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https://github.com/webbukkit/dynmap.git
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Add "time-sliced" implementation of fullrender, which does one tile at
a time using the Bukkit scheduler while using a tunable interval between tiles (0.5 second default), and avoids player timeouts and blooming the chunk and entity population.
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@ -10,11 +10,17 @@ import java.util.List;
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import java.util.Map;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import java.util.HashMap;
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import org.bukkit.Location;
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import org.bukkit.World;
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import org.bukkit.entity.Entity;
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import org.bukkit.scheduler.BukkitScheduler;
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import org.bukkit.util.config.ConfigurationNode;
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import org.dynmap.DynmapWorld;
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import org.dynmap.MapTile;
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import org.dynmap.debug.Debug;
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import org.bukkit.Chunk;
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public class MapManager {
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protected static final Logger log = Logger.getLogger("Minecraft");
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@ -23,6 +29,12 @@ public class MapManager {
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public Map<String, DynmapWorld> worlds = new HashMap<String, DynmapWorld>();
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public Map<String, DynmapWorld> inactiveworlds = new HashMap<String, DynmapWorld>();
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private BukkitScheduler scheduler;
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private DynmapPlugin plug_in;
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private boolean do_timesliced_render = false;
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private double timeslice_interval = 0.0;
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/* Which timesliced renders are active */
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private HashMap<String, FullWorldRenderState> active_renders = new HashMap<String, FullWorldRenderState>();
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/* lock for our data structures */
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public static final Object lock = new Object();
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@ -50,17 +62,121 @@ public class MapManager {
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if (bukkitWorld != null)
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activateWorld(bukkitWorld);
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}
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do_timesliced_render = configuration.getBoolean("timeslicerender", false);
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timeslice_interval = configuration.getDouble("timesliceinterval", 0.5);
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scheduler = plugin.getServer().getScheduler();
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plug_in = plugin;
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tileQueue.start();
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}
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private class FullWorldRenderState implements Runnable {
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DynmapWorld world; /* Which world are we rendering */
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Location loc; /* Start location */
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int map_index = -1; /* Which map are we on */
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MapType map;
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HashSet<MapTile> found = new HashSet<MapTile>();
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HashSet<MapTile> rendered = new HashSet<MapTile>();
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LinkedList<MapTile> renderQueue = new LinkedList<MapTile>();
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FullWorldRenderState(DynmapWorld dworld, Location l) {
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world = dworld;
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loc = l;
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}
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public void run() {
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MapTile tile;
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/* If render queue is empty, start next map */
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if(renderQueue.isEmpty()) {
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found.clear();
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rendered.clear();
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map_index++; /* Next map */
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if(map_index >= world.maps.size()) { /* Last one done? */
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log.info("Full render finished.");
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active_renders.remove(world.world.getName());
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return;
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}
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map = world.maps.get(map_index);
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/* Now, prime the render queue */
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for (MapTile mt : map.getTiles(loc)) {
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if (!found.contains(mt)) {
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found.add(mt);
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renderQueue.add(mt);
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}
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}
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}
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tile = renderQueue.pollFirst();
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DynmapChunk[] requiredChunks = tile.getMap().getRequiredChunks(tile);
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LinkedList<DynmapChunk> loadedChunks = new LinkedList<DynmapChunk>();
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World w = world.world;
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// Load the required chunks.
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for (DynmapChunk chunk : requiredChunks) {
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boolean wasLoaded = w.isChunkLoaded(chunk.x, chunk.z);
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boolean didload = w.loadChunk(chunk.x, chunk.z, false);
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if ((!wasLoaded) && didload)
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loadedChunks.add(chunk);
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}
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if (render(tile)) {
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found.remove(tile);
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rendered.add(tile);
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for (MapTile adjTile : map.getAdjecentTiles(tile)) {
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if (!found.contains(adjTile) && !rendered.contains(adjTile)) {
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found.add(adjTile);
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renderQueue.add(adjTile);
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}
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}
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}
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found.remove(tile);
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/* And unload what we loaded */
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while (!loadedChunks.isEmpty()) {
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DynmapChunk c = loadedChunks.pollFirst();
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/* It looks like bukkit "leaks" entities - they don't get removed from the world-level table
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* when chunks are unloaded but not saved - removing them seems to do the trick */
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Chunk cc = w.getChunkAt(c.x, c.z);
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if(cc != null) {
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for(Entity e: cc.getEntities())
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e.remove();
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}
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/* Since we only remember ones we loaded, and we're synchronous, no player has
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* moved, so it must be safe (also prevent chunk leak, which appears to happen
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* because isChunkInUse defined "in use" as being within 256 blocks of a player,
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* while the actual in-use chunk area for a player where the chunks are managed
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* by the MC base server is 21x21 (or about a 160 block radius) */
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w.unloadChunk(c.x, c.z, false, false);
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}
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/* Schedule the next tile to be worked */
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scheduler.scheduleSyncDelayedTask(plug_in, this, (int)(timeslice_interval*20));
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}
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}
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void renderFullWorld(Location l) {
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DynmapWorld world = worlds.get(l.getWorld().getName());
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if (world == null) {
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log.severe("Could not render: world '" + l.getWorld().getName() + "' not defined in configuration.");
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return;
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}
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if(do_timesliced_render) {
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String wname = l.getWorld().getName();
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FullWorldRenderState rndr = active_renders.get(wname);
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if(rndr != null) {
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log.info("Full world render of world '" + wname + "' already active.");
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return;
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}
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rndr = new FullWorldRenderState(world,l); /* Make new activation record */
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active_renders.put(wname, rndr); /* Add to active table */
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/* Schedule first tile to be worked */
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scheduler.scheduleSyncDelayedTask(plug_in, rndr, (int)(timeslice_interval*20));
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log.info("Full render starting on world '" + wname + "' (timesliced)...");
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return;
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}
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World w = world.world;
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log.info("Full render starting on world '" + w.getName() + "'...");
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for (MapType map : world.maps) {
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int requiredChunkCount = 200;
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