Fix terrain streaming and surface spawning
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parent
f0279cdb65
commit
2b07d6be20
17 changed files with 424 additions and 111 deletions
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@ -48,8 +48,9 @@ type streamer struct {
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}
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// defaultViewRadius is used when the client hasn't sent client_information or
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// sent an implausible value. Matches the legacy chunkRadius.
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const defaultViewRadius = 4
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// sent an implausible value. Vanilla generation is expensive, so keep the cold
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// start bounded until nearby terrain has warmed in the cache.
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const defaultViewRadius = 2
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// newStreamer constructs a streamer for the given cache/conn. viewDistance comes
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// from the client's client_information (clamped to a safe range); genRadius is
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@ -161,6 +162,13 @@ func (s *streamer) processRecenter(ctx context.Context, cx, cz int32) (recenterR
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s.tickets.Replace(viewTickets, prefetchTickets)
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}
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// The center frame needs a 3x3 terrain neighborhood for lighting. Preload
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// those chunks concurrently so the first visible chunk is not delayed by
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// eight sequential generator calls inside the lighting pass.
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if !s.loaded[[2]int32{cx, cz}] {
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s.parallelPreload(ctx, spiralOrder(cx, cz, 1))
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}
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// Client residency follows viewRadius exactly. The prefetch ring is retained
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// only server-side by tickets and never left loaded on the client.
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for key := range s.loaded {
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@ -175,7 +183,8 @@ func (s *streamer) processRecenter(ctx context.Context, cx, cz int32) (recenterR
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if next, superseded := s.streamPriority(ctx, cx, cz, toSend, true); superseded {
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return next, true
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}
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// Pre-generate the ring so the next recenter finds frames warm in the cache.
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// Preload terrain only. Building full frames here would calculate lighting
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// for off-screen chunks and recursively generate yet another outer ring.
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if next, superseded := s.streamPriority(ctx, cx, cz, toPreGen, false); superseded {
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return next, true
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}
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@ -207,7 +216,7 @@ func (s *streamer) streamPriority(ctx context.Context, cx, cz int32, keys [][2]i
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if send {
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s.parallelSend(ctx, keys[start:end])
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} else {
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s.parallelGenerate(ctx, keys[start:end])
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s.parallelPreload(ctx, keys[start:end])
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}
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if next, ok := s.latestRecenter(); ok {
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return next, true
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@ -255,8 +264,8 @@ func (s *streamer) sendForgetLevelChunk(cx, cz int32) {
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_ = s.conn.SendWriter(protocol.PlayForgetLevelChunk, w)
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}
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// parallelSend generates the given chunks across the worker pool and sends each
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// frame as soon as it is ready (order is best-effort; the client reassembles).
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// parallelSend generates the given chunks across the worker pool, then sends
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// them in caller order so the client receives a contiguous near-first view.
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// Already-loaded chunks are skipped. Returns when all are sent or ctx cancels.
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func (s *streamer) parallelSend(ctx context.Context, keys [][2]int32) {
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var pending []frameJob
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@ -304,13 +313,26 @@ func (s *streamer) parallelSend(ctx context.Context, keys [][2]int32) {
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wg.Wait()
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close(results)
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}()
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generated := make(map[[2]int32]frameResult, len(pending))
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failed := false
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for r := range results {
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if r.err != nil {
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// Send failed — the connection is likely closing. Bail out; the
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// serve loop will tear us down via ctx cancel.
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if s.log != nil {
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s.log.Debug("streamer frame failed", "cx", r.cx, "cz", r.cz, "err", r.err)
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}
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failed = true
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continue
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}
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generated[[2]int32{r.cx, r.cz}] = r
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}
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if failed {
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return
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}
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// Generation completes out of order, but client presentation should not.
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// Emit the contiguous spiral order supplied by the caller.
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for _, j := range pending {
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r, ok := generated[[2]int32{j.cx, j.cz}]
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if !ok {
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return
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}
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if s.conn != nil {
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@ -321,13 +343,13 @@ func (s *streamer) parallelSend(ctx context.Context, keys [][2]int32) {
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return
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}
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}
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s.loaded[[2]int32{r.cx, r.cz}] = true
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s.loaded[[2]int32{j.cx, j.cz}] = true
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}
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}
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// parallelGenerate warms the cache for the given chunks without sending them
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// (used for the predictive ring). Errors are ignored.
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func (s *streamer) parallelGenerate(ctx context.Context, keys [][2]int32) {
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// parallelPreload warms terrain for the given chunks without calculating light,
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// encoding frames, or sending packets. Errors are ignored.
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func (s *streamer) parallelPreload(ctx context.Context, keys [][2]int32) {
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var pending []frameJob
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for _, k := range keys {
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if s.loaded[k] {
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@ -355,7 +377,7 @@ func (s *streamer) parallelGenerate(ctx context.Context, keys [][2]int32) {
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return
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default:
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}
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_, _ = s.cache.FrameErrContext(ctx, j.cx, j.cz) // warm cache; discard frame
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_ = s.cache.PreloadErrContext(ctx, j.cx, j.cz)
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}
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}()
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}
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@ -381,8 +403,8 @@ type frameResult struct {
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err error
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}
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// generateWorker reads jobs, generates+frames the chunk via the (thread-safe)
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// cache, and sends the frame to the conn. It exits when jobs closes.
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// generateWorker reads jobs and generates+frames chunks via the thread-safe
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// cache. It exits when jobs closes.
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func (s *streamer) generateWorker(ctx context.Context, jobs <-chan frameJob, results chan<- frameResult) {
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for j := range jobs {
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select {
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@ -407,9 +429,7 @@ func (s *streamer) generateWorker(ctx context.Context, jobs <-chan frameJob, res
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}
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// spiralOrder returns chunk coordinates in a square of side (2*radius+1) around
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// (cx, cz), ordered from the centre outward (Chebyshev rings). The centre is
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// first, then ring 1, ring 2, … ring `radius`. Within a ring the order is
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// deterministic but not otherwise constrained — nearest-first is what matters.
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// (cx, cz), ordered from the centre outward in contiguous Chebyshev rings.
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func spiralOrder(cx, cz int32, radius int) [][2]int32 {
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if radius < 0 {
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radius = 0
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@ -417,14 +437,18 @@ func spiralOrder(cx, cz int32, radius int) [][2]int32 {
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out := make([][2]int32, 0, (2*radius+1)*(2*radius+1))
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out = append(out, [2]int32{cx, cz})
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for r := 1; r <= radius; r++ {
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// Walk the perimeter of the ring at Chebyshev distance r.
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for d := -r; d <= r; d++ {
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out = append(out, [2]int32{cx + int32(d), cz - int32(r)}) // top edge
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out = append(out, [2]int32{cx + int32(d), cz + int32(r)}) // bottom edge
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// Walk one continuous perimeter: top, right, bottom, left.
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for x := -r; x <= r; x++ {
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out = append(out, [2]int32{cx + int32(x), cz - int32(r)})
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}
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for d := -r + 1; d <= r-1; d++ {
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out = append(out, [2]int32{cx - int32(r), cz + int32(d)}) // left edge
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out = append(out, [2]int32{cx + int32(r), cz + int32(d)}) // right edge
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for z := -r + 1; z <= r; z++ {
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out = append(out, [2]int32{cx + int32(r), cz + int32(z)})
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}
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for x := r - 1; x >= -r; x-- {
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out = append(out, [2]int32{cx + int32(x), cz + int32(r)})
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}
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for z := r - 1; z >= -r+1; z-- {
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out = append(out, [2]int32{cx - int32(r), cz + int32(z)})
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}
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}
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return out
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