Merge pull request #74 from savisxss/dsdsdsds
This commit is contained in:
158
src/EterLib/GameThreadPool.cpp
Normal file
158
src/EterLib/GameThreadPool.cpp
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@@ -0,0 +1,158 @@
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#include "StdAfx.h"
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#include "GameThreadPool.h"
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CGameThreadPool::CGameThreadPool()
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: m_bShutdown(false)
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, m_bInitialized(false)
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, m_iNextWorkerIndex(0)
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{
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}
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CGameThreadPool::~CGameThreadPool()
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{
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Destroy();
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}
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void CGameThreadPool::Initialize(int iWorkerCount)
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{
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if (m_bInitialized)
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{
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TraceError("CGameThreadPool::Initialize - Already initialized!");
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return;
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}
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// Determine worker count
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if (iWorkerCount <= 0)
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{
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iWorkerCount = static_cast<int>(std::thread::hardware_concurrency());
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if (iWorkerCount <= 0)
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iWorkerCount = 4; // Fallback to 4 workers
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}
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// Clamp worker count to reasonable range
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iWorkerCount = std::max(2, std::min(16, iWorkerCount));
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Tracef("CGameThreadPool::Initialize - Creating %d worker threads\n", iWorkerCount);
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m_bShutdown.store(false, std::memory_order_release);
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m_workers.reserve(iWorkerCount);
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// Initialize each worker
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for (int i = 0; i < iWorkerCount; ++i)
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{
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std::unique_ptr<TWorkerThread> pWorker(new TWorkerThread());
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pWorker->pTaskQueue.reset(new SPSCQueue<TTask>(QUEUE_SIZE));
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pWorker->bBusy.store(false, std::memory_order_relaxed);
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pWorker->uTaskCount.store(0, std::memory_order_relaxed);
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pWorker->thread = std::thread(&CGameThreadPool::WorkerThreadProc, this, i);
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m_workers.push_back(std::move(pWorker));
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}
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m_bInitialized.store(true, std::memory_order_release);
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}
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void CGameThreadPool::Destroy()
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{
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if (!m_bInitialized)
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return;
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Tracef("CGameThreadPool::Destroy - Shutting down %d worker threads\n", GetWorkerCount());
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m_bShutdown.store(true, std::memory_order_release);
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m_bInitialized.store(false, std::memory_order_release);
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// Join all worker threads
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for (auto& pWorker : m_workers)
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{
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if (pWorker->thread.joinable())
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pWorker->thread.join();
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}
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m_workers.clear();
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}
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void CGameThreadPool::WorkerThreadProc(int iWorkerIndex)
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{
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TWorkerThread* pWorker = m_workers[iWorkerIndex].get();
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int iIdleCount = 0;
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while (!m_bShutdown.load(std::memory_order_acquire))
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{
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TTask task;
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if (pWorker->pTaskQueue->Pop(task))
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{
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pWorker->bBusy.store(true, std::memory_order_relaxed);
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iIdleCount = 0;
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// Execute the task
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try
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{
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task();
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}
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catch (const std::exception& e)
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{
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TraceError("CGameThreadPool::WorkerThreadProc - Exception in worker %d: %s", iWorkerIndex, e.what());
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}
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catch (...)
