#endif
#include "log.h"
#include "util/serialize.h"
+#include "util/container.h"
+#include "util/thread.h"
#include <map>
#include <set>
}
groups = def.groups;
node_placement_prediction = def.node_placement_prediction;
-#ifndef SERVER
- inventory_texture = def.inventory_texture;
- if(def.wield_mesh)
- {
- wield_mesh = def.wield_mesh;
- wield_mesh->grab();
- }
-#endif
return *this;
}
{
// Initialize pointers to NULL so reset() does not delete undefined pointers
tool_capabilities = NULL;
-#ifndef SERVER
- inventory_texture = NULL;
- wield_mesh = NULL;
-#endif
reset();
}
groups.clear();
node_placement_prediction = "";
-
-#ifndef SERVER
- inventory_texture = NULL;
- if(wield_mesh)
- {
- wield_mesh->drop();
- wield_mesh = NULL;
- }
-#endif
}
void ItemDefinition::serialize(std::ostream &os) const
class CItemDefManager: public IWritableItemDefManager
{
+#ifndef SERVER
+ struct ClientCached
+ {
+ video::ITexture *inventory_texture;
+ scene::IMesh *wield_mesh;
+
+ ClientCached():
+ inventory_texture(NULL),
+ wield_mesh(NULL)
+ {}
+ };
+#endif
+
public:
CItemDefManager()
{
+#ifndef SERVER
+ m_main_thread = get_current_thread_id();
+#endif
+
clear();
}
virtual ~CItemDefManager()
{
+#ifndef SERVER
+ const core::list<ClientCached*> &values = m_clientcached.getValues();
+ for(core::list<ClientCached*>::ConstIterator
+ i = values.begin(); i != values.end(); ++i)
+ {
+ ClientCached *cc = *i;
+ cc->wield_mesh->drop();
+ }
+#endif
}
virtual const ItemDefinition& get(const std::string &name_) const
{
std::map<std::string, ItemDefinition*>::const_iterator i;
return m_item_definitions.find(name) != m_item_definitions.end();
}
+#ifndef SERVER
+ ClientCached* createClientCachedDirect(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ infostream<<"Lazily creating item texture and mesh for \""
+ <<name<<"\""<<std::endl;
+
+ // This is not thread-safe
+ assert(get_current_thread_id() == m_main_thread);
+
+ // Skip if already in cache
+ ClientCached *cc = NULL;
+ m_clientcached.get(name, &cc);
+ if(cc)
+ return cc;
+
+ ITextureSource *tsrc = gamedef->getTextureSource();
+ INodeDefManager *nodedef = gamedef->getNodeDefManager();
+ IrrlichtDevice *device = tsrc->getDevice();
+ video::IVideoDriver *driver = device->getVideoDriver();
+ const ItemDefinition *def = &get(name);
+
+ // Create new ClientCached
+ cc = new ClientCached();
+
+ bool need_node_mesh = false;
+
+ // Create an inventory texture
+ cc->inventory_texture = NULL;
+ if(def->inventory_image != "")
+ {
+ cc->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
+ }
+ else if(def->type == ITEM_NODE)
+ {
+ need_node_mesh = true;
+ }
+
+ // Create a wield mesh
+ if(cc->wield_mesh != NULL)
+ {
+ cc->wield_mesh->drop();
+ cc->wield_mesh = NULL;
+ }
+ if(def->type == ITEM_NODE && def->wield_image == "")
+ {
+ need_node_mesh = true;
+ }
+ else if(def->wield_image != "" || def->inventory_image != "")
+ {
+ // Extrude the wield image into a mesh
+
+ std::string imagename;
+ if(def->wield_image != "")
+ imagename = def->wield_image;
+ else
+ imagename = def->inventory_image;
+
+ cc->wield_mesh = createExtrudedMesh(
+ tsrc->getTextureRaw(imagename),
+ driver,
+ def->wield_scale * v3f(40.0, 40.0, 4.0));
+ if(cc->wield_mesh == NULL)
+ {
+ infostream<<"ItemDefManager: WARNING: "
+ <<"updateTexturesAndMeshes(): "
+ <<"Unable to create extruded mesh for item "
+ <<def->name<<std::endl;
+ }
+ }
+
+ if(need_node_mesh)
+ {
+ /*
+ Get node properties
+ */
+ content_t id = nodedef->getId(def->name);
+ const ContentFeatures &f = nodedef->get(id);
+
+ u8 param1 = 0;
+ if(f.param_type == CPT_LIGHT)
+ param1 = 0xee;
+
+ /*
+ Make a mesh from the node
+ */
+ MeshMakeData mesh_make_data(gamedef);
+ MapNode mesh_make_node(id, param1, 0);
+ mesh_make_data.fillSingleNode(&mesh_make_node);
+ MapBlockMesh mapblock_mesh(&mesh_make_data);
+
+ scene::IMesh *node_mesh = mapblock_mesh.getMesh();
+ assert(node_mesh);
+ setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));
+
+ /*
