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parallel-p
| Author | SHA1 | Date | |
|---|---|---|---|
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cc4d3c3e0e | ||
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a46d2f93f1 | ||
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2d532ab8f9 |
@@ -69,17 +69,19 @@ pub fn generate_world_with_options(
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println!("{} Processing data...", "[4/7]".bold());
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// Build highway connectivity map once before processing
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let highway_connectivity = highways::build_highway_connectivity_map(&elements);
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// Set ground reference in the editor to enable elevation-aware block placement
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editor.set_ground(Arc::clone(&ground));
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println!("{} Processing terrain...", "[5/7]".bold());
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emit_gui_progress_update(25.0, "Processing terrain...");
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// Pre-compute all flood fills in parallel for better CPU utilization
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let mut flood_fill_cache = FloodFillCache::precompute(&elements, args.timeout.as_ref());
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// Run both precomputations concurrently using rayon::join
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// This overlaps highway connectivity map building with flood fill computation
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let timeout_ref = args.timeout.as_ref();
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let (highway_connectivity, mut flood_fill_cache) = rayon::join(
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|| highways::build_highway_connectivity_map(&elements),
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|| FloodFillCache::precompute(&elements, timeout_ref),
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);
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println!("Pre-computed {} flood fills", flood_fill_cache.way_count());
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// Process data
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@@ -5,6 +5,7 @@ use crate::coordinate_system::cartesian::XZPoint;
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use crate::floodfill_cache::FloodFillCache;
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use crate::osm_parser::{ProcessedElement, ProcessedWay};
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use crate::world_editor::WorldEditor;
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use rayon::prelude::*;
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use std::collections::HashMap;
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/// Type alias for highway connectivity map
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@@ -28,39 +29,41 @@ pub fn generate_highways(
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}
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/// Build a connectivity map for highway endpoints to determine where slopes are needed.
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/// Uses parallel processing for better performance on large element sets.
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pub fn build_highway_connectivity_map(elements: &[ProcessedElement]) -> HighwayConnectivityMap {
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let mut connectivity_map: HashMap<(i32, i32), Vec<i32>> = HashMap::new();
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// Parallel map phase: extract connectivity data from each highway element
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let partial_maps: Vec<Vec<((i32, i32), i32)>> = elements
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.par_iter()
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.filter_map(|element| {
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if let ProcessedElement::Way(way) = element {
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if way.tags.contains_key("highway") && !way.nodes.is_empty() {
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let layer_value = way
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.tags
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.get("layer")
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.and_then(|layer| layer.parse::<i32>().ok())
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.unwrap_or(0);
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for element in elements {
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if let ProcessedElement::Way(way) = element {
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if way.tags.contains_key("highway") {
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let layer_value = way
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.tags
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.get("layer")
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.and_then(|layer| layer.parse::<i32>().ok())
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.unwrap_or(0);
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// Treat negative layers as ground level (0) for connectivity
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let layer_value = if layer_value < 0 { 0 } else { layer_value };
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// Treat negative layers as ground level (0) for connectivity
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let layer_value = if layer_value < 0 { 0 } else { layer_value };
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// Add connectivity for start and end nodes
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if !way.nodes.is_empty() {
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let start_node = &way.nodes[0];
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let end_node = &way.nodes[way.nodes.len() - 1];
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let start_coord = (start_node.x, start_node.z);
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let end_coord = (end_node.x, end_node.z);
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connectivity_map
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.entry(start_coord)
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.or_default()
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.push(layer_value);
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connectivity_map
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.entry(end_coord)
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.or_default()
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.push(layer_value);
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return Some(vec![(start_coord, layer_value), (end_coord, layer_value)]);
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}
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}
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None
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})
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.collect();
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// Sequential reduce phase: merge all partial results into final map
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let mut connectivity_map: HashMap<(i32, i32), Vec<i32>> = HashMap::new();
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for entries in partial_maps {
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for (coord, layer) in entries {
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connectivity_map.entry(coord).or_default().push(layer);
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}
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}
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@@ -3,7 +3,7 @@
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//! This module handles saving worlds in the Java Edition Anvil (.mca) format.
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//! Supports streaming mode for memory-efficient saving of large worlds.
