Merge pull request #74 from savisxss/dsdsdsds

This commit is contained in:
rtw1x1
2026-01-05 16:21:48 +00:00
committed by GitHub
12 changed files with 575 additions and 285 deletions

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@@ -0,0 +1,158 @@
#include "StdAfx.h"
#include "GameThreadPool.h"
CGameThreadPool::CGameThreadPool()
: m_bShutdown(false)
, m_bInitialized(false)
, m_iNextWorkerIndex(0)
{
}
CGameThreadPool::~CGameThreadPool()
{
Destroy();
}
void CGameThreadPool::Initialize(int iWorkerCount)
{
if (m_bInitialized)
{
TraceError("CGameThreadPool::Initialize - Already initialized!");
return;
}
// Determine worker count
if (iWorkerCount <= 0)
{
iWorkerCount = static_cast<int>(std::thread::hardware_concurrency());
if (iWorkerCount <= 0)
iWorkerCount = 4; // Fallback to 4 workers
}
// Clamp worker count to reasonable range
iWorkerCount = std::max(2, std::min(16, iWorkerCount));
Tracef("CGameThreadPool::Initialize - Creating %d worker threads\n", iWorkerCount);
m_bShutdown.store(false, std::memory_order_release);
m_workers.reserve(iWorkerCount);
// Initialize each worker
for (int i = 0; i < iWorkerCount; ++i)
{
std::unique_ptr<TWorkerThread> pWorker(new TWorkerThread());
pWorker->pTaskQueue.reset(new SPSCQueue<TTask>(QUEUE_SIZE));
pWorker->bBusy.store(false, std::memory_order_relaxed);
pWorker->uTaskCount.store(0, std::memory_order_relaxed);
pWorker->thread = std::thread(&CGameThreadPool::WorkerThreadProc, this, i);
m_workers.push_back(std::move(pWorker));
}
m_bInitialized.store(true, std::memory_order_release);
}
void CGameThreadPool::Destroy()
{
if (!m_bInitialized)
return;
Tracef("CGameThreadPool::Destroy - Shutting down %d worker threads\n", GetWorkerCount());
m_bShutdown.store(true, std::memory_order_release);
m_bInitialized.store(false, std::memory_order_release);
// Join all worker threads
for (auto& pWorker : m_workers)
{
if (pWorker->thread.joinable())
pWorker->thread.join();
}
m_workers.clear();
}
void CGameThreadPool::WorkerThreadProc(int iWorkerIndex)
{
TWorkerThread* pWorker = m_workers[iWorkerIndex].get();
int iIdleCount = 0;
while (!m_bShutdown.load(std::memory_order_acquire))
{
TTask task;
if (pWorker->pTaskQueue->Pop(task))
{
pWorker->bBusy.store(true, std::memory_order_relaxed);
iIdleCount = 0;
// Execute the task
try
{
task();
}
catch (const std::exception& e)
{
TraceError("CGameThreadPool::WorkerThreadProc - Exception in worker %d: %s", iWorkerIndex, e.what());
}
catch (...)
{
TraceError("CGameThreadPool::WorkerThreadProc - Unknown exception in worker %d", iWorkerIndex);
}
pWorker->uTaskCount.fetch_sub(1, std::memory_order_relaxed);
pWorker->bBusy.store(false, std::memory_order_relaxed);
}
else
{
// No work available - idle strategy
++iIdleCount;
if (iIdleCount < 100)
{
// Spin briefly for immediate work
std::this_thread::yield();
}
else if (iIdleCount < 1000)
{
// Short sleep for moderate idle
std::this_thread::sleep_for(std::chrono::microseconds(10));
}
else
{
// Longer sleep for extended idle
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
}
}
}
int CGameThreadPool::SelectLeastBusyWorker() const
{
if (m_workers.empty())
return 0;
// Simple load balancing: find worker with least pending tasks
int iBestWorker = 0;
uint32_t uMinTasks = m_workers[0]->uTaskCount.load(std::memory_order_relaxed);
for (size_t i = 1; i < m_workers.size(); ++i)
{
uint32_t uTasks = m_workers[i]->uTaskCount.load(std::memory_order_relaxed);
if (uTasks < uMinTasks)
{
uMinTasks = uTasks;
iBestWorker = static_cast<int>(i);
}
}
return iBestWorker;
}
size_t CGameThreadPool::GetPendingTaskCount() const
{
size_t uTotal = 0;
for (const auto& pWorker : m_workers)
{
uTotal += pWorker->uTaskCount.load(std::memory_order_relaxed);
}
return uTotal;
}

