biome generation optimization #18
@@ -4,9 +4,18 @@ const CHUNK_TYPE_BIOME: int = 0
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const CHUNK_TYPE_STRAIGHT_TRACK: int = 1
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const CHUNK_TYPE_CURVED_TRACK: int = 2
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const CHUNK_GENERATION_STEPS_PER_FRAME: int = 2
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const CHUNK_CLEANUP_STEPS_PER_FRAME: int = 4
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const LAMPPOST_WIRE_STEPS_PER_FRAME: int = 1
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const CHUNK_GENERATION_FRAME_BUDGET_USEC: int = 2000 #2 ms/frame to generate chunks
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const CHUNK_CLEANUP_FRAME_BUDGET_USEC: int = 1000 #1 ms/frame per cleanup
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const LAMPPOST_WIRE_FRAME_BUDGET_USEC: int = 1000 #1 ms/frame per i fili dei lampioni
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#(about 4 ms o work for frame)
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#Se compaiono chunk troppo lentamente davanti al treno:
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#aumentare generazione a 3000 o 4000
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#Se ci sono micro-scatti:
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#abbassare generazione a 1000 o 1500
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#Se i fili appaiono in ritardo:
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#aumentare wire a 1500 o 2000
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#Se il cleanup causa scatti:
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#abbassare cleanup a 500
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const MAX_CHUNK_UNIQUENESS: int = 5
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const RAILWAY_SCENE_DIRECTORY: String = "res://tgcc/chunk/railway/scene"
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@@ -50,6 +59,9 @@ var prop_candidate_cache: Dictionary = {}
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var pending_generation_cells: Array[Vector2i] = []
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var pending_cleanup_cells: Array[Vector2i] = []
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var pending_wire_cells: Array[Vector2i] = []
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var pending_generation_cursor: int = 0
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var pending_cleanup_cursor: int = 0
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var pending_wire_cursor: int = 0
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var pending_wire_lookup: Dictionary = {}
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var rail_chunk_catalogue: Dictionary = {} #rails chunk list
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@@ -132,7 +144,7 @@ func _destroy_and_regenrate_world() -> void:
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_refresh_world(current_pos)
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func _process(_delta: float) -> void:
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#based on constant values the queue are evalutated by frame and not all together
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#based on time budgets the queues are evaluated by frame and not all together
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_drain_cleanup_queue()
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_drain_generation_queue()
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_drain_wire_queue()
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@@ -283,6 +295,9 @@ func _clear_pending_world_work() -> void:
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pending_generation_cells.clear()
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pending_cleanup_cells.clear()
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pending_wire_cells.clear()
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pending_generation_cursor = 0
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pending_cleanup_cursor = 0
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pending_wire_cursor = 0
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pending_wire_lookup.clear()
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func _collect_replaceable_rail_chunks(root: Node, result: Array[Node3D]) -> void:
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@@ -384,6 +399,7 @@ func _refresh_world(center: Vector2i) -> void:
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#Use maxi(abs(x), abs(z)) to know the border of the ring. Cells closest to the train have more priority
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func _rebuild_generation_queue(center: Vector2i) -> void:
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pending_generation_cells.clear()
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pending_generation_cursor = 0
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for radius in range(eye_line + 1):
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for x in range(-radius, radius + 1):
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@@ -401,6 +417,7 @@ func _rebuild_generation_queue(center: Vector2i) -> void:
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#Persistent obstacle cells are not deleted (rails or set_pieces)
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func _rebuild_cleanup_queue(center: Vector2i) -> void:
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pending_cleanup_cells.clear()
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pending_cleanup_cursor = 0
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var safe_margin = 2
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for grid_pos in board.keys():
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@@ -413,10 +430,16 @@ func _rebuild_cleanup_queue(center: Vector2i) -> void:
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if dist_x > eye_line + safe_margin or dist_z > eye_line + safe_margin:
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pending_cleanup_cells.append(grid_pos)
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#Check if a queue can continue to work based on time budget setted
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func _queue_has_frame_budget(start_usec: int, budget_usec: int, processed: int) -> bool:
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return processed == 0 or Time.get_ticks_usec() - start_usec < budget_usec
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func _drain_generation_queue() -> void:
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var processed = 0
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while processed < CHUNK_GENERATION_STEPS_PER_FRAME and not pending_generation_cells.is_empty():
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var grid_pos = pending_generation_cells.pop_front()
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var processed: int = 0
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var start_usec: int = Time.get_ticks_usec()
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while pending_generation_cursor < pending_generation_cells.size() and _queue_has_frame_budget(start_usec, CHUNK_GENERATION_FRAME_BUDGET_USEC, processed):
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var grid_pos: Vector2i = pending_generation_cells[pending_generation_cursor]
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pending_generation_cursor += 1
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if board.has(grid_pos):
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continue
