mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
new thread pooling strategy and test program WIP
This commit is contained in:
@@ -204,7 +204,7 @@ open class IngameInstance(val batch: SpriteBatch) : Screen {
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fun insertionSortLastElem(arr: ArrayList<Actor>) {
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lock(ReentrantLock()) {
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ReentrantLock().lock {
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var j = arr.lastIndex - 1
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val x = arr.last()
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while (j >= 0 && arr[j] > x) {
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@@ -215,13 +215,14 @@ open class IngameInstance(val batch: SpriteBatch) : Screen {
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}
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}
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inline fun lock(lock: Lock, body: () -> Unit) {
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lock.lock()
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try {
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body()
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}
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finally {
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lock.unlock()
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}
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}
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inline fun Lock.lock(body: () -> Unit) {
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this.lock()
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try {
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body()
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}
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}
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finally {
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this.unlock()
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}
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}
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@@ -1,6 +1,10 @@
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package net.torvald.terrarum.concurrent
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.lock
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import java.util.concurrent.locks.Lock
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import java.util.concurrent.locks.ReentrantLock
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import java.util.concurrent.locks.ReentrantReadWriteLock
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import kotlin.collections.ArrayList
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typealias RunnableFun = () -> Unit
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@@ -57,7 +61,7 @@ object ThreadParallel {
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* Primitive locking
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*/
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fun allFinished(): Boolean {
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pool.forEach { if (it?.state != Thread.State.TERMINATED) return false }
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pool.forEach { if (it != null && it.state != Thread.State.TERMINATED) return false }
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return true
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}
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}
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@@ -71,24 +75,30 @@ object BlockingThreadPool {
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val threadCount = Terrarum.THREADS // modify this to your taste
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private val pool: Array<Thread?> = Array(threadCount, { null })
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private var tasks: List<RunnableFun> = ArrayList<RunnableFun>()
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private var allTasksDone = false
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private var dispatchedTasks = 0
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@Volatile private var dispatchedTasks = 0
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private var threadPrefix = ""
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/** @return false on failure (likely the previous jobs not finished), true on success */
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fun map(prefix: String, tasks: List<RunnableFun>) = setTasks(tasks, prefix)
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fun setTasks(tasks: List<RunnableFun>, prefix: String) {
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/** @return false on failure (likely the previous jobs not finished), true on success */
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fun setTasks(tasks: List<RunnableFun>, prefix: String): Boolean {
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if (!allFinished())
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return false
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this.tasks = tasks
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dispatchedTasks = 0
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threadPrefix = prefix
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return true
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}
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fun dequeueTask(): RunnableFun {
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private fun dequeueTask(): RunnableFun {
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dispatchedTasks += 1
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return tasks[dispatchedTasks - 1]
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}
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fun startAllWaitForDie() {
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while (!allTasksDone) {
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while (dispatchedTasks <= tasks.lastIndex) {
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// marble rolling down the slanted channel-track of threads, if a channel is empty (a task assigned
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// to the thread is dead) the marble will roll into the channel, and the marble is a task #MarbleMachineX
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for (i in 0 until threadCount) {
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@@ -96,7 +106,8 @@ object BlockingThreadPool {
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// of marbles and put it into an empty channel whenever we encounter one
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// SO WHAT WE DO is first fill any empty channels:
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if (pool[i] == null || pool[i]!!.state == Thread.State.TERMINATED) {
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if (dispatchedTasks <= tasks.lastIndex && // because cache invalidation damnit
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(pool[i] == null || pool[i]!!.state == Thread.State.TERMINATED)) {
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pool[i] = Thread(dequeueTask().makeRunnable(), "$threadPrefix-$dispatchedTasks") // thread name index is one-based
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pool[i]!!.start()
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}
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@@ -109,6 +120,11 @@ object BlockingThreadPool {
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}
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}
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fun allFinished(): Boolean {
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pool.forEach { if (it != null && it.state != Thread.State.TERMINATED) return false }