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use super::common::{Chunk, ChunkToModify, Section};
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use super::common::{Chunk, ChunkToModify, RegionToModify, Section};
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use super::WorldEditor;
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use crate::block_definitions::GRASS_BLOCK;
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use crate::progress::emit_gui_progress_update;
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@@ -12,73 +12,21 @@ use fastanvil::Region;
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use fastnbt::Value;
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use fnv::FnvHashMap;
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use indicatif::{ProgressBar, ProgressStyle};
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use rayon::prelude::*;
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use std::collections::HashMap;
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use std::fs::File;
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use std::io::Write;
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use std::path::Path;
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use std::sync::atomic::{AtomicU64, Ordering};
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#[cfg(feature = "gui")]
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use crate::telemetry::{send_log, LogLevel};
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impl<'a> WorldEditor<'a> {
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/// Creates a region file for the given region coordinates.
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pub(super) fn create_region(&self, region_x: i32, region_z: i32) -> Region<File> {
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let region_dir = self.world_dir.join("region");
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let out_path = region_dir.join(format!("r.{}.{}.mca", region_x, region_z));
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// Ensure region directory exists before creating region files
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std::fs::create_dir_all(®ion_dir).expect("Failed to create region directory");
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const REGION_TEMPLATE: &[u8] = include_bytes!("../../assets/minecraft/region.template");
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let mut region_file: File = File::options()
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.read(true)
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.write(true)
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.create(true)
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.truncate(true)
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.open(&out_path)
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.expect("Failed to open region file");
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region_file
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.write_all(REGION_TEMPLATE)
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.expect("Could not write region template");
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Region::from_stream(region_file).expect("Failed to load region")
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}
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/// Helper function to create a base chunk with grass blocks at Y -62
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pub(super) fn create_base_chunk(abs_chunk_x: i32, abs_chunk_z: i32) -> (Vec<u8>, bool) {
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let mut chunk = ChunkToModify::default();
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// Fill the bottom layer with grass blocks at Y -62
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for x in 0..16 {
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for z in 0..16 {
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chunk.set_block(x, -62, z, GRASS_BLOCK);
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}
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}
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// Prepare chunk data
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let chunk_data = Chunk {
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sections: chunk.sections().collect(),
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x_pos: abs_chunk_x,
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z_pos: abs_chunk_z,
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is_light_on: 0,
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other: chunk.other,
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};
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// Create the Level wrapper
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let level_data = create_level_wrapper(&chunk_data);
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// Serialize the chunk with Level wrapper
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let mut ser_buffer = Vec::with_capacity(8192);
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fastnbt::to_writer(&mut ser_buffer, &level_data).unwrap();
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(ser_buffer, true)
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}
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/// Saves the world in Java Edition Anvil format.
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///
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/// Uses streaming mode: saves regions one at a time and releases memory after each,
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/// significantly reducing peak memory usage for large worlds.
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/// Uses parallel processing: saves multiple regions concurrently for faster I/O,
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/// while still releasing memory after each region is processed.
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pub(super) fn save_java(&mut self) {
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println!("{} Saving world...", "[7/7]".bold());
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emit_gui_progress_update(90.0, "Saving world...");
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@@ -92,6 +40,12 @@ impl<'a> WorldEditor<'a> {
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}
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let total_regions = self.world.regions.len() as u64;
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// Early return if no regions to save (prevents division by zero)
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if total_regions == 0 {
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return;
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}
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let save_pb = ProgressBar::new(total_regions);
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save_pb.set_style(
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ProgressStyle::default_bar()
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@@ -102,155 +56,208 @@ impl<'a> WorldEditor<'a> {
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.progress_chars("█▓░"),
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);
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// Streaming mode: Process regions sequentially and release memory after each.
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// This significantly reduces peak memory for large worlds (100+ regions).
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// For small worlds, the overhead is negligible.
