- updated caching for explorecells to be smarter and also remove old items if the cache gets too large (hits a threshold)

This commit is contained in:
Mark Vejvoda 2010-07-16 22:15:09 +00:00
parent a0831666b5
commit 3d62ba1089
2 changed files with 103 additions and 8 deletions

View File

@ -38,6 +38,8 @@ namespace Glest{ namespace Game{
// =====================================================
const float World::airHeight= 5.f;
// This limit is to keep RAM use under control while offering better performance.
const int MaxExploredCellsLookupItemCache = 5000;
// ===================== PUBLIC ========================
@ -45,6 +47,8 @@ World::World(){
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
Config &config= Config::getInstance();
ExploredCellsLookupItemCache.clear();
techTree = NULL;
fogOfWarOverride = false;
@ -65,6 +69,9 @@ World::World(){
World::~World() {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
ExploredCellsLookupItemCache.clear();
delete techTree;
techTree = NULL;
delete routePlanner;
@ -78,6 +85,8 @@ void World::end(){
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
Logger::getInstance().add("World", true);
ExploredCellsLookupItemCache.clear();
for(int i= 0; i<factions.size(); ++i){
factions[i].end();
}
@ -105,7 +114,9 @@ void World::init(Game *game, bool createUnits){
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
this->game = game;
ExploredCellsLookupItemCache.clear();
this->game = game;
scriptManager= game->getScriptManager();
GameSettings *gs = game->getGameSettings();
@ -734,8 +745,68 @@ void World::initMap(){
// ==================== exploration ====================
time_t ExploredCellsLookupItem::lastDebug = 0;
void World::exploreCells(const Vec2i &newPos, int sightRange, int teamIndex){
// Experimental cache lookup of previously calculated cells + sight range
if(difftime(time(NULL),ExploredCellsLookupItem::lastDebug) >= 10) {
printf("In [%s::%s Line: %d] ExploredCellsLookupItemCache.size() = %d\n",__FILE__,__FUNCTION__,__LINE__,ExploredCellsLookupItemCache.size());
}
// Ok we limit the cache size doe to possible RAM constraints when
// the threshold is met
if(ExploredCellsLookupItemCache.size() >= MaxExploredCellsLookupItemCache) {
// Snag the oldest entry in the list
std::map<int,ExploredCellsLookupKey>::reverse_iterator purgeItem = ExploredCellsLookupItemCacheTimer.rbegin();
ExploredCellsLookupItemCache[purgeItem->second.pos][purgeItem->second.sightRange].erase(purgeItem->second.teamIndex);
if(ExploredCellsLookupItemCache[purgeItem->second.pos][purgeItem->second.sightRange].size() == 0) {
ExploredCellsLookupItemCache[purgeItem->second.pos].erase(purgeItem->second.sightRange);
}
if(ExploredCellsLookupItemCache[purgeItem->second.pos].size() == 0) {
ExploredCellsLookupItemCache.erase(purgeItem->second.pos);
}
ExploredCellsLookupItemCacheTimer.erase(purgeItem->first);
}
// Check the cache for the pos, sightrange and teamindex and use from
// cache if already found
std::map<Vec2i, std::map<int, std::map<int, ExploredCellsLookupItem> > >::iterator iterFind = ExploredCellsLookupItemCache.find(newPos);
if(iterFind != ExploredCellsLookupItemCache.end()) {
std::map<int, std::map<int, ExploredCellsLookupItem> >::iterator iterFind2 = iterFind->second.find(sightRange);
if(iterFind2 != iterFind->second.end()) {
std::map<int, ExploredCellsLookupItem>::iterator iterFind3 = iterFind2->second.find(teamIndex);
if(iterFind3 != iterFind2->second.end()) {
std::vector<SurfaceCell *> &cellList = iterFind3->second.exploredCellList;