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return true
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}
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private fun RunnableFun.makeRunnable() = Runnable { this.invoke() }
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}
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@@ -869,7 +869,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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}
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private fun insertionSortLastElemAV(arr: ArrayList<ActorWithBody>) { // out-projection doesn't work, duh
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lock(ReentrantLock()) {
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ReentrantLock().lock {
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var j = arr.lastIndex - 1
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val x = arr.last()
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while (j >= 0 && arr[j] > x) {
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@@ -9,6 +9,7 @@ import net.torvald.terrarum.itemproperties.ItemCodex
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import net.torvald.terrarum.itemproperties.ItemCodex.ITEM_DYNAMIC
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import net.torvald.terrarum.itemproperties.ItemCodex.ITEM_WALLS
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import net.torvald.terrarum.itemproperties.ItemID
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import net.torvald.terrarum.lock
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import net.torvald.terrarum.modulebasegame.Ingame
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import java.util.*
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import java.util.concurrent.locks.Lock
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@@ -253,7 +254,7 @@ class ActorInventory(val actor: Pocketed, var maxCapacity: Int, var capacityMode
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return itemList[index]
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}
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private fun insertionSortLastElem(arr: ArrayList<InventoryPair>) {
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lock(ReentrantLock()) {
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ReentrantLock().lock {
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var j = arr.lastIndex - 1
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val x = arr.last()
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while (j >= 0 && arr[j].item > x.item) {
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@@ -284,15 +285,6 @@ class ActorInventory(val actor: Pocketed, var maxCapacity: Int, var capacityMode
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}
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return -(low + 1) // key not found
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}
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inline fun lock(lock: Lock, body: () -> Unit) {
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lock.lock()
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try {
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body()
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}
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finally {
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lock.unlock()
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}
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}
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}
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data class InventoryPair(val item: GameItem, var amount: Int)
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@@ -76,8 +76,8 @@ object WorldSimulator {
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fun moveFluids(delta: Float) {
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makeFluidMapFromWorld()
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//simCompression()
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for (y in 1 until fluidMap.size - 1) {
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simCompression()
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/*for (y in 1 until fluidMap.size - 1) {
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for (x in 1 until fluidMap[0].size - 1) {
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val worldX = x + updateXFrom
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val worldY = y + updateYFrom
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@@ -98,7 +98,7 @@ object WorldSimulator {
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fluidNewMap[y + 1][x] += remainingMass
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}
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}
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}
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}*/
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fluidmapToWorld()
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}
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180
src/net/torvald/terrarum/tests/NoiseGenerator.kt
Normal file
180
src/net/torvald/terrarum/tests/NoiseGenerator.kt
Normal file
@@ -0,0 +1,180 @@
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package net.torvald.terrarum.tests
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.InputAdapter
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import com.badlogic.gdx.ScreenAdapter
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import com.badlogic.gdx.backends.lwjgl.LwjglApplication
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import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.OrthographicCamera
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import com.badlogic.gdx.graphics.Pixmap
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import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.glutils.ShaderProgram
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import com.sudoplay.joise.Joise
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import com.sudoplay.joise.module.ModuleBasisFunction
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import com.sudoplay.joise.module.ModuleFractal
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import com.sudoplay.joise.module.ModuleScaleDomain
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import com.sudoplay.joise.module.ModuleScaleOffset
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import net.torvald.random.HQRNG
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import net.torvald.terrarum.AppLoader
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import net.torvald.terrarum.AppLoader.printdbg
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import net.torvald.terrarum.concurrent.BlockingThreadPool
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import net.torvald.terrarum.concurrent.RunnableFun
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import net.torvald.terrarum.concurrent.ParallelUtils.sliceEvenly
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import net.torvald.terrarum.concurrent.ThreadParallel
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import net.torvald.terrarum.inUse
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import net.torvald.terrarum.modulebasegame.Ingame
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import net.torvald.terrarum.roundInt
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import kotlin.math.absoluteValue
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import kotlin.system.measureNanoTime
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import kotlin.system.measureTimeMillis
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/**
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* Created by minjaesong on 2018-12-14.
