Switch pathfinder refresh to timestamp-based interval (#11482)
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@@ -106,6 +106,10 @@ public class Pathfinder implements Runnable{
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IntSeq tmpArray = new IntSeq();
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boolean needsRefresh;
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/** Last time flowfields were refreshed, for timestamp-based refresh interval. */
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private long lastRefreshTime;
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/** Minimum interval between flowfield refreshes in milliseconds. */
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private static final long refreshIntervalMs = 100;
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public Pathfinder(){
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clearCache();
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@@ -182,29 +186,31 @@ public class Pathfinder implements Runnable{
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});
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Events.run(Trigger.afterGameUpdate, () -> {
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//only refresh periodically (every 2 frames) to batch flowfield updates
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//TODO: is it worth switching to a timestamp based system instead that updates every X milliseconds?
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if(needsRefresh && Core.graphics.getFrameId() % 2 == 0){
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needsRefresh = false;
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if(!needsRefresh) return;
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//can't iterate through array so use the map, which should not lead to problems
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for(Flowfield path : mainList){
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//paths with a refresh rate should not be updated by tiles changing
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if(path != null && path.needsRefresh()){
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synchronized(path.targets){
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//TODO: this is super slow and forces a refresh for every tile changed!
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path.updateTargetPositions();
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}
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long now = Time.millis();
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if(now - lastRefreshTime < refreshIntervalMs) return;
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lastRefreshTime = now;
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needsRefresh = false;
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//can't iterate through array so use the map, which should not lead to problems
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for(Flowfield path : mainList){
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//paths with a refresh rate should not be updated by tiles changing
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if(path != null && path.needsRefresh()){
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synchronized(path.targets){
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//TODO: this is super slow and forces a refresh for every tile changed!
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path.updateTargetPositions();
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}
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}
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//mark every flow field as dirty, so it updates when it's done
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queue.post(() -> {
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for(Flowfield data : threadList){
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data.dirty = true;
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}
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});
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}
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//mark every flow field as dirty, so it updates when it's done
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queue.post(() -> {
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for(Flowfield data : threadList){
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data.dirty = true;
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}
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});
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});
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}
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