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let mut regions_processed: u64 = 0;
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// Ensure region directory exists before parallel processing
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let region_dir = self.world_dir.join("region");
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std::fs::create_dir_all(®ion_dir).expect("Failed to create region directory");
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// Collect region keys first to allow draining
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let region_keys: Vec<(i32, i32)> = self.world.regions.keys().copied().collect();
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// Drain all regions from memory into a Vec for parallel processing
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let regions_to_save: Vec<((i32, i32), super::common::RegionToModify)> =
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self.world.regions.drain().collect();
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for (region_x, region_z) in region_keys {
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// Remove region from memory - this is the key to memory savings
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if let Some(region_to_modify) = self.world.regions.remove(&(region_x, region_z)) {
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self.save_single_region(region_x, region_z, ®ion_to_modify);
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// Track progress atomically across threads
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let regions_processed = AtomicU64::new(0);
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let world_dir = self.world_dir.clone();
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// Process regions in parallel, each region file is independent
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regions_to_save
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.into_par_iter()
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.for_each(|((region_x, region_z), region_to_modify)| {
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// Save this region (creates its own file handle)
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save_region_to_file(&world_dir, region_x, region_z, ®ion_to_modify);
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// Update progress atomically
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let processed = regions_processed.fetch_add(1, Ordering::Relaxed) + 1;
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save_pb.inc(1);
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// Emit GUI progress update periodically
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let update_interval = (total_regions / 10).max(1);
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if processed.is_multiple_of(update_interval) || processed == total_regions {
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let progress = 90.0 + (processed as f64 / total_regions as f64) * 9.0;
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emit_gui_progress_update(progress, "Saving world...");
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}
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// Region memory is freed when region_to_modify goes out of scope here
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}
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regions_processed += 1;
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// Update progress at regular intervals
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let update_interval = (total_regions / 10).max(1);
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if regions_processed.is_multiple_of(update_interval)
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|| regions_processed == total_regions
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{
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let progress = 90.0 + (regions_processed as f64 / total_regions as f64) * 9.0;
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emit_gui_progress_update(progress, "Saving world...");
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}
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save_pb.inc(1);
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}
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});
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save_pb.finish();
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}
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}
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/// Saves a single region to disk.
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///
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/// This is extracted to allow streaming mode to save and release regions one at a time.
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fn save_single_region(
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&self,
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region_x: i32,
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region_z: i32,
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region_to_modify: &super::common::RegionToModify,
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) {
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let mut region = self.create_region(region_x, region_z);
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let mut ser_buffer = Vec::with_capacity(8192);
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/// Saves a single region to a file (thread-safe, for parallel processing).
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///
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/// This is a standalone function that can be called from parallel threads
