add GameThreadPool

This commit is contained in:
savis
2026-01-05 17:20:12 +01:00
parent dbdfd57c41
commit 7718c65d7a
12 changed files with 575 additions and 285 deletions

View File

@@ -5,6 +5,7 @@
#include "StdAfx.h"
#include "EterLib/ResourceManager.h"
#include "EterLib/GameThreadPool.h"
#include "AreaLoaderThread.h"
#include "AreaTerrain.h"
@@ -14,213 +15,112 @@
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
TEMP_CAreaLoaderThread::TEMP_CAreaLoaderThread() : m_bShutdowned(false), m_pArg(NULL), m_hThread(NULL), m_uThreadID(0)
TEMP_CAreaLoaderThread::TEMP_CAreaLoaderThread() : m_bShutdowned(false)
{
}
TEMP_CAreaLoaderThread::~TEMP_CAreaLoaderThread()
{
Destroy();
Shutdown();
}
bool TEMP_CAreaLoaderThread::Create(void * arg)
{
Arg(arg);
m_hThread = (HANDLE) _beginthreadex(NULL, 0, EntryPoint, this, 0, &m_uThreadID);
if (!m_hThread)
return false;
SetThreadPriority(m_hThread, THREAD_PRIORITY_NORMAL);
// Modern implementation doesn't need explicit thread creation
// The global CGameThreadPool handles threading
m_bShutdowned = false;
return true;
}
UINT TEMP_CAreaLoaderThread::Run(void * arg)
{
if (!Setup())
return 0;
return (Execute(arg));
}
/* Static */
UINT CALLBACK TEMP_CAreaLoaderThread::EntryPoint(void * pThis)
{
TEMP_CAreaLoaderThread * pThread = (TEMP_CAreaLoaderThread *) pThis;
return pThread->Run(pThread->Arg());
}
//////////////////////////////////////////////////////////////////////////
void TEMP_CAreaLoaderThread::Destroy()
{
if (m_hSemaphore)
{
CloseHandle(m_hSemaphore);
m_hSemaphore = NULL;
}
/*
while(!m_pTerrainRequestDeque.empty())
{
CTerrain * pTerrain = m_pTerrainRequestDeque.front();
delete pTerrain;
pTerrain = NULL;
m_pTerrainRequestDeque.pop_front();
}
while(!m_pTerrainCompleteDeque.empty())
{
CTerrain * pTerrain = m_pTerrainCompleteDeque.front();
delete pTerrain;
pTerrain = NULL;
m_pTerrainCompleteDeque.pop_front();
}
*/
/*stl_wipe(m_pTerrainRequestDeque);
stl_wipe(m_pTerrainCompleteDeque);
stl_wipe(m_pAreaRequestDeque);
stl_wipe(m_pAreaCompleteDeque);*/
}
UINT TEMP_CAreaLoaderThread::Setup()
{
m_hSemaphore = CreateSemaphore(NULL, // no security attributes
0, // initial count
65535, // maximum count
NULL); // unnamed semaphore
if (!m_hSemaphore)
return 0;
return 1;
}
void TEMP_CAreaLoaderThread::Shutdown()
{
if (!m_hSemaphore)
return;
BOOL bRet;
m_bShutdowned = true;
do
// Clear any pending completed items
{
bRet = ReleaseSemaphore(m_hSemaphore, 1, NULL);
}
while (!bRet);
WaitForSingleObject(m_hThread, 10000); // 쓰레드가 종료 되기를 10초 기다림
}
UINT TEMP_CAreaLoaderThread::Execute(void * pvArg)
{
bool bProcessTerrain = true;
while (!m_bShutdowned)
{
DWORD dwWaitResult;
dwWaitResult = WaitForSingleObject(m_hSemaphore, INFINITE);
if (m_bShutdowned)
break;
switch (dwWaitResult)
{
case WAIT_OBJECT_0:
if (bProcessTerrain)
ProcessTerrain();
else
ProcessArea();
break;
case WAIT_TIMEOUT:
TraceError("TEMP_CAreaLoaderThread::Execute: Timeout occured while time-out interval is INIFITE");
break;
}
std::lock_guard<std::mutex> lock(m_TerrainCompleteMutex);
m_pTerrainCompleteDeque.clear();
}
Destroy();
return 1;
{
std::lock_guard<std::mutex> lock(m_AreaCompleteMutex);
m_pAreaCompleteDeque.clear();
}
}
void TEMP_CAreaLoaderThread::Request(CTerrain * pTerrain) // called in main thread
