refactor(client_world): use concurrent data structures for chunk management

Replace std::shared_mutex and std::unordered_set with tbb::concurrent_hash_map for chunk storage, tbb::concurrent_queue for pending uploads, and absl::flat_hash_set for player chunk positions. This improves thread safety and reduces locking overhead. Refactor receive_chunk and request_chunk to work with the new concurrent model.
This commit is contained in:
2026-06-29 14:14:36 +08:00
parent 8faf4c9a81
commit 85db85a737
6 changed files with 185 additions and 123 deletions

View File

@@ -6,6 +6,7 @@
#include "Cubed/gameplay/game_mode.hpp"
#include "Cubed/input.hpp"
#include <absl/container/flat_hash_set.h>
#include <glm/glm.hpp>
#include <optional>
#include <shared_mutex>
@@ -14,8 +15,14 @@ enum class Gait { WALK = 0, RUN };
class ClientWorld;
class ClientPlayer {
public:
using ChunkPosSet = absl::flat_hash_set<ChunkPos, ChunkPos::Hash>;
ClientPlayer(ClientWorld& world);
~ClientPlayer();
void update_chunk_set(const ChunkPosSet& set);
const ChunkPosSet& get_chunk_pos_set() const;
ChunkPosSet& get_chunk_pos_set();
AABB get_aabb(const glm::vec3& pos) const;
const glm::vec3& get_front() const;
const Gait& get_gait() const;
@@ -101,7 +108,8 @@ private:
ClientWorld& m_world;
mutable std::shared_mutex m_player_pos_mutex;
mutable std::shared_mutex m_chunk_pos_mutex;
ChunkPosSet m_player_chunk_pos_set;
bool ray_cast(const glm::vec3& start, const glm::vec3& dir,
glm::ivec3& block_pos, glm::vec3& normal,
float distance = 4.0f);

View File

@@ -7,7 +7,10 @@
#include "Cubed/gameplay/network_client.hpp"
#include "Cubed/tools/thread_pool.hpp"
#include <absl/container/flat_hash_set.h>
#include <deque>
#include <tbb/concurrent_hash_map.h>
#include <tbb/concurrent_queue.h>
#include <tbb/concurrent_unordered_map.h>
namespace Cubed {
@@ -64,10 +67,10 @@ public:
const std::vector<ChunkRenderSnapshot>& render_snapshots() const;
const std::vector<RemotePlayerRenderData>& render_player_data() const;
glm::vec3 sunlight_dir() const;
void receive_chunk(ChunkDataRsp data);
void receive_chunk(std::vector<uint8_t> data, PacketHeader header);
void request_exit();
bool is_receive_exit();
int chunk_size() const;
template <typename Fn>
void register_timer(std::string_view id, TickType threshold, Fn&& f) {
m_timers.emplace(std::piecewise_construct,
@@ -78,12 +81,14 @@ public:
private:
enum class ChunkLoadStyle { RANDOM, CENTER };
using ChunkHashMap =
tbb::concurrent_unordered_map<ChunkPos, ClientChunk, ChunkPos::Hash>;
using ChunkPosSet = std::unordered_set<ChunkPos, ChunkPos::Hash>;
tbb::concurrent_hash_map<ChunkPos, std::shared_ptr<ClientChunk>,
ChunkPos::TBBHash>;
using ChunkPosSet = absl::flat_hash_set<ChunkPos, ChunkPos::Hash>;
using ChunkPosVector = std::vector<ChunkPos>;
using OtherPlayerHashMap =
std::unordered_map<std::string, RemotePlayerInfo>;
using chunk_acc = ChunkHashMap::accessor;
using chunk_cacc = ChunkHashMap::const_accessor;
static constexpr int WORLD_EXIT_TIMEOUT = 200;
ClientPlayer m_player;
@@ -92,13 +97,11 @@ private:
std::vector<glm::vec4> m_planes;
std::jthread m_client_thread;
mutable std::shared_mutex m_chunks_mutex;
std::mutex m_delete_vbo_mutex;
std::mutex m_delete_vao_mutex;
std::mutex m_pending_upload_queue_mutex;
std::mutex m_other_players_mutex;
std::deque<ClientChunk> m_pending_upload_queue;
tbb::concurrent_queue<std::unique_ptr<ClientChunk>> m_pending_upload_queue;
std::vector<GLuint> m_pending_delete_vbo;
std::vector<GLuint> m_pending_delete_vao;
@@ -127,5 +130,7 @@ private:
void report_player_pos();
void set_block(const glm::ivec3& pos, unsigned id);
void update_chunk(const ChunkPosSet& old, const ChunkPosSet& now);
};
} // namespace Cubed