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/// since it only needs the world directory path, not a reference to WorldEditor.
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fn save_region_to_file(
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world_dir: &Path,
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region_x: i32,
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region_z: i32,
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region_to_modify: &RegionToModify,
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) {
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// Create region file
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let region_dir = world_dir.join("region");
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let out_path = region_dir.join(format!("r.{}.{}.mca", region_x, region_z));
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for (&(chunk_x, chunk_z), chunk_to_modify) in ®ion_to_modify.chunks {
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if !chunk_to_modify.sections.is_empty() || !chunk_to_modify.other.is_empty() {
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// Read existing chunk data if it exists
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let existing_data = region
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.read_chunk(chunk_x as usize, chunk_z as usize)
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.unwrap()
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.unwrap_or_default();
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const REGION_TEMPLATE: &[u8] = include_bytes!("../../assets/minecraft/region.template");
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// Parse existing chunk or create new one
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let mut chunk: Chunk = if !existing_data.is_empty() {
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fastnbt::from_bytes(&existing_data).unwrap()
|
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let mut region_file: File = File::options()
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.read(true)
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.write(true)
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.create(true)
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.truncate(true)
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.open(&out_path)
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.expect("Failed to open region file");
|
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|
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region_file
|
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.write_all(REGION_TEMPLATE)
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.expect("Could not write region template");
|
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|
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let mut region = Region::from_stream(region_file).expect("Failed to load region");
|
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let mut ser_buffer = Vec::with_capacity(8192);
|
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|
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// First pass: write modified chunks
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for (&(chunk_x, chunk_z), chunk_to_modify) in ®ion_to_modify.chunks {
|
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if !chunk_to_modify.sections.is_empty() || !chunk_to_modify.other.is_empty() {
|
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// Read existing chunk data if it exists
|
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let existing_data = region
|
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.read_chunk(chunk_x as usize, chunk_z as usize)
|
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.unwrap()
|
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.unwrap_or_default();
|
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|
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// Parse existing chunk or create new one
|
||||
let mut chunk: Chunk = if !existing_data.is_empty() {
|
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fastnbt::from_bytes(&existing_data).unwrap()
|
||||
} else {
|
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Chunk {
|
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sections: Vec::new(),
|
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x_pos: chunk_x + (region_x * 32),
|
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z_pos: chunk_z + (region_z * 32),
|
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is_light_on: 0,
|
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other: FnvHashMap::default(),
|
||||
}
|
||||
};
|
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|
||||
// Update sections while preserving existing data
|
||||
let new_sections: Vec<Section> = chunk_to_modify.sections().collect();
|
||||
for new_section in new_sections {
|
||||
if let Some(existing_section) =
|
||||
chunk.sections.iter_mut().find(|s| s.y == new_section.y)
|
||||
{
|
||||
// Merge block states
|
||||
existing_section.block_states.palette = new_section.block_states.palette;
|
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existing_section.block_states.data = new_section.block_states.data;
|
||||
} else {
|
||||
Chunk {
|
||||
sections: Vec::new(),
|
||||
x_pos: chunk_x + (region_x * 32),
|
||||
z_pos: chunk_z + (region_z * 32),
|
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is_light_on: 0,
|
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other: FnvHashMap::default(),
|
||||
}
|
||||
};
|
||||
// Add new section if it doesn't exist
|
||||
chunk.sections.push(new_section);
|
||||
}
|
||||
}
|
||||
|
||||
// Update sections while preserving existing data
|
||||
let new_sections: Vec<Section> = chunk_to_modify.sections().collect();
|
||||
for new_section in new_sections {