void TEMP_CAreaLoaderThread::Request(CTerrain * pTerrain)
{
m_TerrainRequestMutex.Lock();
m_pTerrainRequestDeque.push_back(pTerrain);
m_TerrainRequestMutex.Unlock();
if (m_bShutdowned)
return;
++m_iRestSemCount;
if (!ReleaseSemaphore(m_hSemaphore, m_iRestSemCount, NULL))
TraceError("TEMP_CAreaLoaderThread::Request: ReleaseSemaphore error");
--m_iRestSemCount;
// Enqueue terrain loading to the global thread pool
CGameThreadPool* pThreadPool = CGameThreadPool::InstancePtr();
if (pThreadPool)
{
pThreadPool->Enqueue([this, pTerrain]()
{
ProcessTerrain(pTerrain);
});
}
else
{
// Fallback to synchronous loading if thread pool not available
ProcessTerrain(pTerrain);
}
}
bool TEMP_CAreaLoaderThread::Fetch(CTerrain ** ppTerrain) // called in main thread
bool TEMP_CAreaLoaderThread::Fetch(CTerrain ** ppTerrain)
{
m_TerrainCompleteMutex.Lock();
std::lock_guard<std::mutex> lock(m_TerrainCompleteMutex);
if (m_pTerrainCompleteDeque.empty())
{
m_TerrainCompleteMutex.Unlock();
return false;
}
*ppTerrain = m_pTerrainCompleteDeque.front();
m_pTerrainCompleteDeque.pop_front();
m_TerrainCompleteMutex.Unlock();
return true;
}
void TEMP_CAreaLoaderThread::Request(CArea * pArea) // called in main thread
void TEMP_CAreaLoaderThread::Request(CArea * pArea)
{
m_AreaRequestMutex.Lock();
m_pAreaRequestDeque.push_back(pArea);
m_AreaRequestMutex.Unlock();
if (m_bShutdowned)
return;
++m_iRestSemCount;
if (!ReleaseSemaphore(m_hSemaphore, m_iRestSemCount, NULL))
TraceError("TEMP_CAreaLoaderThread::Request: ReleaseSemaphore error");
--m_iRestSemCount;
// Enqueue area loading to the global thread pool
CGameThreadPool* pThreadPool = CGameThreadPool::InstancePtr();
if (pThreadPool)
{
pThreadPool->Enqueue([this, pArea]()
{
ProcessArea(pArea);
});
}
else
{
// Fallback to synchronous loading if thread pool not available
ProcessArea(pArea);
}
}
bool TEMP_CAreaLoaderThread::Fetch(CArea ** ppArea) // called in main thread
bool TEMP_CAreaLoaderThread::Fetch(CArea ** ppArea)
{
m_AreaCompleteMutex.Lock();
std::lock_guard<std::mutex> lock(m_AreaCompleteMutex);
if (m_pAreaCompleteDeque.empty())
{
m_AreaCompleteMutex.Unlock();
return false;
}
*ppArea = m_pAreaCompleteDeque.front();
m_pAreaCompleteDeque.pop_front();
m_AreaCompleteMutex.Unlock();
return true;
}
void TEMP_CAreaLoaderThread::ProcessArea() // called in loader thread
void TEMP_CAreaLoaderThread::ProcessArea(CArea * pArea)
{
m_AreaRequestMutex.Lock();
if (m_pAreaRequestDeque.empty())
{
m_AreaRequestMutex.Unlock();
if (m_bShutdowned)
return;
}
CArea * pArea = m_pAreaRequestDeque.front();
m_pAreaRequestDeque.pop_front();
Tracef("TEMP_CAreaLoaderThread::ProcessArea() RequestDeque Size : %d\n", m_pAreaRequestDeque.size());
m_AreaRequestMutex.Unlock();
DWORD dwStartTime = ELTimer_GetMSec();
@@ -238,28 +138,17 @@ void TEMP_CAreaLoaderThread::ProcessArea() // called in loader thread
Tracef("TEMP_CAreaLoaderThread::ProcessArea LoadArea : %d ms elapsed\n", ELTimer_GetMSec() - dwStartTime);
m_AreaCompleteMutex.Lock();
m_pAreaCompleteDeque.push_back(pArea);
m_AreaCompleteMutex.Unlock();
Sleep(g_iLoadingDelayTime);
// Add to completed queue
{
std::lock_guard<std::mutex> lock(m_AreaCompleteMutex);
m_pAreaCompleteDeque.push_back(pArea);
}
}
void TEMP_CAreaLoaderThread::ProcessTerrain() // called in loader thread