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@@ -0,0 +1,132 @@
#pragma once
#include "SPSCQueue.h"
#include "EterBase/Singleton.h"
#include <thread>
#include <vector>
#include <functional>
#include <future>
#include <atomic>
#include <memory>
class CGameThreadPool : public CSingleton<CGameThreadPool>
{
public:
using TTask = std::function<void()>;
CGameThreadPool();
~CGameThreadPool();
// Initialize thread pool with specified worker count
// If count <= 0, uses hardware_concurrency
void Initialize(int iWorkerCount = -1);
// Shutdown and join all worker threads
void Destroy();
// Enqueue a task and get a future to track completion
template<typename TFunc>
std::future<void> Enqueue(TFunc&& func);
// Get number of active workers
int GetWorkerCount() const { return static_cast<int>(m_workers.size()); }
// Get approximate number of pending tasks across all queues
size_t GetPendingTaskCount() const;
// Check if pool is initialized
bool IsInitialized() const { return m_bInitialized; }
private:
struct TWorkerThread
{
std::thread thread;
std::unique_ptr<SPSCQueue<TTask>> pTaskQueue;
std::atomic<bool> bBusy;
std::atomic<uint32_t> uTaskCount;
TWorkerThread()
: bBusy(false)
, uTaskCount(0)
{
}
};
void WorkerThreadProc(int iWorkerIndex);
int SelectLeastBusyWorker() const;
std::vector<std::unique_ptr<TWorkerThread>> m_workers;
std::atomic<bool> m_bShutdown;
std::atomic<bool> m_bInitialized;
std::atomic<int> m_iNextWorkerIndex; // For round-robin distribution
static const size_t QUEUE_SIZE = 8192;
};
// Template implementation
template<typename TFunc>
std::future<void> CGameThreadPool::Enqueue(TFunc&& func)
{
if (!m_bInitialized)
{
// If not initialized, execute on calling thread
auto promise = std::make_shared<std::promise<void>>();
auto future = promise->get_future();
try
{
func();
promise->set_value();
}
catch (...)
{
promise->set_exception(std::current_exception());
}
return future;
}
// Create a promise to track task completion
auto promise = std::make_shared<std::promise<void>>();
auto future = promise->get_future();
// Wrap function in shared_ptr to avoid move issues with std::function
auto pFunc = std::make_shared<typename std::decay<TFunc>::type>(std::forward<TFunc>(func));
// Wrap the task with promise completion
TTask task = [promise, pFunc]()
{
try
{
(*pFunc)();
promise->set_value();
}
catch (...)
{
promise->set_exception(std::current_exception());
}
};
// Select worker with least load
int iWorkerIndex = SelectLeastBusyWorker();
TWorkerThread* pWorker = m_workers[iWorkerIndex].get();
// Try to enqueue the task
if (!pWorker->pTaskQueue->Push(std::move(task)))
{
// Queue is full, execute on calling thread as fallback
try
{
(*pFunc)();
promise->set_value();
}
catch (...)
{
promise->set_exception(std::current_exception());
}
}
else
{
pWorker->uTaskCount.fetch_add(1, std::memory_order_relaxed);
}
return future;
}

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@@ -252,6 +252,9 @@ void CResourceManager::RegisterResourceNewFunctionByTypePointer(int iType, CReso
CResource * CResourceManager::InsertResourcePointer(DWORD dwFileCRC, CResource* pResource)
{
// Thread-safe check and insert
std::lock_guard<std::mutex> lock(m_ResourceMapMutex);
TResourcePointerMap::iterator itor = m_pResMap.find(dwFileCRC);
if (m_pResMap.end() != itor)

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@@ -7,6 +7,7 @@
#include <set>
#include <map>
#include <string>
#include <mutex>
class CTextureCache;
@@ -76,6 +77,8 @@ class CResourceManager : public CSingleton<CResourceManager>
static CFileLoaderThread ms_loadingThread;
CFileLoaderThreadPool* m_pLoaderThreadPool;
CTextureCache* m_pTextureCache;
mutable std::mutex m_ResourceMapMutex; // Thread-safe resource map access
};
extern int g_iLoadingDelayTime;