+ Scale and translate the mesh so it's a unit cube
+ centered on the origin
+ */
+ scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
+ translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
+
+ /*
+ Draw node mesh into a render target texture
+ */
+ if(cc->inventory_texture == NULL)
+ {
+ core::dimension2d<u32> dim(64,64);
+ std::string rtt_texture_name = "INVENTORY_"
+ + def->name + "_RTT";
+ v3f camera_position(0, 1.0, -1.5);
+ camera_position.rotateXZBy(45);
+ v3f camera_lookat(0, 0, 0);
+ core::CMatrix4<f32> camera_projection_matrix;
+ // Set orthogonal projection
+ camera_projection_matrix.buildProjectionMatrixOrthoLH(
+ 1.65, 1.65, 0, 100);
+
+ video::SColorf ambient_light(0.2,0.2,0.2);
+ v3f light_position(10, 100, -50);
+ video::SColorf light_color(0.5,0.5,0.5);
+ f32 light_radius = 1000;
+
+ cc->inventory_texture = generateTextureFromMesh(
+ node_mesh, device, dim, rtt_texture_name,
+ camera_position,
+ camera_lookat,
+ camera_projection_matrix,
+ ambient_light,
+ light_position,
+ light_color,
+ light_radius);
+
+ // render-to-target didn't work
+ if(cc->inventory_texture == NULL)
+ {
+ cc->inventory_texture =
+ tsrc->getTextureRaw(f.tiledef[0].name);
+ }
+ }
+
+ /*
+ Use the node mesh as the wield mesh
+ */
+ if(cc->wield_mesh == NULL)
+ {
+ // Scale to proper wield mesh proportions
+ scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
+ * def->wield_scale);
+ cc->wield_mesh = node_mesh;
+ cc->wield_mesh->grab();
+ }
+
+ // falling outside of here deletes node_mesh
+ }
+
+ // Put in cache
+ m_clientcached.set(name, cc);
+
+ return cc;
+ }
+ ClientCached* getClientCached(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ ClientCached *cc = NULL;
+ m_clientcached.get(name, &cc);
+ if(cc)
+ return cc;
+
+ if(get_current_thread_id() == m_main_thread)
+ {
+ return createClientCachedDirect(name, gamedef);
+ }
+ else
+ {
+ // We're gonna ask the result to be put into here
+ ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
+ // Throw a request in
+ m_get_clientcached_queue.add(name, 0, 0, &result_queue);
+ try{
+ // Wait result for a second
+ GetResult<std::string, ClientCached*, u8, u8>
+ result = result_queue.pop_front(1000);
+ // Check that at least something worked OK
+ assert(result.key == name);
+ // Return it
+ return result.item;
+ }
+ catch(ItemNotFoundException &e)
+ {
+ errorstream<<"Waiting for clientcached timed out."<<std::endl;
+ return &m_dummy_clientcached;
+ }
+ }
+ }
+ // Get item inventory texture
+ virtual video::ITexture* getInventoryTexture(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ ClientCached *cc = getClientCached(name, gamedef);
+ if(!cc)
+ return NULL;
+ return cc->inventory_texture;
+ }
+ // Get item wield mesh
+ virtual scene::IMesh* getWieldMesh(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ ClientCached *cc = getClientCached(name, gamedef);
+ if(!cc)
+ return NULL;
+ return cc->wield_mesh;
+ }
+#endif
void clear()
{
for(std::map<std::string, ItemDefinition*>::const_iterator
m_aliases[name] = convert_to;
}
}
-
- virtual void updateTexturesAndMeshes(IGameDef *gamedef)
- {
-#ifndef SERVER
- infostream<<"ItemDefManager::updateTexturesAndMeshes(): Updating "
- <<"textures and meshes in item definitions"<<std::endl;
-
- ITextureSource *tsrc = gamedef->getTextureSource();
- INodeDefManager *nodedef = gamedef->getNodeDefManager();
- IrrlichtDevice *device = tsrc->getDevice();
- video::IVideoDriver *driver = device->getVideoDriver();
-
- for(std::map<std::string, ItemDefinition*>::iterator
- i = m_item_definitions.begin();
- i != m_item_definitions.end(); i++)
- {
- ItemDefinition *def = i->second;
-
- bool need_node_mesh = false;
-
- // Create an inventory texture
- def->inventory_texture = NULL;
- if(def->inventory_image != "")
- {
- def->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
- }
- else if(def->type == ITEM_NODE)
- {
- need_node_mesh = true;
- }
-
- // Create a wield mesh
- if(def->wield_mesh != NULL)
- {
- def->wield_mesh->drop();
- def->wield_mesh = NULL;