|
||||
if let Some(existing_section) =
|
||||
chunk.sections.iter_mut().find(|s| s.y == new_section.y)
|
||||
// Preserve existing block entities and merge with new ones
|
||||
if let Some(existing_entities) = chunk.other.get_mut("block_entities") {
|
||||
if let Some(new_entities) = chunk_to_modify.other.get("block_entities") {
|
||||
if let (Value::List(existing), Value::List(new)) =
|
||||
(existing_entities, new_entities)
|
||||
{
|
||||
// Merge block states
|
||||
existing_section.block_states.palette = new_section.block_states.palette;
|
||||
existing_section.block_states.data = new_section.block_states.data;
|
||||
} else {
|
||||
// Add new section if it doesn't exist
|
||||
chunk.sections.push(new_section);
|
||||
// Remove old entities that are replaced by new ones
|
||||
existing.retain(|e| {
|
||||
if let Value::Compound(map) = e {
|
||||
let (x, y, z) = get_entity_coords(map);
|
||||
!new.iter().any(|new_e| {
|
||||
if let Value::Compound(new_map) = new_e {
|
||||
let (nx, ny, nz) = get_entity_coords(new_map);
|
||||
x == nx && y == ny && z == nz
|
||||
} else {
|
||||
false
|
||||
}
|
||||
})
|
||||
} else {
|
||||
true
|
||||
}
|
||||
});
|
||||
// Add new entities
|
||||
existing.extend(new.clone());
|
||||
}
|
||||
}
|
||||
|
||||
// Preserve existing block entities and merge with new ones
|
||||
if let Some(existing_entities) = chunk.other.get_mut("block_entities") {
|
||||
if let Some(new_entities) = chunk_to_modify.other.get("block_entities") {
|
||||
if let (Value::List(existing), Value::List(new)) =
|
||||
(existing_entities, new_entities)
|
||||
{
|
||||
// Remove old entities that are replaced by new ones
|
||||
existing.retain(|e| {
|
||||
if let Value::Compound(map) = e {
|
||||
let (x, y, z) = get_entity_coords(map);
|
||||
!new.iter().any(|new_e| {
|
||||
if let Value::Compound(new_map) = new_e {
|
||||
let (nx, ny, nz) = get_entity_coords(new_map);
|
||||
x == nx && y == ny && z == nz
|
||||
} else {
|
||||
false
|
||||
}
|
||||
})
|
||||
} else {
|
||||
true
|
||||
}
|
||||
});
|
||||
// Add new entities
|
||||
existing.extend(new.clone());
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// If no existing entities, just add the new ones
|
||||
if let Some(new_entities) = chunk_to_modify.other.get("block_entities") {
|
||||
chunk
|
||||
.other
|
||||
.insert("block_entities".to_string(), new_entities.clone());
|
||||
}
|
||||
} else {
|
||||
// If no existing entities, just add the new ones
|
||||
if let Some(new_entities) = chunk_to_modify.other.get("block_entities") {
|
||||
chunk
|
||||
.other
|
||||
.insert("block_entities".to_string(), new_entities.clone());
|
||||
}
|
||||
}
|
||||
|
||||
// Update chunk coordinates and flags
|
||||
chunk.x_pos = chunk_x + (region_x * 32);
|
||||
chunk.z_pos = chunk_z + (region_z * 32);
|
||||
// Update chunk coordinates and flags
|
||||
chunk.x_pos = chunk_x + (region_x * 32);
|
||||
chunk.z_pos = chunk_z + (region_z * 32);
|
||||
|
||||
// Create Level wrapper and save
|
||||
let level_data = create_level_wrapper(&chunk);
|
||||
ser_buffer.clear();
|
||||
fastnbt::to_writer(&mut ser_buffer, &level_data).unwrap();
|
||||
// Create Level wrapper and save
|
||||
let level_data = create_level_wrapper(&chunk);
|
||||
ser_buffer.clear();
|
||||
fastnbt::to_writer(&mut ser_buffer, &level_data).unwrap();
|
||||
region
|
||||
.write_chunk(chunk_x as usize, chunk_z as usize, &ser_buffer)
|
||||
.unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
// Second pass: ensure all chunks exist (create base chunks for empty slots)
|
||||
for chunk_x in 0..32 {
|
||||
for chunk_z in 0..32 {
|
||||
let abs_chunk_x = chunk_x + (region_x * 32);
|
||||
let abs_chunk_z = chunk_z + (region_z * 32);
|
||||
|
||||
// Check if chunk exists in our modifications
|
||||
let chunk_exists = region_to_modify.chunks.contains_key(&(chunk_x, chunk_z));
|
||||
|
||||
// If chunk doesn't exist, create it with base layer
|
||||
if !chunk_exists {
|
||||
let (ser_buffer, _) = create_base_chunk(abs_chunk_x, abs_chunk_z);
|
||||
region
|
||||
.write_chunk(chunk_x as usize, chunk_z as usize, &ser_buffer)
|
||||
.unwrap();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Second pass: ensure all chunks exist
|
||||
for chunk_x in 0..32 {
|
||||
for chunk_z in 0..32 {
|
||||
let abs_chunk_x = chunk_x + (region_x * 32);
|
||||
let abs_chunk_z = chunk_z + (region_z * 32);
|
||||
/// Helper function to create a base chunk with grass blocks at Y -62 (standalone version)
|
||||
fn create_base_chunk(abs_chunk_x: i32, abs_chunk_z: i32) -> (Vec<u8>, bool) {
|
||||
let mut chunk = ChunkToModify::default();
|
||||
|
||||
// Check if chunk exists in our modifications
|
||||
let chunk_exists = region_to_modify.chunks.contains_key(&(chunk_x, chunk_z));
|
||||
|
||||
// If chunk doesn't exist, create it with base layer
|
||||
if !chunk_exists {
|
||||
let (ser_buffer, _) = Self::create_base_chunk(abs_chunk_x, abs_chunk_z);
|
||||
region
|
||||
.write_chunk(chunk_x as usize, chunk_z as usize, &ser_buffer)
|
||||
.unwrap();
|
||||
}
|
||||
}
|
||||
// Fill the bottom layer with grass blocks at Y -62
|
||||
for x in 0..16 {
|
||||
for z in 0..16 {
|
||||
chunk.set_block(x, -62, z, GRASS_BLOCK);
|
||||
}
|
||||
}
|
||||
|
||||
// Prepare chunk data
|
||||
let chunk_data = Chunk {
|
||||
sections: chunk.sections().collect(),
|
||||
x_pos: abs_chunk_x,
|
||||
z_pos: abs_chunk_z,
|
||||
is_light_on: 0,
|
||||
other: chunk.other,
|
||||
};
|
||||
|
||||
// Create the Level wrapper
|
||||
let level_data = create_level_wrapper(&chunk_data);
|
||||
|
||||
// Serialize the chunk with Level wrapper
|
||||
let mut ser_buffer = Vec::with_capacity(8192);
|
||||
fastnbt::to_writer(&mut ser_buffer, &level_data).unwrap();
|
||||
|
||||
(ser_buffer, true)
|
||||
}
|
||||
|
||||
/// Helper function to get entity coordinates
|
||||
|
||||
Reference in New Issue
Block a user