From d9d5b7b5c58a7b044b78ee7993f0a15e5b79f689 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Thu, 03 Apr 2025 18:28:15 +0000
Subject: [PATCH] #42 started performance fixes for chunk generation
---
Assets/Scripts/Jobs.meta | 8
Assets/Scripts/Jobs/OreGnerationJob.cs | 33 +++
Assets/Scripts/Cache/TilePool.cs.meta | 11 +
Assets/Scripts/Cache/TilePool.cs | 79 +++++++
Assets/Scripts/CustomRuleTile.cs | 60 ++++
Assets/Scripts/Jobs/OreGnerationJob.cs.meta | 11 +
Assets/Scenes/GameplayScene.unity | 164 +++++---------
Assets/Scripts/Jobs/TerrainGenerationJob.cs | 42 +++
Assets/Scripts/Jobs/TerrainGenerationJob.cs.meta | 11 +
Assets/Scripts/GenerateTileMap.cs | 184 +++++++++++++--
10 files changed, 463 insertions(+), 140 deletions(-)
diff --git a/Assets/Scenes/GameplayScene.unity b/Assets/Scenes/GameplayScene.unity
index c54abad..e7b2fb7 100644
--- a/Assets/Scenes/GameplayScene.unity
+++ b/Assets/Scenes/GameplayScene.unity
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borderTile: {fileID: 11400000, guid: dcef846474e534b45ab3b175559c19a2, type: 2}
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@@ -5484,18 +5536,10 @@
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- value:
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propertyPath: tilemap
value:
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propertyPath: playerUI
value:
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@@ -5504,10 +5548,6 @@
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propertyPath: pauseMenuUI
value:
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@@ -5519,30 +5559,6 @@
propertyPath: worldSpaceUI
value:
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- player: {fileID: 254538002}
- viewRadius: 5
- mainCamera: {fileID: 519420031}
- fogLevels:
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value: Player
objectReference: {fileID: 0}
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+ propertyPath: m_TagString
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+ - {fileID: 2140657252}
diff --git a/Assets/Scripts/Cache/TilePool.cs b/Assets/Scripts/Cache/TilePool.cs
new file mode 100644
index 0000000..ff0f7c7
--- /dev/null
+++ b/Assets/Scripts/Cache/TilePool.cs
@@ -0,0 +1,79 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Tilemaps;
+
+public class TilePool : MonoBehaviour
+{
+ private Dictionary<Vector3Int, TileData> pooledTileData = new Dictionary<Vector3Int, TileData>();
+ private int poolSize = 10000; // Adjust pool size as needed
+ private Queue<TileData> availableTileData = new Queue<TileData>();
+ private HashSet<Vector3Int> activeTilePositions = new HashSet<Vector3Int>();
+
+ // Cache for rule tile data
+ private Dictionary<CustomRuleTile, TileBase[]> tileDataCache = new Dictionary<CustomRuleTile, TileBase[]>();
+
+ [System.Serializable]
+ public class TileData
+ {
+ public Vector3Int position;
+ public CustomRuleTile tileType;
+ public bool isActive;
+ }
+
+ public void InitializePool(CustomRuleTile defaultTile)
+ {
+ pooledTileData.Clear();
+ availableTileData.Clear();
+ activeTilePositions.Clear();
+
+ // Pre-calculate tile data for the default tile
+ if (!tileDataCache.ContainsKey(defaultTile))
+ {
+ var tileData = new TileBase[9]; // Cache neighboring tile configurations
+ tileDataCache[defaultTile] = tileData;
+ }
+
+ for (int i = 0; i < poolSize; i++)
+ {
+ availableTileData.Enqueue(new TileData
+ {
+ tileType = defaultTile,
+ isActive = false
+ });
+ }
+ }
+
+ public TileData GetTileData(Vector3Int position, CustomRuleTile tileType)
+ {
+ if (!activeTilePositions.Contains(position))
+ {
+ if (availableTileData.Count > 0)
+ {
+ var tileData = availableTileData.Dequeue();
+ tileData.position = position;
+ tileData.tileType = tileType;
+ tileData.isActive = true;
+ pooledTileData[position] = tileData;
+ activeTilePositions.Add(position);
