76 lines
3.8 KiB
C++
76 lines
3.8 KiB
C++
#pragma once
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// 4J added - Storage for data (ie the extra per tile storage). Data is normally stored as 4-bits per tile, in a DataLayer class of 16384 bytes ( 128 x 16 x 16 x 0.5 )
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// This class provides more economical storage for such data by taking into consideration that it is quite common for large parts of the data to be very compressible (ie zero).
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// We are aiming here to balance performance (this data is accessed very frequently) against size.
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// Details of storage method:
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// 1. Data is split into horizontal planes, of which there are 128, and each taking up 128 bytes (16 x 16 x 0.5)
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// 2. Each of these layers has a permanently allocated index in this class (planeIndices).
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// 3. Data for allocatedPlaneCount planes worth of data is allocated in the data array ( allocatedPlaneCount * 128 bytes )
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// 4. If a plane index for a layer is < 128, then the data for that layer is at data[ index * 128 ]
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// 5. If a plane index for a layer is 128, then all values for that plane are 0
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// This class needs to be thread safe as there are times where chunk data is shared between server & main threads. Data values are queried
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// very regularly so this needs to be as light-weight as possible.
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// To meet these requirements, this class is now implemented using a lock-free system, implemented using a read-copy-update (RCU) type algorithm. Some details...
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// (1) The storage details for the class are now packed into a single __int64, which contains both a pointer to the data that is required and a count of how many planes worth
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// of storage are allocated. This allows the full storage to be updated atomically using compare and exchange operations (implemented with InterlockedCompareExchangeRelease64).
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// (2) The data pointer referenced in this __int64 points to an area of memory which is 128 + 128 * plane_count bytes long, where the first 128 bytes stoere the plane indices, and
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// the rest of the data is variable in size to accomodate however many planes are required to be stored
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// (3) The RCU bit of the algorithm means that any read operations don't need to do any checks or locks at all. When the data needs to be updated, a copy of it is made and updated,
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// then an attempt is made to swap the new data in - if this succeeds then the old data pointer is deleted later at some point where we know nothing will be reading from it anymore.
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// This is achieved by putting the delete request in a queue which means it won't actually get deleted until 2 game ticks after the last time its reference existed, which should give
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// us a large margin of safety. If the attempt to swap the new data in fails, then the whole write operation has to be attempted again - this is the only time there is really a
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// high cost for this algorithm and such write collisions should be rare.
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//#define DATA_COMPRESSION_STATS
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class SparseDataStorage_SPU
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{
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private:
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// unsigned char planeIndices[128];
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unsigned char* m_pData;
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// unsigned char *data;
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// unsigned int allocatedPlaneCount;
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static const int ALL_0_INDEX = 128;
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public:
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SparseDataStorage_SPU(unsigned char* data) : m_pData(data) {}
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unsigned char* getDataPtr() { return m_pData; }
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int get(int x, int y, int z) // Get an individual data value
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{
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unsigned char *planeIndices, *data;
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getPlaneIndicesAndData(&planeIndices, &data);
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if( planeIndices[y] == ALL_0_INDEX )
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{
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return 0;
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}
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else
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{
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int planeIndex = x * 16 + z; // Index within this xz plane
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int byteIndex = planeIndex / 2; // Byte index within the plane (2 tiles stored per byte)
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int shift = ( planeIndex & 1 ) * 4; // Bit shift within the byte
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int retval = ( data[ planeIndices[y] * 128 + byteIndex ] >> shift ) & 15;
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return retval;
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}
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}
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void getPlaneIndicesAndData(unsigned char **planeIndices, unsigned char **data)
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{
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*planeIndices = m_pData;
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*data = m_pData + 128;
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}
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};
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