void TEMP_CAreaLoaderThread::ProcessTerrain(CTerrain * pTerrain)
{
m_TerrainRequestMutex.Lock();
if (m_pTerrainRequestDeque.empty())
{
m_TerrainRequestMutex.Unlock();
if (m_bShutdowned)
return;
}
CTerrain * pTerrain = m_pTerrainRequestDeque.front();
m_pTerrainRequestDeque.pop_front();
Tracef("TEMP_CAreaLoaderThread::ProcessTerrain() RequestDeque Size : %d\n", m_pTerrainRequestDeque.size());
m_TerrainRequestMutex.Unlock();
DWORD dwStartTime = ELTimer_GetMSec();
@@ -271,26 +160,24 @@ void TEMP_CAreaLoaderThread::ProcessTerrain() // called in loader thread
const std::string & c_rStrMapName = pTerrain->GetOwner()->GetName();
char filename[256];
sprintf(filename, "%s\\%06u\\AreaProperty.txt", c_rStrMapName.c_str(), dwID);
CTokenVectorMap stTokenVectorMap;
if (!LoadMultipleTextData(filename, stTokenVectorMap))
return;
Sleep(g_iLoadingDelayTime);
if (stTokenVectorMap.end() == stTokenVectorMap.find("scripttype"))
return;
if (stTokenVectorMap.end() == stTokenVectorMap.find("areaname"))
return;
const std::string & c_rstrType = stTokenVectorMap["scripttype"][0];
const std::string & c_rstrAreaName = stTokenVectorMap["areaname"][0];
if (c_rstrType != "AreaProperty")
return;
char szRawHeightFieldname[64+1];
char szWaterMapName[64+1];
char szAttrMapName[64+1];
@@ -298,7 +185,7 @@ void TEMP_CAreaLoaderThread::ProcessTerrain() // called in loader thread
char szShadowMapName[64+1];
char szMiniMapTexName[64+1];
char szSplatName[64+1];
_snprintf(szRawHeightFieldname, sizeof(szRawHeightFieldname), "%s\\%06u\\height.raw", c_rStrMapName.c_str(), dwID);
_snprintf(szSplatName, sizeof(szSplatName), "%s\\%06u\\tile.raw", c_rStrMapName.c_str(), dwID);
_snprintf(szAttrMapName, sizeof(szAttrMapName), "%s\\%06u\\attr.atr", c_rStrMapName.c_str(), dwID);
@@ -306,35 +193,26 @@ void TEMP_CAreaLoaderThread::ProcessTerrain() // called in loader thread
_snprintf(szShadowTexName, sizeof(szShadowTexName), "%s\\%06u\\shadowmap.dds", c_rStrMapName.c_str(), dwID);
_snprintf(szShadowMapName, sizeof(szShadowMapName), "%s\\%06u\\shadowmap.raw", c_rStrMapName.c_str(), dwID);
_snprintf(szMiniMapTexName, sizeof(szMiniMapTexName), "%s\\%06u\\minimap.dds", c_rStrMapName.c_str(), dwID);
pTerrain->CopySettingFromGlobalSetting();
pTerrain->LoadWaterMap(szWaterMapName);
Sleep(g_iLoadingDelayTime);
pTerrain->LoadHeightMap(szRawHeightFieldname);
Sleep(g_iLoadingDelayTime);
pTerrain->LoadAttrMap(szAttrMapName);
Sleep(g_iLoadingDelayTime);
pTerrain->RAW_LoadTileMap(szSplatName, true);
Sleep(g_iLoadingDelayTime);
pTerrain->LoadShadowTexture(szShadowTexName);
Sleep(g_iLoadingDelayTime);
pTerrain->LoadShadowMap(szShadowMapName);
Sleep(g_iLoadingDelayTime);
pTerrain->LoadMiniMapTexture(szMiniMapTexName);
Sleep(g_iLoadingDelayTime);
pTerrain->SetName(c_rstrAreaName.c_str());
Sleep(g_iLoadingDelayTime);
pTerrain->CalculateTerrainPatch();
Sleep(g_iLoadingDelayTime);
pTerrain->SetReady();
Tracef("TEMP_CAreaLoaderThread::ProcessTerrain LoadTerrain : %d ms elapsed\n", ELTimer_GetMSec() - dwStartTime);
m_TerrainCompleteMutex.Lock();
m_pTerrainCompleteDeque.push_back(pTerrain);
m_TerrainCompleteMutex.Unlock();
Sleep(g_iLoadingDelayTime);
// Add to completed queue
{
std::lock_guard<std::mutex> lock(m_TerrainCompleteMutex);
m_pTerrainCompleteDeque.push_back(pTerrain);
}
}