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@@ -32,6 +32,10 @@ void CActorInstance::SetMaterialAlpha(DWORD dwAlpha)
void CActorInstance::OnRender()
{
// Early out if race data is not loaded yet (async loading)
if (!m_pkCurRaceData)
return;
// MR-5: Fix effect rendering when actor is semi-transparent
// Credits to d1str4ught
if (GetAlphaValue() < 1.0f)

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@@ -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);
std::lock_guard<std::mutex> lock(m_TerrainCompleteMutex);
m_pTerrainCompleteDeque.clear();
}
while (!bRet);
WaitForSingleObject(m_hThread, 10000); // 쓰레드가 종료 되기를 10초 기다림
{
std::lock_guard<std::mutex> lock(m_AreaCompleteMutex);
m_pAreaCompleteDeque.clear();
}
}
UINT TEMP_CAreaLoaderThread::Execute(void * pvArg)
void TEMP_CAreaLoaderThread::Request(CTerrain * pTerrain)
{
bool bProcessTerrain = true;
while (!m_bShutdowned)
if (m_bShutdowned)
return;
// Enqueue terrain loading to the global thread pool
CGameThreadPool* pThreadPool = CGameThreadPool::InstancePtr();
if (pThreadPool)
{
DWORD dwWaitResult;
dwWaitResult = WaitForSingleObject(m_hSemaphore, INFINITE);
if (m_bShutdowned)
break;
switch (dwWaitResult)
pThreadPool->Enqueue([this, pTerrain]()
{
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;
}
ProcessTerrain(pTerrain);
});
}
else
{
// Fallback to synchronous loading if thread pool not available
ProcessTerrain(pTerrain);
}
Destroy();
return 1;
}
void TEMP_CAreaLoaderThread::Request(CTerrain * pTerrain) // called in main thread
bool TEMP_CAreaLoaderThread::Fetch(CTerrain ** ppTerrain)
{
m_TerrainRequestMutex.Lock();
m_pTerrainRequestDeque.push_back(pTerrain);
m_TerrainRequestMutex.Unlock();
++m_iRestSemCount;
if (!ReleaseSemaphore(m_hSemaphore, m_iRestSemCount, NULL))
TraceError("TEMP_CAreaLoaderThread::Request: ReleaseSemaphore error");
--m_iRestSemCount;
}
bool TEMP_CAreaLoaderThread::Fetch(CTerrain ** ppTerrain) // called in main thread
{
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();
@@ -277,8 +166,6 @@ void TEMP_CAreaLoaderThread::ProcessTerrain() // called in loader thread
if (!LoadMultipleTextData(filename, stTokenVectorMap))
return;
Sleep(g_iLoadingDelayTime);
if (stTokenVectorMap.end() == stTokenVectorMap.find("scripttype"))
return;
@@ -310,31 +197,22 @@ void TEMP_CAreaLoaderThread::ProcessTerrain() // called in loader thread
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);
}
}

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@@ -2,14 +2,10 @@
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_AREALOADERTHREAD_H__E43FBE42_42F4_4F0E_B9DA_D7B7C5EA0753__INCLUDED_)
#define AFX_AREALOADERTHREAD_H__E43FBE42_42F4_4F0E_B9DA_D7B7C5EA0753__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "EterLib/Mutex.h"
#include <deque>
#include <mutex>
class CTerrain;
class CArea;
@@ -24,50 +20,21 @@ public:
void Shutdown();
void Request(CTerrain * pTerrain);
bool Fetch(CTerrain ** ppTerrian);
void Request(CArea * pArea);
bool Fetch(CArea ** ppArea);
protected:
static UINT CALLBACK EntryPoint(void * pThis);
UINT Run(void * arg);
void * Arg() const { return m_pArg; }
void Arg(void * arg) { m_pArg = arg; }
HANDLE m_hThread;
private:
void ProcessTerrain(CTerrain * pTerrain);
void ProcessArea(CArea * pArea);
private:
void * m_pArg;
unsigned m_uThreadID;
protected:
UINT Setup();
UINT Execute(void * pvArg);
void Destroy();
void ProcessTerrain();
void ProcessArea();
private:
std::deque<CTerrain *> m_pTerrainRequestDeque;
Mutex m_TerrainRequestMutex;
std::deque<CTerrain *> m_pTerrainCompleteDeque;
Mutex m_TerrainCompleteMutex;
std::deque<CArea *> m_pAreaRequestDeque;
Mutex m_AreaRequestMutex;
std::mutex m_TerrainCompleteMutex;
std::deque<CArea *> m_pAreaCompleteDeque;
Mutex m_AreaCompleteMutex;
std::mutex m_AreaCompleteMutex;
HANDLE m_hSemaphore;
int m_iRestSemCount;
bool m_bShutdowned;
};
#endif // !defined(AFX_AREALOADERTHREAD_H__E43FBE42_42F4_4F0E_B9DA_D7B7C5EA0753__INCLUDED_)

