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Copy pathchunk_loader.rs
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345 lines (311 loc) · 11.8 KB
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//! 区块滚动加载:根据玩家相机位置维护"应加载"chunk 集合,
//! diff 出新增与移除,触发 Server 生成 / Renderer 卸载 / MeshJobQueue 入队。
//!
//! Phase 2:每次 update 在玩家跨 chunk 边界时执行;
//! 边界 chunk 通过 MeshPriority::Low 重新入队,触发跨区块剔除生效。
use std::collections::HashSet;
use glam::Vec3;
use voxweb_core::chunk::Position;
use voxweb_core::{CHUNK_X, CHUNK_Z, ChunkPos};
use voxweb_render::Renderer;
use voxweb_server::Server;
use crate::mesh_jobs::{MeshJobQueue, MeshPriority};
pub struct ChunkLoader {
pub render_distance: i32,
pub unload_buffer: i32,
pub loaded: HashSet<ChunkPos>,
requested: HashSet<ChunkPos>,
last_center: Option<ChunkPos>,
}
impl ChunkLoader {
pub fn new(render_distance: u32) -> Self {
Self {
render_distance: render_distance as i32,
unload_buffer: 3,
loaded: HashSet::new(),
requested: HashSet::new(),
last_center: None,
}
}
/// 强制下一次 update 重新计算(用于初始化或渲染距离变更)。
pub fn invalidate(&mut self) {
self.last_center = None;
}
/// Phase 6:暂停菜单设置渲染距离后同步生效。
/// 调用此方法后 [`ChunkLoader::update`] 会在下一帧重算 desired 集合。
pub fn set_render_distance(&mut self, render_distance: u32) {
let new_r = render_distance as i32;
if self.render_distance != new_r {
self.render_distance = new_r;
self.invalidate();
}
}
/// 根据相机位置同步加载集合。返回是否有变更(供调试 / 性能 stat)。
pub fn update(
&mut self,
camera_pos: Vec3,
server: &mut Server,
mesh_jobs: &mut MeshJobQueue,
renderer: &mut Renderer,
) -> bool {
let center = chunk_pos_of(camera_pos);
if Some(center) == self.last_center {
return false;
}
self.last_center = Some(center);
// —— 1. 期望集合 ——
let r = self.render_distance;
let desired: HashSet<ChunkPos> = (-r..=r)
.flat_map(|dx| (-r..=r).map(move |dz| ChunkPos::new(center.x + dx, center.z + dz)))
.collect();
// —— 2. 新增:生成 + 入队 ——
let new_chunks: Vec<ChunkPos> = desired.difference(&self.loaded).copied().collect();
for pos in &new_chunks {
server.world.ensure_chunk_generated(*pos);
let priority = priority_for_distance(*pos, center);
mesh_jobs.enqueue(*pos, priority);
self.loaded.insert(*pos);
}
// —— 3. 邻居重网格化:新 chunk 的水平邻居中已有 mesh 的需重做(跨区块剔除生效)——
for pos in &new_chunks {
for (dx, dz) in &[(1, 0), (-1, 0), (0, 1), (0, -1)] {
let neighbor = ChunkPos::new(pos.x + dx, pos.z + dz);
if self.loaded.contains(&neighbor) && renderer.has_chunk_mesh(neighbor) {
mesh_jobs.enqueue(neighbor, MeshPriority::Low);
}
}
}
// —— 4. 卸载:超出 render_distance + unload_buffer ——
let unload_r = self.render_distance + self.unload_buffer;
let to_unload: Vec<ChunkPos> = self
.loaded
.iter()
.copied()
.filter(|p| chebyshev_distance(*p, center) > unload_r)
.collect();
for pos in to_unload {
server.world.unload_chunk(pos);
mesh_jobs.cancel(pos);
renderer.drop_chunk_mesh(pos);
self.loaded.remove(&pos);
}
true
}
/// Remote 模式的区块滚动加载。
///
/// Remote 没有权威地形生成权,只维护本地缓存集合:缺失 chunk 通过
