Performance tuning, improve workaround for bukkit scheduler bugs

This commit is contained in:
Mike Primm 2011-07-19 00:52:05 -05:00
parent b51bb22b9e
commit 2c16c800e9
14 changed files with 412 additions and 303 deletions

View file

@ -22,7 +22,7 @@ import org.dynmap.MapManager;
import org.dynmap.MapTile;
import org.dynmap.TileHashManager;
import org.dynmap.debug.Debug;
import org.dynmap.hdmap.HDPerspectiveState.BlockStep;
import org.dynmap.utils.MapIterator.BlockStep;
import org.dynmap.kzedmap.KzedMap.KzedBufferedImage;
import org.dynmap.kzedmap.KzedMap;
import org.dynmap.utils.FileLockManager;
@ -72,8 +72,6 @@ public class IsoHDPerspective implements HDPerspective {
private boolean need_rawbiomedata = false;
private class OurPerspectiveState implements HDPerspectiveState {
int skylightlevel = 15;
int emittedlightlevel = 0;
int blocktypeid = 0;
int blockdata = 0;
Vector3D top, bottom;
@ -90,14 +88,55 @@ public class IsoHDPerspective implements HDPerspective {
int subalpha;
double mt;
int[] subblock_xyz = new int[3];
MapIterator mapiter;
public OurPerspectiveState(MapIterator mi) {
mapiter = mi;
}
/**
* Get sky light level - only available if shader requested it
*/
public final int getSkyLightLevel() { return skylightlevel; }
public final int getSkyLightLevel() {
int ll;
BlockStep ls = mapiter.unstepPosition();
/* Some blocks are light blocking, but not fully blocking - this sucks */
switch(mapiter.getBlockTypeID()) {
case 53: /* Wood stairs */
case 44: /* Slabs */
case 67: /* Cobblestone stairs */
mapiter.stepPosition(BlockStep.Y_PLUS); /* Look above */
ll = mapiter.getBlockSkyLight();
mapiter.stepPosition(BlockStep.Y_MINUS);
break;
default:
ll = mapiter.getBlockSkyLight();
break;
}
mapiter.stepPosition(ls);
return ll;
}
/**
* Get emitted light level - only available if shader requested it
*/
public final int getEmittedLightLevel() { return emittedlightlevel; }
public final int getEmittedLightLevel() {
int ll;
BlockStep ls = mapiter.unstepPosition();
/* Some blocks are light blocking, but not fully blocking - this sucks */
switch(mapiter.getBlockTypeID()) {
case 53: /* Wood stairs */
case 44: /* Slabs */
case 67: /* Cobblestone stairs */
mapiter.stepPosition(BlockStep.Y_PLUS); /* Look above */
ll = mapiter.getBlockEmittedLight();
mapiter.stepPosition(BlockStep.Y_MINUS);
break;
default:
ll = mapiter.getBlockEmittedLight();
break;
}
mapiter.stepPosition(ls);
return ll;
}
/**
* Get current block type ID
*/
@ -210,40 +249,68 @@ public class IsoHDPerspective implements HDPerspective {
}
/* Walk through scene */
laststep = BlockStep.Y_MINUS; /* Last step is down into map */
skylightlevel = 15;
emittedlightlevel = 0;
nonairhit = false;
}
private int generateFenceBlockData(MapIterator mapiter) {
int blockdata = 0;
/* Check north */
if(mapiter.getBlockTypeIDAt(BlockStep.X_MINUS) == 85) { /* Fence? */
blockdata |= 1;
}
/* Look east */
if(mapiter.getBlockTypeIDAt(BlockStep.Z_MINUS) == 85) { /* Fence? */
blockdata |= 2;
}
/* Look south */
if(mapiter.getBlockTypeIDAt(BlockStep.X_PLUS) == 85) { /* Fence? */
blockdata |= 4;
}
/* Look west */
if(mapiter.getBlockTypeIDAt(BlockStep.Z_PLUS) == 85) { /* Fence? */
blockdata |= 8;
}
return blockdata;
}
/* Figure out which orientation possibility applies to chest:
* bit 1-0: 00=facing west, 01=facing-south, 10=facing-east, 11=facing-north
* bit 3-2: 00=single, 01=left half, 10=right half
* truth table:
* N S E W : facing
* - - - - : W
* X - - - : S
* - X - - : N
* - - X - : W
* - - - X : E
* X - X - : S
* X - - X : S
* X - X X : S
* - X - X : N
* - X X - : N
* - X X X : N
* X X X - : W
* X X - - : W
* - - X X : W
* X - - X : S
* X X - X : E
* X X X X : ?
*/