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@@ -2,6 +2,7 @@
#include "RaceManager.h"
#include "RaceMotionData.h"
#include "PackLib/PackManager.h"
#include "EterLib/GameThreadPool.h"
#include <future>
#include <vector>
#include <set>
@@ -374,25 +375,61 @@ CRaceData * CRaceManager::GetSelectedRaceDataPointer()
BOOL CRaceManager::GetRaceDataPointer(DWORD dwRaceIndex, CRaceData ** ppRaceData)
{
TRaceDataIterator itor = m_RaceDataMap.find(dwRaceIndex);
if (m_RaceDataMap.end() == itor)
// Thread-safe lookup
{
CRaceData* pRaceData = __LoadRaceData(dwRaceIndex);
std::lock_guard<std::mutex> lock(m_RaceDataMapMutex);
TRaceDataIterator itor = m_RaceDataMap.find(dwRaceIndex);
if (pRaceData)
if (m_RaceDataMap.end() != itor)
{
m_RaceDataMap.insert(TRaceDataMap::value_type(dwRaceIndex, pRaceData));
*ppRaceData = pRaceData;
*ppRaceData = itor->second;
return TRUE;
}
TraceError("CRaceManager::GetRaceDataPointer: cannot load data by dwRaceIndex %lu", dwRaceIndex);
return FALSE;
}
*ppRaceData = itor->second;
return TRUE;
// Check if already loading asynchronously
{
std::lock_guard<std::mutex> lock(m_LoadingRacesMutex);
if (m_LoadingRaces.find(dwRaceIndex) != m_LoadingRaces.end())
{
// Race is being loaded asynchronously
// Wait for it to complete by loading synchronously now (needed for immediate visibility)
Tracef("CRaceManager::GetRaceDataPointer: Race %lu is loading async, switching to sync load\n", dwRaceIndex);
}
}
// Not found - load synchronously to ensure immediate availability
CRaceData* pRaceData = __LoadRaceData(dwRaceIndex);
if (pRaceData)
{
std::lock_guard<std::mutex> lock(m_RaceDataMapMutex);
// Check again in case another thread loaded it
TRaceDataIterator itor = m_RaceDataMap.find(dwRaceIndex);
if (m_RaceDataMap.end() != itor)
{
// Already loaded by another thread, use that one
delete pRaceData;
*ppRaceData = itor->second;
}
else
{
// Insert our newly loaded data
m_RaceDataMap.insert(TRaceDataMap::value_type(dwRaceIndex, pRaceData));
*ppRaceData = pRaceData;
}
// Remove from loading set if present
{
std::lock_guard<std::mutex> lock2(m_LoadingRacesMutex);
m_LoadingRaces.erase(dwRaceIndex);
}
return TRUE;
}
*ppRaceData = NULL;
return FALSE;
}
void CRaceManager::SetPathName(const char * c_szPathName)
@@ -462,27 +499,19 @@ void CRaceManager::PreloadPlayerRaceMotions()
CRaceManager& rkRaceMgr = CRaceManager::Instance();
// Phase 1: Parallel Load Race Data (MSM)
std::vector<std::future<CRaceData*>> raceLoadFutures;
for (DWORD dwRace = 0; dwRace <= 7; ++dwRace)
{
TRaceDataIterator it = rkRaceMgr.m_RaceDataMap.find(dwRace);
if (it == rkRaceMgr.m_RaceDataMap.end()) {
raceLoadFutures.push_back(std::async(std::launch::async, [&rkRaceMgr, dwRace]() {
return rkRaceMgr.__LoadRaceData(dwRace);
}));
if (it == rkRaceMgr.m_RaceDataMap.end())
{
CRaceData* pRaceData = rkRaceMgr.__LoadRaceData(dwRace);
if (pRaceData)
{
rkRaceMgr.m_RaceDataMap.insert(TRaceDataMap::value_type(pRaceData->GetRaceIndex(), pRaceData));
}
}
}
for (auto& f : raceLoadFutures) {
CRaceData* pRaceData = f.get();
if (pRaceData) {
rkRaceMgr.m_RaceDataMap.insert(TRaceDataMap::value_type(pRaceData->GetRaceIndex(), pRaceData));
}
}
// Phase 2: Parallel Load Motions
std::set<CGraphicThing*> uniqueMotions;