/// `ClientMessage::FieldRequest` 向 Host 请求;Host 回传 `FieldSnapshot` 后,
/// 调用 [`ChunkLoader::mark_loaded`] 把它从 in-flight 集合移到 loaded 集合。
pub fn update_remote(
&mut self,
camera_pos: Vec3,
server: &mut Server,
mesh_jobs: &mut MeshJobQueue,
renderer: &mut Renderer,
) -> Vec<ChunkPos> {
let center = chunk_pos_of(camera_pos);
let center_changed = Some(center) != self.last_center;
if center_changed {
self.last_center = Some(center);
}
let mut requests = Vec::new();
if center_changed {
let r = self.render_distance;
let desired: HashSet<ChunkPos> = (-r..=r)
.flat_map(|dx| (-r..=r).map(move |dz| ChunkPos::new(center.x + dx, center.z + dz)))
.collect();
for pos in desired.difference(&self.loaded).copied() {
if self.requested.insert(pos) {
requests.push(pos);
}
}
}
// Remote 也要卸载远离视距的本地 world/mesh,否则长途移动会无限增长。
let unload_r = self.render_distance + self.unload_buffer;
let to_unload: Vec<ChunkPos> = self
.loaded
.iter()
.copied()
.filter(|p| chebyshev_distance(*p, center) > unload_r)
.collect();
for pos in to_unload {
server.world.unload_chunk(pos);
mesh_jobs.cancel(pos);
renderer.drop_chunk_mesh(pos);
self.loaded.remove(&pos);
}
// 已经飞出缓冲范围但尚未返回的请求直接忘掉;若快照稍后到达,
// 下一次 update_remote 会按当前位置把它清理出缓存。
let stale_requests: Vec<ChunkPos> = self
.requested
.iter()
.copied()
.filter(|p| chebyshev_distance(*p, center) > unload_r)
.collect();
for pos in stale_requests {
self.requested.remove(&pos);
}
requests
}
/// 标记一个 Remote chunk 已收到完整快照。
pub fn mark_loaded(&mut self, pos: ChunkPos) {
self.loaded.insert(pos);
self.requested.remove(&pos);
}
/// 标记一个正方形范围的 chunk 已经有快照在路上。
///
/// Host 当前仍会在玩家加入时主动推送出生点附近的 bootstrap 快照。
/// Remote 端把这批 chunk 记为 in-flight,后续按视距请求时只补缺口,
/// 避免初始阶段重复传同一批地图数据。
pub fn mark_requested_square(&mut self, center: ChunkPos, radius: i32) {
let r = radius.max(0);
for dx in -r..=r {
for dz in -r..=r {
let pos = ChunkPos::new(center.x + dx, center.z + dz);
if !self.loaded.contains(&pos) {
self.requested.insert(pos);
}
}
}
}
}
/// 世界坐标 → 所在 chunk 的 ChunkPos。
pub fn chunk_pos_of(world_pos: Vec3) -> ChunkPos {
let x = (world_pos.x as i32).div_euclid(CHUNK_X as i32);
let z = (world_pos.z as i32).div_euclid(CHUNK_Z as i32);
ChunkPos::new(x, z)
}
/// 一次方块变更影响的 chunk 集合:自身所在 chunk + 若位于 x/z 边界则对应横向邻居。
/// Y 不分 chunk,所以不考虑上下邻居。最多返回 4 个(同时在 x 与 z 双边界的角点)。
pub fn affected_chunks(pos: Position) -> Vec<ChunkPos> {
let cp = ChunkPos::new(
pos.x.div_euclid(CHUNK_X as i32),
pos.z.div_euclid(CHUNK_Z as i32),
);
let local_x = pos.x.rem_euclid(CHUNK_X as i32);
let local_z = pos.z.rem_euclid(CHUNK_Z as i32);
let mut out = Vec::with_capacity(4);
out.push(cp);
// x 方向边界:local==0 → 影响 -x 邻居;local==15 → 影响 +x 邻居
if local_x == 0 {
out.push(ChunkPos::new(cp.x - 1, cp.z));
} else if local_x == CHUNK_X as i32 - 1 {
out.push(ChunkPos::new(cp.x + 1, cp.z));
}
if local_z == 0 {
out.push(ChunkPos::new(cp.x, cp.z - 1));
} else if local_z == CHUNK_Z as i32 - 1 {
out.push(ChunkPos::new(cp.x, cp.z + 1));
}
