Ejemplo n.º 1
0
        public override void UpdateBeforeSimulation()
        {
            if (m_highPriorityJobs.Count > 0)
            { // no upper bound on these, as there should be just a few high priority jobs
                for (int i = 0; i < Parallel.Scheduler.ThreadCount; ++i)
                {
                    var work = m_workPool.Allocate();
                    work.Queue          = m_highPriorityJobs;
                    work.Priority       = WorkPriority.Low;
                    work.MaxPrecalcTime = (long)MyFakes.MAX_PRECALC_TIME_IN_MILLIS;
                    ++m_worksInUse;
                    Parallel.Start(work, work.CompletionCallback);
                }
            }

            if (m_lowPriorityJobs.Count > 0 && m_worksInUse < 2 * Parallel.Scheduler.ThreadCount)
            {
                for (int i = 0; i < Parallel.Scheduler.ThreadCount; ++i)
                {
                    var work = m_workPool.Allocate();
                    work.Queue          = m_lowPriorityJobs;
                    work.Priority       = WorkPriority.VeryLow;
                    work.MaxPrecalcTime = (long)MyFakes.MAX_PRECALC_TIME_IN_MILLIS;
                    ++m_worksInUse;
                    Parallel.Start(work, work.CompletionCallback);
                }
            }

            foreach (var physics in PhysicsWithInvalidCells)
            {
                MyPrecalcJobPhysicsBatch.Start(physics, ref physics.InvalidCells);
            }
            PhysicsWithInvalidCells.Clear();

            Stats.Generic.Write("Precalc jobs in queue (low)", m_lowPriorityJobs.Count, VRage.Stats.MyStatTypeEnum.CurrentValue, 100, 0);
            Stats.Generic.Write("Precalc jobs in queue (high)", m_highPriorityJobs.Count, VRage.Stats.MyStatTypeEnum.CurrentValue, 100, 0);

            if (!MySandboxGame.IsGameReady)
            {
                var work = m_workPool.Allocate();
                work.Queue          = m_lowPriorityJobs;
                work.MaxPrecalcTime = (long)MyFakes.MAX_PRECALC_TIME_IN_MILLIS;
                (work as IWork).DoWork();
                work.CompletionCallback();
            }

            base.UpdateAfterSimulation();
        }
        public override void UpdateBeforeSimulation()
        {
            m_sortedJobs.Lock();
            m_sortedJobs.List.AddList(m_addedJobs);
            m_sortedJobs.Unlock();
            m_addedJobs.Clear();
            m_counter++;
            if (m_counter % 30 == 0)
            {
                SortJobs();
                //m_sortedJobs.Sort(m_comparer);
            }

            if (MyDebugDrawSettings.DEBUG_DRAW_SORTED_JOBS)
            {
                try
                {
                    const float max         = 255;
                    float       shade       = m_sortedJobs.Count > 0 ? m_sortedJobs.ListUnsafe.ItemAt((int)Math.Min(m_sortedJobs.ListUnsafe.Count - 1, max)).Priority : 1;
                    float       minPriority = m_sortedJobs.Count > 0 ? m_sortedJobs.ListUnsafe.ItemAt(0).Priority : 1;
                    shade -= minPriority;
                    for (int xi = 0; xi < max; xi++)
                    {
                        if (xi + 5 > m_sortedJobs.Count)
                        {
                            break;
                        }
                        var job = m_sortedJobs.ListUnsafe.ItemAt(xi);
                        var p   = job.Priority - minPriority;
                        job.DebugDraw(new Color((shade - p) / shade, 0.0f, p / shade, (max - xi) / max));
                    }
                }
                catch (Exception e)
                { }
            }

            if (m_sortedJobs.Count > 0 && m_worksInUse < Parallel.Scheduler.ThreadCount)
            { // no upper bound on these, as there should be just a few high priority jobs
                for (int i = 0; i < Parallel.Scheduler.ThreadCount; ++i)
                {
                    var work = m_workPool.Allocate();
                    work.Queue          = m_sortedJobs;
                    work.Priority       = WorkPriority.Low;
                    work.MaxPrecalcTime = (long)MyFakes.MAX_PRECALC_TIME_IN_MILLIS;
                    ++m_worksInUse;

                    if (MULTITHREADED)
                    {
                        Parallel.Start(work, work.CompletionCallback);
                    }
                    else
                    {
                        ((IWork)work).DoWork();
                        work.CompletionCallback();
                    }
                }
            }

            foreach (var physics in PhysicsWithInvalidCells)
            {
                MyPrecalcJobPhysicsBatch.Start(physics, ref physics.InvalidCells);
            }
            PhysicsWithInvalidCells.Clear();

            Stats.Generic.Write("Precalc jobs in sorted", m_sortedJobs.Count, VRage.Stats.MyStatTypeEnum.CurrentValue, 100, 0);
            Stats.Generic.Write("Clipmap triangle cache", MyClipmap.CellsCache.Usage, VRage.Stats.MyStatTypeEnum.CurrentValue, 100, 2);

            base.UpdateAfterSimulation();
        }