for (DWORD dwRace = 0; dwRace <= 7; ++dwRace)
@@ -518,28 +547,117 @@ void CRaceManager::PreloadPlayerRaceMotions()
std::vector<CGraphicThing*> motionVec(uniqueMotions.begin(), uniqueMotions.end());
size_t total = motionVec.size();
if (total > 0) {
size_t threadCount = std::thread::hardware_concurrency();
if (threadCount == 0) threadCount = 4;
if (total > 0)
{
CGameThreadPool* pThreadPool = CGameThreadPool::InstancePtr();
if (pThreadPool && pThreadPool->IsInitialized())
{
size_t workerCount = pThreadPool->GetWorkerCount();
size_t chunkSize = (total + workerCount - 1) / workerCount;
size_t chunkSize = (total + threadCount - 1) / threadCount;
std::vector<std::future<void>> motionFutures;
std::vector<std::future<void>> futures;
futures.reserve(workerCount);
for (size_t i = 0; i < threadCount; ++i) {
size_t start = i * chunkSize;
size_t end = std::min(start + chunkSize, total);
for (size_t i = 0; i < workerCount; ++i)
{
size_t start = i * chunkSize;
size_t end = std::min(start + chunkSize, total);
if (start < end) {
motionFutures.push_back(std::async(std::launch::async, [start, end, &motionVec]() {
for (size_t k = start; k < end; ++k) {
motionVec[k]->AddReference();
}
}));
if (start < end)
{
// Copy values instead of capturing by reference
futures.push_back(pThreadPool->Enqueue([start, end, motionVec]() {
for (size_t k = start; k < end; ++k)
{
motionVec[k]->AddReference();
}
}));
}
}
// Wait for all tasks to complete
for (auto& f : futures)
{
f.wait();
}
}
else
{
// Fallback to sequential if thread pool not available
for (auto* pMotion : motionVec)
{
pMotion->AddReference();
}
}
for (auto& f : motionFutures) f.get();
}
s_bPreloaded = true;
}
void CRaceManager::RequestAsyncRaceLoad(DWORD dwRaceIndex)
{
// Mark as loading
{
std::lock_guard<std::mutex> lock(m_LoadingRacesMutex);
if (m_LoadingRaces.find(dwRaceIndex) != m_LoadingRaces.end())
{
// Already loading
return;
}
m_LoadingRaces.insert(dwRaceIndex);
}
// Enqueue async load to game thread pool
CGameThreadPool* pThreadPool = CGameThreadPool::InstancePtr();
if (pThreadPool)
{
pThreadPool->Enqueue([this, dwRaceIndex]()
{
CRaceData* pRaceData = __LoadRaceData(dwRaceIndex);
if (pRaceData)
{
// Thread-safe insertion
{
std::lock_guard<std::mutex> lock(m_RaceDataMapMutex);
m_RaceDataMap.insert(TRaceDataMap::value_type(dwRaceIndex, pRaceData));
}
Tracef("CRaceManager::RequestAsyncRaceLoad: Successfully loaded race %lu asynchronously\n", dwRaceIndex);
}
else
{
TraceError("CRaceManager::RequestAsyncRaceLoad: Failed to load race %lu", dwRaceIndex);
}
// Remove from loading set
{
std::lock_guard<std::mutex> lock(m_LoadingRacesMutex);
m_LoadingRaces.erase(dwRaceIndex);
}
});
}
else
{
// Fallback to synchronous loading if thread pool not available
CRaceData* pRaceData = __LoadRaceData(dwRaceIndex);
if (pRaceData)
{
std::lock_guard<std::mutex> lock(m_RaceDataMapMutex);
m_RaceDataMap.insert(TRaceDataMap::value_type(dwRaceIndex, pRaceData));
}
// Remove from loading set
{
std::lock_guard<std::mutex> lock(m_LoadingRacesMutex);
m_LoadingRaces.erase(dwRaceIndex);
}
}
}
bool CRaceManager::IsRaceLoading(DWORD dwRaceIndex) const
{
std::lock_guard<std::mutex> lock(m_LoadingRacesMutex);
return m_LoadingRaces.find(dwRaceIndex) != m_LoadingRaces.end();
}