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@@ -425,10 +448,16 @@ func _drain_generation_queue() -> void:
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_add_compatible_biome(grid_pos)
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processed += 1
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if pending_generation_cursor >= pending_generation_cells.size():
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pending_generation_cells.clear()
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pending_generation_cursor = 0
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func _drain_cleanup_queue() -> void:
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var processed = 0
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while processed < CHUNK_CLEANUP_STEPS_PER_FRAME and not pending_cleanup_cells.is_empty():
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var grid_pos = pending_cleanup_cells.pop_front()
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var processed: int = 0
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var start_usec: int = Time.get_ticks_usec()
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while pending_cleanup_cursor < pending_cleanup_cells.size() and _queue_has_frame_budget(start_usec, CHUNK_CLEANUP_FRAME_BUDGET_USEC, processed):
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var grid_pos: Vector2i = pending_cleanup_cells[pending_cleanup_cursor]
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pending_cleanup_cursor += 1
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if not board.has(grid_pos):
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continue
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@@ -441,6 +470,10 @@ func _drain_cleanup_queue() -> void:
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board.erase(grid_pos)
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processed += 1
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if pending_cleanup_cursor >= pending_cleanup_cells.size():
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pending_cleanup_cells.clear()
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pending_cleanup_cursor = 0
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func _queue_lamppost_wire_connection(grid_pos: Vector2i) -> void:
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if pending_wire_lookup.has(grid_pos):
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return
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@@ -448,9 +481,11 @@ func _queue_lamppost_wire_connection(grid_pos: Vector2i) -> void:
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pending_wire_cells.append(grid_pos)
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func _drain_wire_queue() -> void:
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var processed = 0
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while processed < LAMPPOST_WIRE_STEPS_PER_FRAME and not pending_wire_cells.is_empty():
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var grid_pos = pending_wire_cells.pop_front()
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var processed: int = 0
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var start_usec: int = Time.get_ticks_usec()
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while pending_wire_cursor < pending_wire_cells.size() and _queue_has_frame_budget(start_usec, LAMPPOST_WIRE_FRAME_BUDGET_USEC, processed):
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var grid_pos: Vector2i = pending_wire_cells[pending_wire_cursor]
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pending_wire_cursor += 1
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pending_wire_lookup.erase(grid_pos)
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if not board.has(grid_pos):
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@@ -461,6 +496,10 @@ func _drain_wire_queue() -> void:
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_connect_lamppost_wires(grid_pos)
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processed += 1
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if pending_wire_cursor >= pending_wire_cells.size():
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pending_wire_cells.clear()
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pending_wire_cursor = 0
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func _generate_pieces_around_train(center: Vector2i) -> void:
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for x in range(-eye_line, eye_line + 1):
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for z in range(-eye_line, eye_line + 1):
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@@ -1041,37 +1080,6 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
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p_sx_your_best = closest_sx[i_t]
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p_dx_your_best = closest_dx[i_t]
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if best_closest_to_root == null:
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for x in range(-ray_research, ray_research + 1):
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for z in range(-ray_research, ray_research + 1):
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if x == 0 and z == 0: continue
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var closest_pos = new_board_pos + Vector2i(x, z)
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if board.has(closest_pos) and board[closest_pos].get("have_lamppost", false):
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var closest_root = board[closest_pos]["node"]
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var closest_info = board[closest_pos]["info"]
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if not is_instance_valid(closest_root) or closest_root == new_root or closest_info == null: continue
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if closest_info is Node3D: closest_info.force_update_transform()
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var closest_sx = _get_lampposts(closest_info, "sx")
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var closest_dx = _get_lampposts(closest_info, "dx")
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if closest_sx.is_empty() or closest_dx.is_empty(): continue
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for i_m in range(new_sx.size()):
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for i_t in range(closest_sx.size()):
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var c_mio = (new_sx[i_m].global_position + new_dx[i_m].global_position) / 2.0
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var c_tuo = (closest_sx[i_t].global_position + closest_dx[i_t].global_position) / 2.0
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var dist = c_mio.distance_to(c_tuo)
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if dist < best_distance:
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best_distance = dist
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best_closest_to_root = closest_root
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p_sx_my_best = new_sx[i_m]
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p_dx_my_best = new_dx[i_m]
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p_sx_your_best = closest_sx[i_t]
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p_dx_your_best = closest_dx[i_t]
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var max_dist = chunk_size * lamppost_dist_factor
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if best_closest_to_root != null and best_distance < max_dist:
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