Faster + synced Fog of war

This commit is contained in:
Anuken
2022-02-18 13:17:02 -05:00
parent 027d037233
commit 396afb5144
9 changed files with 380 additions and 124 deletions

View File

@@ -0,0 +1,298 @@
package mindustry.game;
import arc.*;
import arc.struct.*;
import arc.util.*;
import mindustry.*;
import mindustry.annotations.Annotations.*;
import mindustry.game.EventType.*;
import mindustry.gen.*;
import mindustry.io.SaveFileReader.*;
import mindustry.io.*;
import java.io.*;
import static mindustry.Vars.*;
public class FogControl implements CustomChunk{
private static volatile int ww, wh;
private static final int buildLight = 1;
private final Object sync = new Object();
/** indexed by [team] [packed array tile pos] */
private @Nullable boolean[][] fog;
private final LongSeq events = new LongSeq();
private @Nullable Thread fogThread;
private boolean read = false;
public FogControl(){
Events.on(ResetEvent.class, e -> {
clear();
});
Events.on(WorldLoadEvent.class, e -> {
clear();
ww = world.width();
wh = world.height();
//all old buildings have light around them
if(state.rules.fog && read){
for(var build : Groups.build){
synchronized(events){
events.add(FogEvent.get(build.tile.x, build.tile.y, buildLight, build.team.id));
}
}
read = false;
}
});
Events.on(TileChangeEvent.class, event -> {
if(state.rules.fog && event.tile.build != null && event.tile.isCenter()){
synchronized(events){
//TODO event per team?
pushEvent(FogEvent.get(event.tile.x, event.tile.y, buildLight + event.tile.block().size, event.tile.build.team.id));
}
}
});
SaveVersion.addCustomChunk("fogdata", this);
}
public @Nullable boolean[] getData(Team team){
return fog == null ? null : fog[team.id];
}
public boolean isCovered(Team team, int x, int y){
var data = getData(team);
if(data == null || x < 0 || y < 0 || x >= ww || y >= wh) return false;
return !data[x + y * ww];
}
void clear(){
fog = null;
//I don't care whether the fog thread crashes here, it's about to die anyway
events.clear();
if(fogThread != null){
fogThread.interrupt();
fogThread = null;
}
}
void pushEvent(long event){
events.add(event);
if(!headless && FogEvent.team(event) == Vars.player.team().id){
renderer.fog.handleEvent(event);
}
}
public void update(){
if(fog == null){
fog = new boolean[256][];
}
if(fogThread == null && !net.client()){
fogThread = new FogThread();
fogThread.setDaemon(true);
fogThread.start();
}
for(var team : state.teams.present){
if(!team.team.isAI()){
if(fog[team.team.id] == null){
fog[team.team.id] = new boolean[world.width() * world.height()];
}
synchronized(events){
//TODO slow?
for(var unit : team.units){
int tx = unit.tileX(), ty = unit.tileY(), pos = tx + ty * ww;
if(unit.lastFogPos != pos){
pushEvent(FogEvent.get(tx, ty, (int)unit.type.fogRadius, team.team.id));
unit.lastFogPos = pos;
}
}
}
}
}
//wake up, it's time to draw some circles
if(events.size > 0 && fogThread != null){
synchronized(sync){
sync.notify();
}
}
}
public class FogThread extends Thread{
@Override
public void run(){
while(true){
try{
synchronized(sync){
try{
//wait until an event happens
sync.wait();
}catch(InterruptedException e){
//end thread
return;
}
}
//I really don't like synchronizing here, but there should be some performance benefit at least
synchronized(events){
int size = events.size;
for(int i = 0; i < size; i++){
long event = events.items[i];
int x = FogEvent.x(event), y = FogEvent.y(event), rad = FogEvent.radius(event), team = FogEvent.team(event);
var arr = fog[team];
if(arr != null){
circle(arr, x, y, rad);
}
}
events.clear();
}
//ignore, don't want to crash this thread
}catch(Exception e){}
}
}
void circle(boolean[] arr, int x, int y, int radius){
int f = 1 - radius;
int ddFx = 1, ddFy = -2 * radius;
int px = 0, py = radius;
hline(arr, x, x, y + radius);
hline(arr, x, x, y - radius);
hline(arr, x - radius, x + radius, y);
while(px < py){
if(f >= 0){
py--;
ddFy += 2;
f += ddFy;
}
px++;
ddFx += 2;
f += ddFx;
hline(arr, x - px, x + px, y + py);
hline(arr, x - px, x + px, y - py);
hline(arr, x - py, x + py, y + px);
hline(arr, x - py, x + py, y - px);
}
}
void hline(boolean[] arr, int x1, int x2, int y){
if(y < 0 || y >= wh) return;
int tmp;
if(x1 > x2){
tmp = x1;
x1 = x2;
x2 = tmp;
}
if(x1 >= ww) return;
if(x2 < 0) return;
if(x1 < 0) x1 = 0;
if(x2 >= ww) x2 = ww - 1;
x2++;
int off = y * ww;
while(x1 != x2){
arr[off + x1++] = true;
}
}
}
@Override
public void write(DataOutput stream) throws IOException{
int used = 0;
for(int i = 0; i < 256; i++){
if(fog[i] != null) used ++;
}
stream.writeByte(used);
stream.writeShort(world.width());
stream.writeShort(world.height());
for(int i = 0; i < 256; i++){
if(fog[i] != null){
stream.writeByte(i);
boolean[] data = fog[i];
int pos = 0, size = data.length;
while(pos < size){
int consecutives = 0;
boolean cur = data[pos];
while(consecutives < 127 && pos < size){
boolean next = data[pos];
if(cur != next){
break;
}
consecutives ++;
pos ++;
}
int mask = (cur ? 0b1000_0000 : 0);
stream.write(mask | (consecutives));
}
}
}
}
@Override
public void read(DataInput stream) throws IOException{
if(fog == null) fog = new boolean[256][];
int teams = stream.readUnsignedByte();
int w = stream.readShort(), h = stream.readShort();
int len = w * h;
for(int ti = 0; ti < teams; ti++){
int team = stream.readUnsignedByte();
int pos = 0;
boolean[] bools = fog[team] = new boolean[w * h];
while(pos < len){
int data = stream.readByte() & 0xff;
boolean sign = (data & 0b1000_0000) != 0;
int consec = data & 0b0111_1111;
if(sign){
for(int i = 0; i < consec; i++){
bools[pos ++] = true;
}
}else{
pos += consec;
}
}
}
read = true;
}
@Override
public boolean shouldWrite(){
return state.rules.fog && fog != null;
}
@Struct
class FogEventStruct{
@StructField(16)
int x;
@StructField(16)
int y;
@StructField(16)
int radius;
@StructField(8)
int team;
}
}