for(int idx2 = 0; idx2 < cellList.size(); ++idx2) {
SurfaceCell *sc = cellList[idx2];
sc->setExplored(teamIndex, true);
}
cellList = iterFind3->second.visibleCellList;
for(int idx2 = 0; idx2 < cellList.size(); ++idx2) {
SurfaceCell *sc = cellList[idx2];
sc->setVisible(teamIndex, true);
}
// Remove the old timer entry since the search key id is stale
ExploredCellsLookupItemCacheTimer.erase(iterFind3->second.ExploredCellsLookupItemCacheTimerCountIndex);
iterFind3->second.ExploredCellsLookupItemCacheTimerCountIndex = ExploredCellsLookupItemCacheTimerCount++;
ExploredCellsLookupKey lookupKey;
lookupKey.pos = newPos;
lookupKey.sightRange = sightRange;
lookupKey.teamIndex = teamIndex;
// Add a new search key since we just used this item
ExploredCellsLookupItemCacheTimer[iterFind3->second.ExploredCellsLookupItemCacheTimerCountIndex] = lookupKey;
}
}
}
/*
for(int idx = 0; idx < ExploredCellsLookupItemCache.size(); ++idx) {
ExploredCellsLookupItem &item = ExploredCellsLookupItemCache[idx];
if(item.pos == newPos && item.sightRange == sightRange && item.teamIndex == teamIndex) {
@ -753,15 +824,16 @@ void World::exploreCells(const Vec2i &newPos, int sightRange, int teamIndex){
break;
}
}
*/
ExploredCellsLookupItem item;
item.pos = newPos;
item.sightRange = sightRange;
item.teamIndex = teamIndex;
//item.pos = newPos;
//item.sightRange = sightRange;
//item.teamIndex = teamIndex;
Vec2i newSurfPos= Map::toSurfCoords(newPos);
int surfSightRange= sightRange/Map::cellScale+1;
//explore
// Explore, this code is quite expensive when we have lots of units
for(int i=-surfSightRange-indirectSightRange-1; i<=surfSightRange+indirectSightRange+1; ++i){
for(int j=-surfSightRange-indirectSightRange-1; j<=surfSightRange+indirectSightRange+1; ++j){
Vec2i currRelPos= Vec2i(i, j);
@ -786,8 +858,17 @@ void World::exploreCells(const Vec2i &newPos, int sightRange, int teamIndex){
}
}
// Ok update our caches with the latest info for this position, sight and team
if(item.exploredCellList.size() > 0 || item.visibleCellList.size() > 0) {
ExploredCellsLookupItemCache.push_back(item);
//ExploredCellsLookupItemCache.push_back(item);
item.ExploredCellsLookupItemCacheTimerCountIndex = ExploredCellsLookupItemCacheTimerCount++;
ExploredCellsLookupItemCache[newPos][sightRange][teamIndex] = item;
ExploredCellsLookupKey lookupKey;
lookupKey.pos = newPos;
lookupKey.sightRange = sightRange;
lookupKey.teamIndex = teamIndex;
ExploredCellsLookupItemCacheTimer[item.ExploredCellsLookupItemCacheTimerCountIndex] = lookupKey;
}
}

View File

@ -52,22 +52,36 @@ class RoutePlanner;
/// The game world: Map + Tileset + TechTree
// =====================================================
class ExploredCellsLookupItem {
class ExploredCellsLookupKey {
public:
Vec2i pos;
int sightRange;
int teamIndex;
};
class ExploredCellsLookupItem {
public:
//Vec2i pos;
//int sightRange;
//int teamIndex;
int ExploredCellsLookupItemCacheTimerCountIndex;
std::vector<SurfaceCell *> exploredCellList;
std::vector<SurfaceCell *> visibleCellList;
static time_t lastDebug;
};
class World{
private:
typedef vector<Faction> Factions;
std::vector<ExploredCellsLookupItem> ExploredCellsLookupItemCache;
//std::vector<ExploredCellsLookupItem> ExploredCellsLookupItemCache;
std::map<Vec2i, std::map<int, std::map<int, ExploredCellsLookupItem> > > ExploredCellsLookupItemCache;
std::map<int,ExploredCellsLookupKey> ExploredCellsLookupItemCacheTimer;
int ExploredCellsLookupItemCacheTimerCount;
public:
static const int generationArea= 100;