- }
- if(def->type == ITEM_NODE && def->wield_image == "")
- {
- need_node_mesh = true;
- }
- else if(def->wield_image != "" || def->inventory_image != "")
- {
- // Extrude the wield image into a mesh
-
- std::string imagename;
- if(def->wield_image != "")
- imagename = def->wield_image;
- else
- imagename = def->inventory_image;
-
- def->wield_mesh = createExtrudedMesh(
- tsrc->getTextureRaw(imagename),
- driver,
- def->wield_scale * v3f(40.0, 40.0, 4.0));
- if(def->wield_mesh == NULL)
- {
- infostream<<"ItemDefManager: WARNING: "
- <<"updateTexturesAndMeshes(): "
- <<"Unable to create extruded mesh for item "
- <<def->name<<std::endl;
- }
- }
-
- if(need_node_mesh)
- {
- /*
- Get node properties
- */
- content_t id = nodedef->getId(def->name);
- const ContentFeatures &f = nodedef->get(id);
-
- u8 param1 = 0;
- if(f.param_type == CPT_LIGHT)
- param1 = 0xee;
-
- /*
- Make a mesh from the node
- */
- MeshMakeData mesh_make_data(gamedef);
- MapNode mesh_make_node(id, param1, 0);
- mesh_make_data.fillSingleNode(&mesh_make_node);
- MapBlockMesh mapblock_mesh(&mesh_make_data);
-
- scene::IMesh *node_mesh = mapblock_mesh.getMesh();
- assert(node_mesh);
- setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));
-
- /*
- Scale and translate the mesh so it's a unit cube
- centered on the origin
- */
- scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
- translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
-
- /*
- Draw node mesh into a render target texture
- */
- if(def->inventory_texture == NULL)
- {
- core::dimension2d<u32> dim(64,64);
- std::string rtt_texture_name = "INVENTORY_"
- + def->name + "_RTT";
- v3f camera_position(0, 1.0, -1.5);
- camera_position.rotateXZBy(45);
- v3f camera_lookat(0, 0, 0);
- core::CMatrix4<f32> camera_projection_matrix;
- // Set orthogonal projection
- camera_projection_matrix.buildProjectionMatrixOrthoLH(
- 1.65, 1.65, 0, 100);
-
- video::SColorf ambient_light(0.2,0.2,0.2);
- v3f light_position(10, 100, -50);
- video::SColorf light_color(0.5,0.5,0.5);
- f32 light_radius = 1000;
-
- def->inventory_texture = generateTextureFromMesh(
- node_mesh, device, dim, rtt_texture_name,
- camera_position,
- camera_lookat,
- camera_projection_matrix,
- ambient_light,
- light_position,
- light_color,
- light_radius);
-
- // render-to-target didn't work
- if(def->inventory_texture == NULL)
- {
- def->inventory_texture =
- tsrc->getTextureRaw(f.tiledef[0].name);
- }
- }
-
- /*
- Use the node mesh as the wield mesh
- */
- if(def->wield_mesh == NULL)
- {
- // Scale to proper wield mesh proportions
- scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
- * def->wield_scale);
- def->wield_mesh = node_mesh;
- def->wield_mesh->grab();
- }
-
- // falling outside of here deletes node_mesh
- }
- }
-#endif
- }
void serialize(std::ostream &os)
{
writeU8(os, 0); // version
registerAlias(name, convert_to);
}
}
+ void processQueue(IGameDef *gamedef)
+ {
+#ifndef SERVER
+ while(m_get_clientcached_queue.size() > 0)
+ {
+ GetRequest<std::string, ClientCached*, u8, u8>
+ request = m_get_clientcached_queue.pop();
+ GetResult<std::string, ClientCached*, u8, u8>
+ result;
+ result.key = request.key;
+ result.callers = request.callers;
+ result.item = createClientCachedDirect(request.key, gamedef);
+ request.dest->push_back(result);
+ }
+#endif
+ }
private:
// Key is name
std::map<std::string, ItemDefinition*> m_item_definitions;
// Aliases
std::map<std::string, std::string> m_aliases;
+#ifndef SERVER
+ // The id of the thread that is allowed to use irrlicht directly
+ threadid_t m_main_thread;
+ // A reference to this can be returned when nothing is found, to avoid NULLs
+ mutable ClientCached m_dummy_clientcached;
+ // Cached textures and meshes
+ mutable MutexedMap<std::string, ClientCached*> m_clientcached;
+ // Queued clientcached fetches (to be processed by the main thread)
+ mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
+#endif
};
IWritableItemDefManager* createItemDefManager()