enable async loading, optimize rendering and distance checks
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@@ -8,7 +8,7 @@
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#include "ResourceManager.h"
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#include "GrpImage.h"
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int g_iLoadingDelayTime = 20;
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int g_iLoadingDelayTime = 1; // Reduced from 20ms to 1ms for faster async loading
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const long c_Deleting_Wait_Time = 30000; // 삭제 대기 시간 (30초)
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const long c_DeletingCountPerFrame = 30; // 프레임당 체크 리소스 갯수
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@@ -16,6 +16,21 @@ const long c_Reference_Decrease_Wait_Time = 30000; // 선로딩 리소스의 해
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CFileLoaderThread CResourceManager::ms_loadingThread;
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void CResourceManager::BeginThreadLoading()
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{
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// Already started in constructor, nothing to do
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}
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void CResourceManager::EndThreadLoading()
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{
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// Wait for all pending requests to complete
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while (!m_RequestMap.empty() || !m_WaitingMap.empty())
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{
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ProcessBackgroundLoading();
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Sleep(10);
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}
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}
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void CResourceManager::LoadStaticCache(const char* c_szFileName)
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{
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CResource* pkRes=GetResourcePointer(c_szFileName);
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@@ -514,11 +529,11 @@ void CResourceManager::ReserveDeletingResource(CResource * pResource)
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CResourceManager::CResourceManager()
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{
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//ms_loadingThread.Create(0);
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ms_loadingThread.Create(0);
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}
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CResourceManager::~CResourceManager()
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{
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Destroy();
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//ms_loadingThread.Shutdown();
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ms_loadingThread.Shutdown();
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}
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