Merge pull request #5505 from pavlos256/map-preview-generation
Map preview generation
This commit is contained in:
@@ -131,42 +131,50 @@ namespace OpenRA
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void LoadAsyncInternal()
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{
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for (;;)
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Log.Write("debug", "MapCache.LoadAsyncInternal started");
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// Milliseconds to wait on one loop when nothing to do
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var emptyDelay = 50;
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// Keep the thread alive for at least 5 seconds after the last minimap generation
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var maxKeepAlive = 5000 / emptyDelay;
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var keepAlive = maxKeepAlive;
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while (keepAlive-- > 0)
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{
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MapPreview p;
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List<MapPreview> todo;
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lock (syncRoot)
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{
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if (generateMinimap.Count == 0)
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break;
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p = generateMinimap.Peek();
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// Preview already exists
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if (p.Minimap != null)
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{
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generateMinimap.Dequeue();
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continue;
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}
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todo = generateMinimap.Where(p => p.Minimap == null).ToList();
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generateMinimap.Clear();
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}
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if (todo.Count == 0)
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{
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Thread.Sleep(emptyDelay);
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continue;
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}
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else
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keepAlive = maxKeepAlive;
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// Render the minimap into the shared sheet
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// Note: this is not generally thread-safe, but it works here because:
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// (a) This worker is the only thread writing to this sheet
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// (b) The main thread is the only thread reading this sheet
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// (c) The sheet is marked dirty after the write is completed,
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// which causes the main thread to copy this to the texture during
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// the next render cycle.
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// (d) Any partially written bytes from the next minimap is in an
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// unallocated area, and will be committed in the next cycle.
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var bitmap = p.CustomPreview ?? Minimap.RenderMapPreview(modData.DefaultRules.TileSets[p.Map.Tileset], p.Map, modData.DefaultRules, true);
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p.Minimap = sheetBuilder.Add(bitmap);
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foreach (var p in todo)
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{
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// The rendering is thread safe because it only reads from the passed instances and writes to a new bitmap
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var bitmap = p.CustomPreview ?? Minimap.RenderMapPreview(modData.DefaultRules.TileSets[p.Map.Tileset], p.Map, modData.DefaultRules, true);
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// Note: this is not generally thread-safe, but it works here because:
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// (a) This worker is the only thread writing to this sheet
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// (b) The main thread is the only thread reading this sheet
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// (c) The sheet is marked dirty after the write is completed,
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// which causes the main thread to copy this to the texture during
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// the next render cycle.
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// (d) Any partially written bytes from the next minimap is in an
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// unallocated area, and will be committed in the next cycle.
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p.Minimap = sheetBuilder.Add(bitmap);
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lock (syncRoot)
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generateMinimap.Dequeue();
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// Yuck... But this helps the UI Jank when opening the map selector significantly.
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Thread.Sleep(50);
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// Yuck... But this helps the UI Jank when opening the map selector significantly.
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Thread.Sleep(Environment.ProcessorCount == 1 ? 25 : 5);
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};
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}
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Log.Write("debug", "MapCache.LoadAsyncInternal ended");
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}
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public void CacheMinimap(MapPreview preview)
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@@ -177,6 +185,7 @@ namespace OpenRA
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if (previewLoaderThread == null || !previewLoaderThread.IsAlive)
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{
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previewLoaderThread = new Thread(LoadAsyncInternal);
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previewLoaderThread.IsBackground = true;
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previewLoaderThread.Start();
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}
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}
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