do incremental entity cleanup
parent
784037a8fa
commit
7cb2b480b3
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@ -5,7 +5,9 @@ typedef enum {
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PROF_MAIN_LOOP,
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PROF_MAIN_LOOP,
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PROF_WORLD_WRITE,
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PROF_WORLD_WRITE,
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PROF_RENDER,
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PROF_RENDER,
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PROF_UPDATE_SYSTEMS,
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PROF_ENTITY_LERP,
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PROF_ENTITY_LERP,
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PROF_ENTITY_REMOVAL,
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MAX_PROF,
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MAX_PROF,
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PROF_FORCE_UINT8 = UINT8_MAX
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PROF_FORCE_UINT8 = UINT8_MAX
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@ -86,7 +86,9 @@ static debug_item items[] = {
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{ .kind = DITEM_RAW, .val = PROF_MAIN_LOOP, .proc = DrawProfilerDelta },
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{ .kind = DITEM_RAW, .val = PROF_MAIN_LOOP, .proc = DrawProfilerDelta },
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{ .kind = DITEM_RAW, .val = PROF_WORLD_WRITE, .proc = DrawProfilerDelta },
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{ .kind = DITEM_RAW, .val = PROF_WORLD_WRITE, .proc = DrawProfilerDelta },
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{ .kind = DITEM_RAW, .val = PROF_RENDER, .proc = DrawProfilerDelta },
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{ .kind = DITEM_RAW, .val = PROF_RENDER, .proc = DrawProfilerDelta },
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{ .kind = DITEM_RAW, .val = PROF_UPDATE_SYSTEMS, .proc = DrawProfilerDelta },
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{ .kind = DITEM_RAW, .val = PROF_ENTITY_LERP, .proc = DrawProfilerDelta },
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{ .kind = DITEM_RAW, .val = PROF_ENTITY_LERP, .proc = DrawProfilerDelta },
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{ .kind = DITEM_RAW, .val = PROF_ENTITY_REMOVAL, .proc = DrawProfilerDelta },
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{ .kind = DITEM_END },
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{ .kind = DITEM_END },
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},
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},
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//.is_collapsed = 1
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//.is_collapsed = 1
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@ -9,6 +9,7 @@
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#include "world_view.h"
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#include "world_view.h"
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#include "entity_view.h"
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#include "entity_view.h"
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#include "camera.h"
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#include "camera.h"
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#include "profiler.h"
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#include "flecs/flecs.h"
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#include "flecs/flecs.h"
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#include "flecs/flecs_dash.h"
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#include "flecs/flecs_dash.h"
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@ -168,19 +169,31 @@ void game_action_send_keystate(float x, float y, uint8_t use, uint8_t sprint) {
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pkt_send_keystate_send(active_viewer->view_id, x, y, use, sprint);
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pkt_send_keystate_send(active_viewer->view_id, x, y, use, sprint);
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}
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}
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#define GAME_ENT_REMOVAL_TIME 10000
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#define GAME_ENT_REMOVAL_TRESHOLD 500
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void game_world_cleanup_entities(void) {
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void game_world_cleanup_entities(void) {
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// TODO(zaklaus): not the best approach to do a cleanup, let memory stay for a while as it might be reused later on anyway.
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// TODO(zaklaus): not the best approach to do a cleanup, let memory stay for a while as it might be reused later on anyway.
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#if 0
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#if 1
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profile(PROF_ENTITY_REMOVAL) {
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static uint64_t last_removal_time = 0;
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if (last_removal_time > zpl_time_rel_ms()) return;
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last_removal_time = zpl_time_rel_ms() + GAME_ENT_REMOVAL_TIME;
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for (int i = 0; i < zpl_buffer_count(world_viewers); i += 1){
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for (int i = 0; i < zpl_buffer_count(world_viewers); i += 1){
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entity_view_tbl *view = &world_viewers[i].entities;
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entity_view_tbl *view = &world_viewers[i].entities;
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uint32_t deletions = 0;
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for (int j = 0; j < zpl_array_count(view->entries); j += 1) {
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for (int j = 0; j < zpl_array_count(view->entries); j += 1) {
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if (deletions > GAME_ENT_REMOVAL_TRESHOLD) return;
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entity_view *e = &view->entries[j].value;
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entity_view *e = &view->entries[j].value;
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if (e->tran_effect == ETRAN_REMOVE) {
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if (e->tran_effect == ETRAN_REMOVE) {
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entity_view_tbl_remove(view, e->ent_id);
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entity_view_tbl_remove(view, e->ent_id);
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deletions++;
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}
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}
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}
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}
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}
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}
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}
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#endif
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#endif
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}
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}
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@ -9,7 +9,9 @@ static profiler profilers[] = {
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{ .id = PROF_MAIN_LOOP, .name = "measured time" },
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{ .id = PROF_MAIN_LOOP, .name = "measured time" },
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{ .id = PROF_WORLD_WRITE, .name = "world write" },
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{ .id = PROF_WORLD_WRITE, .name = "world write" },
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{ .id = PROF_RENDER, .name = "render" },
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{ .id = PROF_RENDER, .name = "render" },
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{ .id = PROF_UPDATE_SYSTEMS, .name = "update systems" },
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{ .id = PROF_ENTITY_LERP, .name = "entity lerp" },
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{ .id = PROF_ENTITY_LERP, .name = "entity lerp" },
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{ .id = PROF_ENTITY_REMOVAL, .name = "entity removal" },
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};
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};
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static_assert((sizeof(profilers)/sizeof(profilers[0])) == MAX_PROF, "mismatched profilers");
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static_assert((sizeof(profilers)/sizeof(profilers[0])) == MAX_PROF, "mismatched profilers");
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@ -202,7 +202,9 @@ static void world_tracker_update(uint8_t ticker, uint32_t freq, uint8_t radius)
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int32_t world_update() {
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int32_t world_update() {
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profile (PROF_UPDATE_SYSTEMS) {
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ecs_progress(world.ecs, 0.0f);
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ecs_progress(world.ecs, 0.0f);
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}
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world_tracker_update(0, WORLD_TRACKER_UPDATE_FAST_MS, 2);
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world_tracker_update(0, WORLD_TRACKER_UPDATE_FAST_MS, 2);
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world_tracker_update(1, WORLD_TRACKER_UPDATE_NORMAL_MS, 4);
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world_tracker_update(1, WORLD_TRACKER_UPDATE_NORMAL_MS, 4);
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