View File

@@ -1,6 +1,8 @@
#pragma once
#include "RaceData.h"
#include <mutex>
#include <set>
class CRaceManager : public CSingleton<CRaceManager>
{
@@ -29,6 +31,10 @@ class CRaceManager : public CSingleton<CRaceManager>
BOOL GetRaceDataPointer(DWORD dwRaceIndex, CRaceData ** ppRaceData);
// Async race loading
void RequestAsyncRaceLoad(DWORD dwRaceIndex);
bool IsRaceLoading(DWORD dwRaceIndex) const;
// Race motion preloading
static void PreloadPlayerRaceMotions();
static bool IsPreloaded() { return s_bPreloaded; }
@@ -42,6 +48,10 @@ class CRaceManager : public CSingleton<CRaceManager>
protected:
TRaceDataMap m_RaceDataMap;
mutable std::mutex m_RaceDataMapMutex;
std::set<DWORD> m_LoadingRaces;
mutable std::mutex m_LoadingRacesMutex;
std::map<std::string, std::string> m_kMap_stRaceName_stSrcName;
std::map<DWORD, std::string> m_kMap_dwRaceKey_stRaceName;

View File

@@ -939,6 +939,13 @@ unsigned __GetWindowMode(bool windowed)
bool CPythonApplication::Create(PyObject * poSelf, const char * c_szName, int width, int height, int Windowed)
{
// Initialize Game Thread Pool first - required by other systems
CGameThreadPool* pThreadPool = CGameThreadPool::InstancePtr();
if (pThreadPool)
{
pThreadPool->Initialize();
}
NANOBEGIN
Windowed = CPythonSystem::Instance().IsWindowed() ? 1 : 0;
@@ -1250,6 +1257,9 @@ void CPythonApplication::Destroy()
m_kEftMgr.Destroy();
m_LightManager.Destroy();
// Game Thread Pool
CGameThreadPool::Instance().Destroy();
// DEFAULT_FONT
DefaultFont_Cleanup();
// END_OF_DEFAULT_FONT

View File

@@ -6,6 +6,7 @@
#include "eterLib/GrpDevice.h"
#include "eterLib/NetDevice.h"
#include "eterLib/GrpLightManager.h"
#include "eterLib/GameThreadPool.h"
#include "EffectLib/EffectManager.h"
#include "gamelib/RaceManager.h"
#include "gamelib/ItemManager.h"

View File

@@ -10,6 +10,7 @@
#endif
#include "eterLib/Util.h"
#include "EterLib/GameThreadPool.h"
#include "EterBase/lzo.h"
#include "PackLib/PackManager.h"
@@ -180,14 +181,16 @@ bool PackInitialize(const char * c_pszFolder)
const size_t packsPerThread = (packFiles.size() + numThreads - 1) / numThreads;
std::vector<std::thread> threads;
threads.reserve(numThreads); // Pre-allocate to prevent reallocation
std::atomic<size_t> failedCount(0);
// Create all threads first (prevents vector reallocation during emplace_back)
for (size_t t = 0; t < numThreads; ++t)
{
threads.emplace_back([&, t]() {
size_t start = t * packsPerThread;
size_t end = std::min(start + packsPerThread, packFiles.size());
size_t start = t * packsPerThread;
size_t end = std::min(start + packsPerThread, packFiles.size());
threads.emplace_back([&failedCount, &packFiles, c_pszFolder, start, end]() {
for (size_t i = start; i < end; ++i)
{
std::string packPath = std::format("{}/{}.pck", c_pszFolder, packFiles[i]);
@@ -296,6 +299,9 @@ static bool Main(HINSTANCE hInstance, LPSTR lpCmdLine)
return false;
}
// Create game thread pool singleton before CPythonApplication
static CGameThreadPool gameThreadPool;
auto app = new CPythonApplication;
app->Initialize (hInstance);
CPythonLauncher pyLauncher;