mirror of
https://github.com/araxiaonline/AscEmu.git
synced 2026-06-13 03:02:22 -04:00
239 lines
6.3 KiB
C++
239 lines
6.3 KiB
C++
/*
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* AscEmu Framework based on ArcEmu MMORPG Server
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* Copyright (c) 2014-2022 AscEmu Team <http://www.ascemu.org>
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _MAP_BUILDER_H
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#define _MAP_BUILDER_H
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#include "TerrainBuilder.h"
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#include "Recast.h"
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#include "DetourNavMesh.h"
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#include <vector>
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#include <set>
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#include <list>
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#include <atomic>
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#include <thread>
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#include <condition_variable>
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#include <mutex>
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#include <queue>
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#include <type_traits>
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template <typename T>
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class ProducerConsumerQueue
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{
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private:
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std::mutex _queueLock;
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std::queue<T> _queue;
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std::condition_variable _condition;
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std::atomic<bool> _shutdown;
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public:
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ProducerConsumerQueue() : _shutdown(false) { }
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void Push(const T& value)
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{
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std::lock_guard<std::mutex> lock(_queueLock);
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_queue.push(std::move(value));
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_condition.notify_one();
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}
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bool Empty()
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{
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std::lock_guard<std::mutex> lock(_queueLock);
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return _queue.empty();
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}
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bool Pop(T& value)
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{
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std::lock_guard<std::mutex> lock(_queueLock);
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if (_queue.empty() || _shutdown)
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return false;
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value = _queue.front();
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_queue.pop();
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return true;
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}
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void WaitAndPop(T& value)
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{
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std::unique_lock<std::mutex> lock(_queueLock);
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// we could be using .wait(lock, predicate) overload here but it is broken
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// https://connect.microsoft.com/VisualStudio/feedback/details/1098841
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while (_queue.empty() && !_shutdown)
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_condition.wait(lock);
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if (_queue.empty() || _shutdown)
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return;
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value = _queue.front();
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_queue.pop();
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}
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void Cancel()
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{
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std::unique_lock<std::mutex> lock(_queueLock);
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while (!_queue.empty())
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{
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T& value = _queue.front();
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DeleteQueuedObject(value);
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_queue.pop();
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}
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_shutdown = true;
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_condition.notify_all();
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}
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private:
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template<typename E = T>
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typename std::enable_if<std::is_pointer<E>::value>::type DeleteQueuedObject(E& obj) { delete obj; }
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template<typename E = T>
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typename std::enable_if<!std::is_pointer<E>::value>::type DeleteQueuedObject(E const& /*packet*/) { }
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};
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using namespace VMAP;
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namespace MMAP
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{
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struct MapTiles
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{
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MapTiles() : m_mapId(uint32(-1)), m_tiles(NULL) {}
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MapTiles(uint32 id, std::set<uint32>* tiles) : m_mapId(id), m_tiles(tiles) {}
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~MapTiles() {}
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uint32 m_mapId;
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std::set<uint32>* m_tiles;
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bool operator==(uint32 id)
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{
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return m_mapId == id;
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}
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};
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typedef std::list<MapTiles> TileList;
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struct Tile
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{
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Tile() : chf(NULL), solid(NULL), cset(NULL), pmesh(NULL), dmesh(NULL) {}
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~Tile()
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{
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rcFreeCompactHeightfield(chf);
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rcFreeContourSet(cset);
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rcFreeHeightField(solid);
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rcFreePolyMesh(pmesh);
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rcFreePolyMeshDetail(dmesh);
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}
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rcCompactHeightfield* chf;
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rcHeightfield* solid;
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rcContourSet* cset;
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rcPolyMesh* pmesh;
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rcPolyMeshDetail* dmesh;
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};
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class MapBuilder
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{
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public:
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MapBuilder(float maxWalkableAngle = 70.f,
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bool skipLiquid = false,
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bool skipContinents = false,
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bool skipJunkMaps = true,
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bool skipBattlegrounds = false,
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bool debugOutput = false,
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bool bigBaseUnit = false,
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const char* offMeshFilePath = NULL);
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~MapBuilder();
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// builds all mmap tiles for the specified map id (ignores skip settings)
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void buildMap(uint32 mapID);
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void buildMeshFromFile(char* name);
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// builds an mmap tile for the specified map and its mesh
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void buildSingleTile(uint32 mapID, uint32 tileX, uint32 tileY);
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// builds list of maps, then builds all of mmap tiles (based on the skip settings)
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void buildAllMaps(int threads);
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void WorkerThread();
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private:
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// detect maps and tiles
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void discoverTiles();
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std::set<uint32>* getTileList(uint32 mapID);
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void buildNavMesh(uint32 mapID, dtNavMesh* &navMesh);
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void buildTile(uint32 mapID, uint32 tileX, uint32 tileY, dtNavMesh* navMesh);
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// move map building
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void buildMoveMapTile(uint32 mapID,
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uint32 tileX,
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uint32 tileY,
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MeshData &meshData,
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float bmin[3],
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float bmax[3],
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dtNavMesh* navMesh);
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void getTileBounds(uint32 tileX, uint32 tileY,
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float* verts, int vertCount,
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float* bmin, float* bmax);
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void getGridBounds(uint32 mapID, uint32 &minX, uint32 &minY, uint32 &maxX, uint32 &maxY) const;
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bool shouldSkipMap(uint32 mapID);
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bool isTransportMap(uint32 mapID);
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bool shouldSkipTile(uint32 mapID, uint32 tileX, uint32 tileY);
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TerrainBuilder* m_terrainBuilder;
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TileList m_tiles;
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bool m_debugOutput;
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const char* m_offMeshFilePath;
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bool m_skipContinents;
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bool m_skipJunkMaps;
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bool m_skipBattlegrounds;
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float m_maxWalkableAngle;
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bool m_bigBaseUnit;
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// build performance - not really used for now
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rcContext* m_rcContext;
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std::vector<std::thread> _workerThreads;
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ProducerConsumerQueue<uint32_t> _queue;
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std::atomic<bool> _cancelationToken;
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};
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}
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#endif
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