*it->second.GetWaterActor());
it = m_chunks.erase(it);
{
std::unique_lock guard(m_chunk_mutex);
it = m_chunks.erase(it);
}
}
else
++it;
@@ -176,8 +181,8 @@ void World::GenerateWorld()
std::queue<std::reference_wrapper<Chunk>> mesh_generation_queue;
Scop::Vec2i x_range{ m_current_chunk_position.x - RENDER_DISTANCE - 1, m_current_chunk_position.x + RENDER_DISTANCE + 1 };
Scop::Vec2i z_range{ m_current_chunk_position.y - RENDER_DISTANCE - 1, m_current_chunk_position.y + RENDER_DISTANCE + 1 };
Scop::Vec2i x_range{ m_current_chunk_position.load().x - RENDER_DISTANCE - 1, m_current_chunk_position.load().x + RENDER_DISTANCE + 1 };
Scop::Vec2i z_range{ m_current_chunk_position.load().y - RENDER_DISTANCE - 1, m_current_chunk_position.load().y + RENDER_DISTANCE + 1 };
std::size_t range = (RENDER_DISTANCE + RENDER_DISTANCE + 2) * 2;
m_loading_progress = 0.0f;
@@ -187,13 +192,17 @@ void World::GenerateWorld()
for(std::int32_t z = z_range.x; z <= z_range.y; z++)
{
QUIT_CHECK();
auto [chunk_data, _] = m_chunks.try_emplace(Scop::Vec2i{ x, z }, *this, Scop::Vec2i{ x, z });
std::unordered_map<Scop::Vec2i, Chunk>::iterator chunk_data;
{
std::unique_lock guard(m_chunk_mutex);
chunk_data = m_chunks.try_emplace(Scop::Vec2i{ x, z }, *this, Scop::Vec2i{ x, z }).first;
}
chunk_data->second.GenerateChunk();
if(!chunk_data->second.GetActor() && !chunk_data->second.GetWaterActor() && x > x_range.x && x < x_range.y && z > z_range.x && z < z_range.y)
mesh_generation_queue.push(std::ref(chunk_data->second));
m_loading_progress = std::min(m_loading_progress + (1.0f / LIMIT) * range, LIMIT);
if(!chunk_data->second.GetActor() || !chunk_data->second.GetWaterActor() && x > x_range.x && x < x_range.y && z > z_range.x && z < z_range.y)
mesh_generation_queue.push(std::ref(chunk_data->second));
}
}