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*/
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class NoiseGenerator : ScreenAdapter() {
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lateinit var batch: SpriteBatch
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lateinit var camera: OrthographicCamera
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lateinit var pixmap: Pixmap
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lateinit var texture: Texture
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private val IMAGE_SIZE = 1024
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private val IMAGE_SIZEF = IMAGE_SIZE.toFloat()
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private val IMAGE_SIZED = IMAGE_SIZE.toDouble()
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private val RNG = HQRNG()
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override fun show() {
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Gdx.input.inputProcessor = NoiseGeneratorController(this)
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batch = SpriteBatch()
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camera = OrthographicCamera(AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
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camera.setToOrtho(true, AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
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camera.update()
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Gdx.gl20.glViewport(0, 0, AppLoader.appConfig.width, AppLoader.appConfig.height)
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pixmap = Pixmap(IMAGE_SIZE, IMAGE_SIZE, Pixmap.Format.RGBA8888)
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texture = Texture(1, 1, Pixmap.Format.RGBA8888)
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}
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var regenerate = true
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private var pixelsInSingleJob = (IMAGE_SIZE * IMAGE_SIZE) / 16 // CHANGE THIS VALUE HERE
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private val jobsCount: Int
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get() = (IMAGE_SIZE * IMAGE_SIZE) / pixelsInSingleJob
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private val rawPixelsList: List<IntRange>
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get() = (0 until IMAGE_SIZE * IMAGE_SIZE).sliceEvenly(jobsCount)
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private fun makeGenFun(seed: Long, index: Int) = { //i: Int ->
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val module = ModuleFractal()
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module.setType(ModuleFractal.FractalType.BILLOW)
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module.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
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module.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
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module.setNumOctaves(10)
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module.setFrequency(8.0)
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module.seed = seed
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val moduleScale = ModuleScaleOffset()
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moduleScale.setSource(module)
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moduleScale.setScale(0.5)
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moduleScale.setOffset(0.0)
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val noiseModule = Joise(moduleScale)
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for (c in rawPixelsList[index]) {
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val x = c % IMAGE_SIZE
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val y = c / IMAGE_SIZE
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val uvX = x / IMAGE_SIZED
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val uvY = y / IMAGE_SIZED
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val noiseValue = noiseModule.get(uvX, uvY).absoluteValue
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val rgb = (noiseValue * 255.0).roundInt()
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pixmap.drawPixel(x, y, (rgb shl 24) or (rgb shl 16) or (rgb shl 8) or 0xFF)
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}
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}
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private var timerStart = 0L
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private var timerFired = false
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override fun render(delta: Float) {
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Gdx.graphics.setTitle(Ingame.getCanonicalTitle())
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// regen
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if (timerFired && BlockingThreadPool.allFinished()) {
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val timeTook = System.currentTimeMillis() - timerStart
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timerFired = false
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printdbg(this, "> $timeTook ms")
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}
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if (regenerate && BlockingThreadPool.allFinished()) {
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printdbg(this, "Reticulating splines...")
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regenerate = false
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// don't join while rendering noise
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timerStart = System.currentTimeMillis()
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timerFired = true
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val seed = RNG.nextLong()
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val jobs = List(jobsCount) { makeGenFun(seed, it) }
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BlockingThreadPool.setTasks(jobs, "")
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BlockingThreadPool.startAllWaitForDie()
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}
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// render
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texture.dispose()
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texture = Texture(pixmap)
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batch.inUse {
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batch.color = Color.WHITE
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batch.draw(texture, 0f, 0f)
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}
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}
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override fun pause() {
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super.pause()
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}
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override fun resume() {
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super.resume()
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}
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override fun resize(width: Int, height: Int) {
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super.resize(width, height)
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}
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override fun dispose() {
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pixmap.dispose()
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texture.dispose()
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}
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}
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class NoiseGeneratorController(val host: NoiseGenerator) : InputAdapter() {
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override fun keyDown(keycode: Int): Boolean {
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if (keycode == Input.Keys.SPACE) {
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host.regenerate = true
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}
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return true
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}
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}
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fun main(args: Array<String>) {
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ShaderProgram.pedantic = false
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val appConfig = LwjglApplicationConfiguration()
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appConfig.vSyncEnabled = false
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appConfig.resizable = false//true;
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appConfig.width = 1024
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appConfig.height = 1024
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appConfig.backgroundFPS = 9999
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appConfig.foregroundFPS = 9999
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appConfig.forceExit = false
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LwjglApplication(AppLoader(appConfig, NoiseGenerator()), appConfig)
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}
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@@ -9,6 +9,7 @@ import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.glutils.ShaderProgram
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import net.torvald.terrarum.*
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import net.torvald.terrarum.modulebasegame.Ingame
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import net.torvald.terrarum.ui.UINSMenu
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/**
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@@ -83,6 +84,9 @@ class UITestPad1 : ScreenAdapter() {
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var _dct = 0f
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override fun render(delta: Float) {
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Gdx.graphics.setTitle(Ingame.getCanonicalTitle())
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// UPDATE
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nsMenu.update(delta)
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@@ -111,7 +111,13 @@ class UINSMenu(
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}
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private fun popSubMenu() {
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if (listStack.size == 1) throw Error("Tried to pop root menu")
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if (listStack.size == 1) {
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System.err.println("[UINSMenu] Tried to pop root menu")
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Thread.currentThread().getStackTrace().forEach {
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System.err.println(it)
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}
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return
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}
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val poppedUIItem = listStack.pop()
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width -= poppedUIItem.ui.width
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Reference in New Issue
Block a user