Add basic progress messages on fullrender (end of each map, every 100

renders), and add dispose on Graphics2D to accelerate non-heap memory
recovery
This commit is contained in:
Mike Primm 2011-05-18 08:34:15 -05:00 committed by FrozenCow
parent c2d596e433
commit 28e98a617d
2 changed files with 13 additions and 1 deletions

View File

@ -54,6 +54,7 @@ public class MapManager {
HashSet<MapTile> rendered = null;
LinkedList<MapTile> renderQueue = null;
MapTile tile0 = null;
int rendercnt = 0;
/* Full world, all maps render */
FullWorldRenderState(DynmapWorld dworld, Location l) {
@ -76,8 +77,13 @@ public class MapManager {
if(tile0 == null) { /* Not single tile render */
/* If render queue is empty, start next map */
if(renderQueue.isEmpty()) {
if(map_index >= 0) { /* Finished a map? */
log.info(LOG_PREFIX + "Full render of map '" + world.maps.get(map_index).getClass().getSimpleName() + "' of world '" +
world.world.getName() + "' completed - " + rendercnt + " tiles rendered.");
}
found.clear();
rendered.clear();
rendercnt = 0;
map_index++; /* Next map */
if(map_index >= world.maps.size()) { /* Last one done? */
log.info(LOG_PREFIX + "Full render finished.");
@ -125,6 +131,11 @@ public class MapManager {
}
}
found.remove(tile);
rendercnt++;
if((rendercnt % 100) == 0) {
log.info("Full render of map '" + world.maps.get(map_index).getClass().getSimpleName() + "' on world '" +
w.getName() + "' in progress - " + rendercnt + " tiles rendered, " + renderQueue.size() + " tiles pending.");
}
}
/* And unload what we loaded */
while (!loadedChunks.isEmpty()) {

View File

@ -187,6 +187,7 @@ public class DefaultTileRenderer implements MapTileRenderer {
Graphics2D g2 = zIm.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2.drawImage(img, ox, oy, scw, sch, null);
g2.dispose(); /* Supposed to speed up non-heap memory recovery */
img.flush();