Exemplo n.º 1
0
        /*
         * Creates a new tile.
         *
         * param producerId the id of the producer of this tile.
         * param level the quadtree level of this tile.
         * param tx the quadtree x coordinate of this tile.
         * param ty the quadtree y coordinate of this tile.
         * param task the task that will produce the tile data.
         */
        public Tile(int producerId, int level, int tx, int ty, CreateTileTask task)
        {
            m_producerId = producerId;
            m_level      = level;
            m_tx         = tx;
            m_ty         = ty;
            m_task       = task;
            m_users      = 0;

            if (m_task == null)
            {
                Debug.Log("Proland::Tile::Tile - task can not be null");
            }
        }
Exemplo n.º 2
0
        /*
         * Call this if a tile is needed. Will move the tile from the unused to the used cache if its is found there.
         * If the tile is not found then a new tile will be created with a new slot. If there are no more free
         * slots then the cache capacity has not been set to a high enough value and the program must abort.
         */
        public Tile GetTile(int producerId, int level, int tx, int ty)
        {
            //If this producer id does not exist can not create tile.
            if (!m_producers.ContainsKey(producerId))
            {
                Debug.Log("Proland::TileCache::GetTile - Producer id not been inserted into cache");
                return(null);
            }

            Tile.TId id   = Tile.GetTId(producerId, level, tx, ty);
            Tile     tile = null;

            //If tile is not in the used cache
            if (!m_usedTiles.ContainsKey(id))
            {
                //If tile is also not in the unused cache
                if (!m_unusedTiles.ContainsKey(id))
                {
                    List <TileStorage.Slot> slot = NewSlot();

                    //if there are no more free slots then start recyling slots from the unused tiles
                    if (slot == null && !m_unusedTiles.Empty())
                    {
                        //Remove the tile and recylce its slot
                        slot = m_unusedTiles.RemoveFirst().GetSlot();
                    }

                    //If a slot is found create a new tile with a new task
                    if (slot != null)
                    {
                        CreateTileTask task = m_producers[producerId].CreateTile(level, tx, ty, slot);
                        tile = new Tile(producerId, level, tx, ty, task);
                    }

                    //If a free slot is not found then program has must abort. Try setting the cache capacity to higher value.
                    if (slot == null)
                    {
                        throw new CacheCapacityException("No more free slots found. Insufficient storage capacity for cache " + name);
                    }
                }
                else
                {
                    //else if the tile is in the unused cache remove it and keep a reference to it
                    tile = m_unusedTiles.Remove(id);
                }

                if (tile != null)
                {
                    m_usedTiles.Add(id, tile);
                }
            }
            else
            {
                tile = m_usedTiles[id];
            }

            //Should never be null be this stage
            if (tile == null)
            {
                throw new System.ArgumentNullException("Tile should not be null");
            }

            //Keep track of the max number of tiles ever used for debug purposes
            if (m_usedTiles.Count > m_maxUsedTiles)
            {
                m_maxUsedTiles = m_usedTiles.Count;
            }

            //inc the num of users
            tile.IncrementUsers();

            return(tile);
        }