Optimize renderer
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@@ -18,27 +18,47 @@ export class WorldGenerationSystem extends System {
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const player_chunk_x = Math.floor(position.x / CHUNK_SIZE);
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const player_chunk_z = Math.floor(position.z / CHUNK_SIZE);
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const render_distance = player_component.render_distance;
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// one extra ring gets generated so the edge of the render distance has neighbors to mesh against
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const load_distance = player_component.render_distance + 1;
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const out_of_range = (x: number, z: number) =>
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Math.max(Math.abs(x - player_chunk_x), Math.abs(z - player_chunk_z)) > load_distance;
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for (const chunk of dimension.chunks) {
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if (Math.abs(chunk.x - player_chunk_x) > render_distance) {
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dimension.unload_chunk(chunk.x, chunk.z);
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// collect first, deleting from the map while iterating it skips entries
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const to_unload = [];
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for (const chunk of dimension.chunks.values()) {
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if (out_of_range(chunk.x, chunk.z)) {
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to_unload.push(chunk);
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}
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if (Math.abs(chunk.z - player_chunk_z) > render_distance) {
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dimension.unload_chunk(chunk.x, chunk.z);
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}
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for (const chunk of to_unload) {
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dimension.unload_chunk(chunk.x, chunk.z);
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}
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for (const pending of [...dimension.pending_generation.values()]) {
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if (out_of_range(pending.x, pending.z)) {
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dimension.cancel_chunk_request(pending.x, pending.z);
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}
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}
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for (let i = player_chunk_x - render_distance; i <= player_chunk_x + render_distance; i += 1) {
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for (let j = player_chunk_z - render_distance; j <= player_chunk_z + render_distance; j += 1) {
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const maybe_chunk = dimension.chunks.find((chunk) => chunk.x === i && chunk.z === j);
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if (!maybe_chunk || !maybe_chunk.generated) {
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console.log("loading chunk", i, j);
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dimension.load_chunk(i, j);
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// only generate one chunk per frame
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return;
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// dont queue up the whole area at once, so walking somewhere new gets the close chunks first
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const max_in_flight = dimension.workers.size * 2;
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if (dimension.pending_generation.size >= max_in_flight) {
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return;
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}
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const missing: { x: number; z: number; distance: number }[] = [];
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for (let x = player_chunk_x - load_distance; x <= player_chunk_x + load_distance; x += 1) {
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for (let z = player_chunk_z - load_distance; z <= player_chunk_z + load_distance; z += 1) {
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if (!dimension.is_generated(x, z) && !dimension.is_generating(x, z)) {
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const dx = x - player_chunk_x;
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const dz = z - player_chunk_z;
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missing.push({ x, z, distance: dx * dx + dz * dz });
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}
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}
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}
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missing.sort((a, b) => a.distance - b.distance);
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for (const chunk of missing.slice(0, max_in_flight - dimension.pending_generation.size)) {
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dimension.request_chunk(chunk.x, chunk.z);
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}
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}
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}
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