+ return tileData;
+ }
+ }
+ return pooledTileData.GetValueOrDefault(position);
+ }
+
+ public void ReturnTileData(Vector3Int position)
+ {
+ if (pooledTileData.TryGetValue(position, out TileData tileData))
+ {
+ tileData.isActive = false;
+ availableTileData.Enqueue(tileData);
+ pooledTileData.Remove(position);
+ }
+ }
+
+ public bool HasTileAt(Vector3Int position)
+ {
+ return pooledTileData.ContainsKey(position) && pooledTileData[position].isActive;
+ }
+}
diff --git a/Assets/Scripts/Cache/TilePool.cs.meta b/Assets/Scripts/Cache/TilePool.cs.meta
new file mode 100644
index 0000000..eee2bc1
--- /dev/null
+++ b/Assets/Scripts/Cache/TilePool.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ca130bf5edb364941807e577a7d1b7d6
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/CustomRuleTile.cs b/Assets/Scripts/CustomRuleTile.cs
index e80cac2..1043714 100644
--- a/Assets/Scripts/CustomRuleTile.cs
+++ b/Assets/Scripts/CustomRuleTile.cs
@@ -10,25 +10,65 @@
{
public List<TileBase> siblings = new List<TileBase>();
+ private Dictionary<int, bool> ruleMatchCache = new Dictionary<int, bool>();
public class Neighbor : RuleTile.TilingRule.Neighbor
{
public const int Sibling = 3;
}
public override bool RuleMatch(int neighbor, TileBase tile)
{
+ // Create a unique key for caching based on neighbor and tile
+ int cacheKey = neighbor;
+ if (tile != null)
+ {
+ cacheKey = cacheKey * 23 + tile.GetInstanceID(); // Use prime number to reduce collisions
+ }
+
+ // Check if we have a cached result
+ if (ruleMatchCache.TryGetValue(cacheKey, out bool cachedResult))
+ {
+ return cachedResult;
+ }
+
+ // If not cached, compute the result
+ bool result;
+
// Handle null tiles
if (tile == null)
- return neighbor == RuleTile.TilingRule.Neighbor.NotThis;
-
- // Always allow connections to siblings or self, regardless of surrounding tiles
- if (tile == this || siblings.Contains(tile))
- return neighbor == RuleTile.TilingRule.Neighbor.This;
-
+ {
+ result = neighbor == RuleTile.TilingRule.Neighbor.NotThis;
+ }
+ // Always allow connections to siblings or self
+ else if (tile == this || siblings.Contains(tile))
+ {
+ result = neighbor == RuleTile.TilingRule.Neighbor.This;
+ }
// For Sibling type explicitly
- if (neighbor == Neighbor.Sibling)
- return siblings.Contains(tile);
-
+ else if (neighbor == Neighbor.Sibling)
+ {
+ result = siblings.Contains(tile);
+ }
// For any other case, use base behavior
- return base.RuleMatch(neighbor, tile);
+ else
+ {
+ result = base.RuleMatch(neighbor, tile);
+ }
+
+ // Cache the result
+ ruleMatchCache[cacheKey] = result;
+ return result;
+ }
+
+ // Add method to clear cache when needed (e.g., when rules change or on chunk unload)
+ public void ClearRuleCache()
+ {
+ ruleMatchCache.Clear();
+ }
+
+ // Override RefreshTile to clear cache for that specific tile position
+ public override void RefreshTile(Vector3Int position, ITilemap tilemap)
+ {
+ ClearRuleCache(); // Clear cache before refresh to ensure proper updates
+ base.RefreshTile(position, tilemap);
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 7bf0667..28d1cc4 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,6 +1,9 @@
using System;
using System.Collections;
using System.Collections.Generic;
+using System.Linq;
+using Unity.Collections;
+using Unity.Jobs;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Tilemaps;
@@ -52,6 +55,10 @@
private Transform playerTransform; // Reference to player/camera
private Vector2Int lastLoadedChunk;
private GameManager gameManager;
+ private Dictionary<Vector2Int, HashSet<Vector3Int>> activeChunkTiles = new Dictionary<Vector2Int, HashSet<Vector3Int>>();
+ public TilePool tilePool; // Reference to the TilePool script
+ private bool isGenerating = false;
+
private void Awake()
{
@@ -70,21 +77,39 @@
// Position adjusted to center horizontally, but align top at y=0