private int generateChestBlockData(MapIterator mapiter) {
int blockdata = 0;
return blockdata;
}
/**
* Process visit of ray to block
*/
private boolean visit_block(MapIterator mapiter, HDShaderState[] shaderstate, boolean[] shaderdone) {
blocktypeid = mapiter.getBlockTypeID();
boolean skip_light_update = false;
if(nonairhit || (blocktypeid != 0)) {
blockdata = mapiter.getBlockData();
if(blocktypeid == 85) { /* Special case for fence - need to fake data so we can render properly */
mapiter.decrementX(); /* Look north */
blockdata = 0;
if(mapiter.getBlockTypeID() == 85) { /* Fence? */
blockdata |= 1;
}
mapiter.incrementX();
mapiter.decrementZ(); /* Look east */
if(mapiter.getBlockTypeID() == 85) { /* Fence? */
blockdata |= 2;
}
mapiter.incrementZ();
mapiter.incrementX(); /* Look south */
if(mapiter.getBlockTypeID() == 85) { /* Fence? */
blockdata |= 4;
}
mapiter.decrementX(); /* Look west */
mapiter.incrementZ();
if(mapiter.getBlockTypeID() == 85) { /* Fence? */
blockdata |= 8;
}
mapiter.decrementZ();
blockdata = generateFenceBlockData(mapiter);
}
else if(blocktypeid == 54) { /* Special case for chest - need to fake data so we can render */
blockdata = generateChestBlockData(mapiter);
}
boolean missed = false;
@ -251,14 +318,6 @@ public class IsoHDPerspective implements HDPerspective {
short[] model = scalemodels.getScaledModel(blocktypeid, blockdata);
if(model != null) {
missed = raytraceSubblock(model);
/* Some blocks are light blocking, but not fully blocking - this sucks */
switch(blocktypeid) {
case 53: /* Wood stairs */
case 44: /* Slabs */
case 67: /* Cobblestone stairs */
skip_light_update = true;
break;
}
}
else {
subalpha = -1;
@ -276,26 +335,6 @@ public class IsoHDPerspective implements HDPerspective {
nonairhit = true;
}
}
if(skip_light_update) { /* If considering skipping, do so if block is unlit */
int ll;
if(need_skylightlevel) {
ll = mapiter.getBlockSkyLight();
if(ll > 0)
skylightlevel = ll;
}
if(need_emittedlightlevel) {
ll = mapiter.getBlockEmittedLight();
if(ll > 0) {
emittedlightlevel = ll;
}
}
}
else {
if(need_skylightlevel)
skylightlevel = mapiter.getBlockSkyLight();
if(need_emittedlightlevel)
emittedlightlevel = mapiter.getBlockEmittedLight();
}
return false;
}
/**
@ -307,7 +346,6 @@ public class IsoHDPerspective implements HDPerspective {
mapiter.initialize(x, y, z);
boolean nonairhit = false;
for (; n > 0; --n) {
/* Visit block */
if(visit_block(mapiter, shaderstate, shaderdone)) {
@ -320,12 +358,11 @@ public class IsoHDPerspective implements HDPerspective {
t_next_x += dt_dx;
if(x_inc > 0) {
laststep = BlockStep.X_PLUS;
mapiter.incrementX();
}
else {
laststep = BlockStep.X_MINUS;
mapiter.decrementX();
}
mapiter.stepPosition(laststep);
}
/* If Y step is next best */
else if((t_next_y <= t_next_x) && (t_next_y <= t_next_z)) {
@ -334,13 +371,13 @@ public class IsoHDPerspective implements HDPerspective {
t_next_y += dt_dy;
if(y_inc > 0) {
laststep = BlockStep.Y_PLUS;
mapiter.incrementY();
mapiter.stepPosition(laststep);
if(mapiter.getY() > 127)
return;
}
else {
laststep = BlockStep.Y_MINUS;
mapiter.decrementY();
mapiter.stepPosition(laststep);
if(mapiter.getY() < 0)
return;
}
@ -352,12 +389,11 @@ public class IsoHDPerspective implements HDPerspective {
t_next_z += dt_dz;
if(z_inc > 0) {
laststep = BlockStep.Z_PLUS;
mapiter.incrementZ();
}
else {
laststep = BlockStep.Z_MINUS;
mapiter.decrementZ();
}
mapiter.stepPosition(laststep);
}
}
}
@ -731,7 +767,7 @@ public class IsoHDPerspective implements HDPerspective {
}
/* Create perspective state object */
OurPerspectiveState ps = new OurPerspectiveState();
OurPerspectiveState ps = new OurPerspectiveState(mapiter);
ps.top = new Vector3D();
ps.bottom = new Vector3D();