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{
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TraceError("CGameThreadPool::WorkerThreadProc - Unknown exception in worker %d", iWorkerIndex);
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}
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pWorker->uTaskCount.fetch_sub(1, std::memory_order_relaxed);
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pWorker->bBusy.store(false, std::memory_order_relaxed);
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}
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else
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{
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// No work available - idle strategy
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++iIdleCount;
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if (iIdleCount < 100)
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{
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// Spin briefly for immediate work
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std::this_thread::yield();
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}
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else if (iIdleCount < 1000)
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{
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// Short sleep for moderate idle
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std::this_thread::sleep_for(std::chrono::microseconds(10));
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}
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else
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{
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// Longer sleep for extended idle
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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}
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}
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}
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}
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int CGameThreadPool::SelectLeastBusyWorker() const
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{
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if (m_workers.empty())
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return 0;
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// Simple load balancing: find worker with least pending tasks
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int iBestWorker = 0;
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uint32_t uMinTasks = m_workers[0]->uTaskCount.load(std::memory_order_relaxed);
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for (size_t i = 1; i < m_workers.size(); ++i)
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{
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uint32_t uTasks = m_workers[i]->uTaskCount.load(std::memory_order_relaxed);
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if (uTasks < uMinTasks)
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{
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uMinTasks = uTasks;
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iBestWorker = static_cast<int>(i);
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}
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}
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return iBestWorker;
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}
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size_t CGameThreadPool::GetPendingTaskCount() const
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{
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size_t uTotal = 0;
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for (const auto& pWorker : m_workers)
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{
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uTotal += pWorker->uTaskCount.load(std::memory_order_relaxed);
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}
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return uTotal;
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}
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132
src/EterLib/GameThreadPool.h
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132
src/EterLib/GameThreadPool.h
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@@ -0,0 +1,132 @@
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#pragma once
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#include "SPSCQueue.h"
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#include "EterBase/Singleton.h"
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#include <thread>
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#include <vector>
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#include <functional>
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#include <future>
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#include <atomic>
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#include <memory>
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class CGameThreadPool : public CSingleton<CGameThreadPool>
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{
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public:
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using TTask = std::function<void()>;
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CGameThreadPool();
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~CGameThreadPool();
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// Initialize thread pool with specified worker count
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// If count <= 0, uses hardware_concurrency
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void Initialize(int iWorkerCount = -1);
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// Shutdown and join all worker threads
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void Destroy();
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// Enqueue a task and get a future to track completion
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template<typename TFunc>
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std::future<void> Enqueue(TFunc&& func);
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// Get number of active workers
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int GetWorkerCount() const { return static_cast<int>(m_workers.size()); }
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// Get approximate number of pending tasks across all queues
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size_t GetPendingTaskCount() const;
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// Check if pool is initialized
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bool IsInitialized() const { return m_bInitialized; }
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private:
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struct TWorkerThread
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{
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std::thread thread;
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std::unique_ptr<SPSCQueue<TTask>> pTaskQueue;
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std::atomic<bool> bBusy;
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std::atomic<uint32_t> uTaskCount;
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TWorkerThread()
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: bBusy(false)
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, uTaskCount(0)
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{
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}
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};
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void WorkerThreadProc(int iWorkerIndex);
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int SelectLeastBusyWorker() const;
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std::vector<std::unique_ptr<TWorkerThread>> m_workers;
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std::atomic<bool> m_bShutdown;
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std::atomic<bool> m_bInitialized;
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std::atomic<int> m_iNextWorkerIndex; // For round-robin distribution
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static const size_t QUEUE_SIZE = 8192;
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};
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// Template implementation
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template<typename TFunc>
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std::future<void> CGameThreadPool::Enqueue(TFunc&& func)
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{
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if (!m_bInitialized)
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{
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// If not initialized, execute on calling thread
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auto promise = std::make_shared<std::promise<void>>();
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auto future = promise->get_future();
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try
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{
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func();
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promise->set_value();
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}
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catch (...)
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{
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promise->set_exception(std::current_exception());
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}
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return future;
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}
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// Create a promise to track task completion
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auto promise = std::make_shared<std::promise<void>>();
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auto future = promise->get_future();
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// Wrap function in shared_ptr to avoid move issues with std::function
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auto pFunc = std::make_shared<typename std::decay<TFunc>::type>(std::forward<TFunc>(func));
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// Wrap the task with promise completion
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TTask task = [promise, pFunc]()
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{
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try
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{
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(*pFunc)();
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promise->set_value();
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}
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catch (...)