transform.position = new Vector3((maxWidth / 2) * -1, -1, transform.position.z);
+ tilePool.InitializePool(forestRuleTile);
LoadGenerateablesFromResources();
}
private void Update()
{
- if (playerTransform == null) return;
- Debug.Log($"Player Position: {playerTransform.position}");
+ if (playerTransform == null || isGenerating) return;
+
Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
- Debug.Log($"Current Chunk: {currentChunk}");
if (currentChunk != lastLoadedChunk)
{
- StartCoroutine(UpdateLoadedChunks(currentChunk));
+ isGenerating = true;
+ StopAllCoroutines();
+
+ var chunksToUnload = loadedChunks.Keys
+ .Where(chunk => Mathf.Abs(chunk.x - currentChunk.x) > LOAD_DISTANCE ||
+ Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE)
+ .ToList();
+
+ foreach (var chunk in chunksToUnload)
+ {
+ UnloadChunk(chunk);
+ }
+
+ StartCoroutine(UpdateLoadedChunksWithCompletion(currentChunk));
lastLoadedChunk = currentChunk;
}
}
+ private IEnumerator UpdateLoadedChunksWithCompletion(Vector2Int currentChunk)
+ {
+ yield return UpdateLoadedChunks(currentChunk);
+ isGenerating = false;
+ }
// When a tile is destroyed in a chunk, update GameManager's list
private void AddDestroyedTile(Vector3Int tilePos)
{
@@ -93,6 +118,45 @@
gameManager.destroyedTiles.Add(tilePos);
}
}
+ private void SetTileWithPool(Vector3Int position, CustomRuleTile tileType)
+ {
+ var chunk = new Vector2Int(
+ Mathf.FloorToInt(position.x / (float)CHUNK_SIZE),
+ Mathf.FloorToInt(position.y / (float)CHUNK_SIZE)
+ );
+
+ if (!activeChunkTiles.ContainsKey(chunk))
+ {
+ activeChunkTiles[chunk] = new HashSet<Vector3Int>();
+ }
+
+ var tileData = tilePool.GetTileData(position, tileType);
+ if (tileData != null)
+ {
+ tilemap.SetTile(position, tileData.tileType);
+ activeChunkTiles[chunk].Add(position);
+
+ // Refresh neighboring tiles to maintain proper rule tile connections
+ for (int nx = -1; nx <= 1; nx++)
+ {
+ for (int ny = -1; ny <= 1; ny++)
+ {
+ if (nx == 0 && ny == 0) continue;
+ Vector3Int neighbor = new Vector3Int(position.x + nx, position.y + ny, position.z);
+ if (tilemap.HasTile(neighbor))
+ {
+ tilemap.RefreshTile(neighbor);
+ }
+ }
+ }
+ }
+ }
+
+ private void RemoveTileWithPool(Vector3Int position)
+ {
+ tilemap.SetTile(position, null);
+ tilePool.ReturnTileData(position);
+ }
// When checking if a tile is destroyed, use GameManager's list
private bool IsTileDestroyed(Vector3Int tilePos)
@@ -123,16 +187,25 @@
private void UnloadChunk(Vector2Int chunk)
{
+ if (!loadedChunks.ContainsKey(chunk)) return;
+
int startX = chunk.x * CHUNK_SIZE;
int startY = chunk.y * CHUNK_SIZE;
- for (int x = startX; x < startX + CHUNK_SIZE; x++)
+ // Clear rule cache for this chunk
+ forestRuleTile.ClearRuleCache();
+
+ // Remove all tiles in the chunk
+ if (activeChunkTiles.TryGetValue(chunk, out var tiles))
{
- for (int y = startY; y > startY - CHUNK_SIZE; y--)
+ foreach (var pos in tiles)
{
- tilemap.SetTile(new Vector3Int(x, y), null);
+ RemoveTileWithPool(pos);
}
+ activeChunkTiles.Remove(chunk);
}
+
+ loadedChunks.Remove(chunk);
}
private void LoadGenerateablesFromResources()
{
@@ -232,42 +305,91 @@
private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
{
int startX = chunk.x * CHUNK_SIZE;
- int startY = (chunk.y * CHUNK_SIZE);
+ int startY = chunk.y * CHUNK_SIZE;
- // Generate ground in chunk
- for (int x = startX; x < startX + CHUNK_SIZE; x++)
+ // Clear rule cache for this chunk's area
+ forestRuleTile.ClearRuleCache();
+
+ NativeArray<bool> terrainMap = default;
+ NativeArray<float> noiseMap = default;
+
+ try
{
- if (x < 1 || x >= maxWidth) continue;
+ terrainMap = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
+ noiseMap = new NativeArray<float>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
- for (int y = startY; y > startY - CHUNK_SIZE; y--)
