Files
m2dev-client-src/src/GameLib/AreaLoaderThread.cpp
2026-01-05 17:20:12 +01:00

219 lines
5.7 KiB
C++

// AreaLoaderThread.cpp: implementation of the CAreaLoaderThread class.
//
//////////////////////////////////////////////////////////////////////
#include "StdAfx.h"
#include "EterLib/ResourceManager.h"
#include "EterLib/GameThreadPool.h"
#include "AreaLoaderThread.h"
#include "AreaTerrain.h"
#include "MapOutdoor.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
TEMP_CAreaLoaderThread::TEMP_CAreaLoaderThread() : m_bShutdowned(false)
{
}
TEMP_CAreaLoaderThread::~TEMP_CAreaLoaderThread()
{
Shutdown();
}
bool TEMP_CAreaLoaderThread::Create(void * arg)
{
// Modern implementation doesn't need explicit thread creation
// The global CGameThreadPool handles threading
m_bShutdowned = false;
return true;
}
void TEMP_CAreaLoaderThread::Shutdown()
{
m_bShutdowned = true;
// Clear any pending completed items
{
std::lock_guard<std::mutex> lock(m_TerrainCompleteMutex);
m_pTerrainCompleteDeque.clear();
}
{
std::lock_guard<std::mutex> lock(m_AreaCompleteMutex);
m_pAreaCompleteDeque.clear();
}
}
void TEMP_CAreaLoaderThread::Request(CTerrain * pTerrain)
{
if (m_bShutdowned)
return;
// 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)
{
std::lock_guard<std::mutex> lock(m_TerrainCompleteMutex);
if (m_pTerrainCompleteDeque.empty())
return false;
*ppTerrain = m_pTerrainCompleteDeque.front();
m_pTerrainCompleteDeque.pop_front();
return true;
}
void TEMP_CAreaLoaderThread::Request(CArea * pArea)
{
if (m_bShutdowned)
return;
// 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)
{
std::lock_guard<std::mutex> lock(m_AreaCompleteMutex);
if (m_pAreaCompleteDeque.empty())
return false;
*ppArea = m_pAreaCompleteDeque.front();
m_pAreaCompleteDeque.pop_front();
return true;
}
void TEMP_CAreaLoaderThread::ProcessArea(CArea * pArea)
{
if (m_bShutdowned)
return;
DWORD dwStartTime = ELTimer_GetMSec();
// Area Load
WORD wAreaCoordX, wAreaCoordY;
pArea->GetCoordinate(&wAreaCoordX, &wAreaCoordY);
DWORD dwID = (DWORD) (wAreaCoordX) * 1000L + (DWORD) (wAreaCoordY);
const std::string & c_rStrMapName = pArea->GetOwner()->GetName();
char szAreaPathName[64+1];
_snprintf(szAreaPathName, sizeof(szAreaPathName), "%s\\%06u\\", c_rStrMapName.c_str(), dwID);
pArea->Load(szAreaPathName);
Tracef("TEMP_CAreaLoaderThread::ProcessArea LoadArea : %d ms elapsed\n", ELTimer_GetMSec() - dwStartTime);
// Add to completed queue
{
std::lock_guard<std::mutex> lock(m_AreaCompleteMutex);
m_pAreaCompleteDeque.push_back(pArea);
}
}
void TEMP_CAreaLoaderThread::ProcessTerrain(CTerrain * pTerrain)
{
if (m_bShutdowned)
return;
DWORD dwStartTime = ELTimer_GetMSec();
// Terrain Load
WORD wCoordX, wCoordY;
pTerrain->GetCoordinate(&wCoordX, &wCoordY);
DWORD dwID = (DWORD) (wCoordX) * 1000L + (DWORD) (wCoordY);
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;
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];
char szShadowTexName[64+1];
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);
_snprintf(szWaterMapName, sizeof(szWaterMapName), "%s\\%06u\\water.wtr", c_rStrMapName.c_str(), dwID);
_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);
pTerrain->LoadHeightMap(szRawHeightFieldname);
pTerrain->LoadAttrMap(szAttrMapName);
pTerrain->RAW_LoadTileMap(szSplatName, true);
pTerrain->LoadShadowTexture(szShadowTexName);
pTerrain->LoadShadowMap(szShadowMapName);
pTerrain->LoadMiniMapTexture(szMiniMapTexName);
pTerrain->SetName(c_rstrAreaName.c_str());
pTerrain->CalculateTerrainPatch();
pTerrain->SetReady();
Tracef("TEMP_CAreaLoaderThread::ProcessTerrain LoadTerrain : %d ms elapsed\n", ELTimer_GetMSec() - dwStartTime);
// Add to completed queue
{
std::lock_guard<std::mutex> lock(m_TerrainCompleteMutex);
m_pTerrainCompleteDeque.push_back(pTerrain);
}
}