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{
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promise->set_exception(std::current_exception());
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}
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};
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// Select worker with least load
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int iWorkerIndex = SelectLeastBusyWorker();
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TWorkerThread* pWorker = m_workers[iWorkerIndex].get();
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// Try to enqueue the task
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if (!pWorker->pTaskQueue->Push(std::move(task)))
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{
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// Queue is full, execute on calling thread as fallback
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try
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{
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(*pFunc)();
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promise->set_value();
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}
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catch (...)
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{
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promise->set_exception(std::current_exception());
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}
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}
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else
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{
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pWorker->uTaskCount.fetch_add(1, std::memory_order_relaxed);
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}
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return future;
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}
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@@ -252,6 +252,9 @@ void CResourceManager::RegisterResourceNewFunctionByTypePointer(int iType, CReso
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CResource * CResourceManager::InsertResourcePointer(DWORD dwFileCRC, CResource* pResource)
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{
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// Thread-safe check and insert
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std::lock_guard<std::mutex> lock(m_ResourceMapMutex);
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TResourcePointerMap::iterator itor = m_pResMap.find(dwFileCRC);
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if (m_pResMap.end() != itor)
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@@ -7,6 +7,7 @@
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#include <set>
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#include <map>
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#include <string>
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#include <mutex>
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class CTextureCache;
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@@ -76,6 +77,8 @@ class CResourceManager : public CSingleton<CResourceManager>
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static CFileLoaderThread ms_loadingThread;
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CFileLoaderThreadPool* m_pLoaderThreadPool;
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CTextureCache* m_pTextureCache;
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mutable std::mutex m_ResourceMapMutex; // Thread-safe resource map access
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};
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extern int g_iLoadingDelayTime;
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@@ -32,6 +32,10 @@ void CActorInstance::SetMaterialAlpha(DWORD dwAlpha)
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void CActorInstance::OnRender()
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{
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// Early out if race data is not loaded yet (async loading)
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if (!m_pkCurRaceData)
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return;
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// MR-5: Fix effect rendering when actor is semi-transparent
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// Credits to d1str4ught
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if (GetAlphaValue() < 1.0f)
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@@ -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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||||
DWORD dwWaitResult;
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|
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dwWaitResult = WaitForSingleObject(m_hSemaphore, INFINITE);
|
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|
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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;
|
||||
|
||||
++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;
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,19 +2,15 @@
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
||||
#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;
|
||||
|
||||
class TEMP_CAreaLoaderThread
|
||||
class TEMP_CAreaLoaderThread
|
||||
{
|
||||
public:
|
||||
TEMP_CAreaLoaderThread();
|
||||
@@ -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 * m_pArg;
|
||||
unsigned m_uThreadID;
|
||||
|
||||
protected:
|
||||
UINT Setup();
|
||||
UINT Execute(void * pvArg);
|
||||
void Destroy();
|
||||
void ProcessTerrain();
|
||||
void ProcessArea();
|
||||
|
||||
void ProcessTerrain(CTerrain * pTerrain);
|
||||
void ProcessArea(CArea * pArea);
|
||||
|
||||
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_)
|
||||
|
||||
@@ -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;
|
||||
|
||||
size_t chunkSize = (total + threadCount - 1) / threadCount;
|
||||
std::vector<std::future<void>> motionFutures;
|
||||
if (total > 0)
|
||||
{
|
||||
CGameThreadPool* pThreadPool = CGameThreadPool::InstancePtr();
|
||||
if (pThreadPool && pThreadPool->IsInitialized())
|
||||
{
|
||||
size_t workerCount = pThreadPool->GetWorkerCount();
|
||||
size_t chunkSize = (total + workerCount - 1) / workerCount;
|
||||
|
||||
for (size_t i = 0; i < threadCount; ++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();
|
||||
}
|
||||
}));
|
||||
std::vector<std::future<void>> futures;
|
||||
futures.reserve(workerCount);
|
||||
|
||||
for (size_t i = 0; i < workerCount; ++i)
|
||||
{
|
||||
size_t start = i * chunkSize;
|
||||
size_t end = std::min(start + chunkSize, total);
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user