// 角点情况(同时跨 x 和 z 边界)也补上斜对角 chunk
if out.len() == 3 {
let dx = out[1].x - cp.x;
let dz = out[2].z - cp.z;
out.push(ChunkPos::new(cp.x + dx, cp.z + dz));
}
out
}
/// 切比雪夫距离(最大轴差)—— 适合方形 render distance。
pub fn chebyshev_distance(a: ChunkPos, b: ChunkPos) -> i32 {
(a.x - b.x).abs().max((a.z - b.z).abs())
}
/// 根据距离决定网格化优先级。
pub fn priority_for_distance(pos: ChunkPos, center: ChunkPos) -> MeshPriority {
let d = chebyshev_distance(pos, center);
match d {
0 => MeshPriority::Critical,
1 => MeshPriority::High,
_ => MeshPriority::Medium,
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn chunk_pos_of_negative_coords() {
// 负坐标向负无穷取整
assert_eq!(
chunk_pos_of(Vec3::new(-1.0, 0.0, -1.0)),
ChunkPos::new(-1, -1)
);
assert_eq!(chunk_pos_of(Vec3::new(0.0, 0.0, 0.0)), ChunkPos::new(0, 0));
assert_eq!(chunk_pos_of(Vec3::new(16.0, 0.0, 0.0)), ChunkPos::new(1, 0));
assert_eq!(chunk_pos_of(Vec3::new(15.9, 0.0, 0.0)), ChunkPos::new(0, 0));
}
#[test]
fn chebyshev_basics() {
assert_eq!(
chebyshev_distance(ChunkPos::new(0, 0), ChunkPos::new(0, 0)),
0
);
assert_eq!(
chebyshev_distance(ChunkPos::new(3, 4), ChunkPos::new(0, 0)),
4
);
assert_eq!(
chebyshev_distance(ChunkPos::new(-2, 5), ChunkPos::new(1, 1)),
4
);
}
#[test]
fn priority_classification() {
let c = ChunkPos::new(0, 0);
assert_eq!(
priority_for_distance(ChunkPos::new(0, 0), c),
MeshPriority::Critical
);
assert_eq!(
priority_for_distance(ChunkPos::new(1, 0), c),
MeshPriority::High
);
assert_eq!(
priority_for_distance(ChunkPos::new(0, -1), c),
MeshPriority::High
);
assert_eq!(
priority_for_distance(ChunkPos::new(2, 2), c),
MeshPriority::Medium
);
assert_eq!(
priority_for_distance(ChunkPos::new(5, 3), c),
MeshPriority::Medium
);
}
#[test]
fn affected_chunks_interior_returns_one() {
let pos = Position::new(5, 64, 7);
let v = affected_chunks(pos);
assert_eq!(v, vec![ChunkPos::new(0, 0)]);
}
#[test]
fn affected_chunks_x_boundary_returns_two() {
// local_x = 0 → 还影响 (-1, 0)
let v = affected_chunks(Position::new(0, 64, 5));
assert_eq!(v.len(), 2);
assert!(v.contains(&ChunkPos::new(0, 0)));
assert!(v.contains(&ChunkPos::new(-1, 0)));
// local_x = 15 → 还影响 (1, 0)
let v = affected_chunks(Position::new(15, 64, 5));
assert_eq!(v.len(), 2);
assert!(v.contains(&ChunkPos::new(0, 0)));
assert!(v.contains(&ChunkPos::new(1, 0)));
}
#[test]
fn affected_chunks_corner_returns_four() {
// 角点 (0, _, 0) → 自身 + (-1, 0) + (0, -1) + (-1, -1)
let v = affected_chunks(Position::new(0, 64, 0));
assert_eq!(v.len(), 4);
assert!(v.contains(&ChunkPos::new(0, 0)));
assert!(v.contains(&ChunkPos::new(-1, 0)));
assert!(v.contains(&ChunkPos::new(0, -1)));
assert!(v.contains(&ChunkPos::new(-1, -1)));
}
#[test]
fn affected_chunks_handles_negative_coords() {
// pos.x = -1 → chunk_x = -1, local_x = 15 → 还影响 (0, *)
let v = affected_chunks(Position::new(-1, 64, 5));
assert_eq!(v.len(), 2);
assert!(v.contains(&ChunkPos::new(-1, 0)));
assert!(v.contains(&ChunkPos::new(0, 0)));
}
}