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