+ var job = new TerrainGenerationJob
{
- if (y < -groundDepth || y >= 0) continue;
- Vector3Int tilePos = new Vector3Int(x, y);
- if (IsTileDestroyed(tilePos))
- continue;
+ ChunkStartX = startX,
+ ChunkStartY = startY,
+ ChunkSize = CHUNK_SIZE,
+ Scale = scale,
+ OffsetX = offsetX,
+ OffsetY = offsetY,
+ MaxWidth = maxWidth,
+ MaxDepth = maxDepth,
+ TerrainMap = terrainMap,
+ NoiseMap = noiseMap
+ };
- float xPerlin = ((float)x / maxWidth) * scale + offsetX;
- float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY;
- float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
+ // Schedule and complete job immediately to prevent frame lifetime issues
+ job.Schedule(CHUNK_SIZE * CHUNK_SIZE, 32).Complete();
- if (perlinNoise <= 0.7f)
+ // Copy data from job before yielding
+ var tilesToUpdate = new List<(Vector3Int pos, CustomRuleTile tile)>();
+
+ for (int i = 0; i < terrainMap.Length; i++)
+ {
+ if (terrainMap[i])
{
- tilemap.SetTile(tilePos, forestRuleTile);
+ int x = startX + (i % CHUNK_SIZE);
+ int y = startY - (i / CHUNK_SIZE);
+ Vector3Int tilePos = new Vector3Int(x, y);
+
+ if (!IsTileDestroyed(tilePos))
+ {
+ tilesToUpdate.Add((tilePos, forestRuleTile));
+ }
}
}
- }
- // Generate ores in chunk
- if (generateables != null)
- {
- yield return GenerateOresInChunk(chunk, destroyedTiles);
+ // Dispose native arrays before yielding
+ terrainMap.Dispose();
+ noiseMap.Dispose();
+ terrainMap = default;
+ noiseMap = default;
+
+ // Now we can safely yield and process tiles
+ const int BATCH_SIZE = 32;
+ for (int i = 0; i < tilesToUpdate.Count; i += BATCH_SIZE)
+ {
+ int batchCount = Math.Min(BATCH_SIZE, tilesToUpdate.Count - i);
+ for (int j = 0; j < batchCount; j++)
+ {
+ var (pos, tile) = tilesToUpdate[i + j];
+ SetTileWithPool(pos, tile);
+ }
+ yield return null;
+ }
+
+ // Generate ores
+ if (generateables != null)
+ {
+ yield return GenerateOresInChunk(chunk, destroyedTiles);
+ }
+
+ // Generate borders if needed
+ if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
+ startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
+ {
+ yield return GenerateBorders();
+ }
}
- // Don't generate borders for each chunk
- // Only generate borders when at world edges
- if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
- startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
+ finally
{
- yield return GenerateBorders();
+ // Ensure arrays are always disposed
+ if (terrainMap.IsCreated) terrainMap.Dispose();
+ if (noiseMap.IsCreated) noiseMap.Dispose();
}
}
diff --git a/Assets/Scripts/Jobs.meta b/Assets/Scripts/Jobs.meta
new file mode 100644
index 0000000..7bc6c47
--- /dev/null
+++ b/Assets/Scripts/Jobs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: c530f47158920ad4890aa10e7869b090
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Jobs/OreGnerationJob.cs b/Assets/Scripts/Jobs/OreGnerationJob.cs
new file mode 100644
index 0000000..1f717f2
--- /dev/null
+++ b/Assets/Scripts/Jobs/OreGnerationJob.cs
@@ -0,0 +1,33 @@
+using System.Collections;
+using System.Collections.Generic;
+using Unity.Collections;
+using Unity.Jobs;
+using Unity.Mathematics;
+using UnityEngine;
+
+public struct OreGnerationJob : IJobParallelFor
+{
+ [ReadOnly] public int ChunkStartX;
+ [ReadOnly] public int ChunkStartY;
+ [ReadOnly] public int ChunkSize;
+ [ReadOnly] public int Weight;
+ [ReadOnly] public int ClusterWeight;
+ [ReadOnly] public float OffsetX;
+ [ReadOnly] public float OffsetY;
+ [ReadOnly] public int MaxWidth;
+ [ReadOnly] public int MaxDepth;
+
+ public NativeArray<bool> OreMap;
+
+ public void Execute(int index)
+ {
+ int x = ChunkStartX + (index % ChunkSize);
+ int y = ChunkStartY - (index / ChunkSize);
+
+ float xPerlin = ((float)x / MaxWidth) * ClusterWeight + OffsetX;
+ float yPerlin = ((float)Mathf.Abs(y) / MaxDepth) * ClusterWeight + OffsetY;
+ float perlinNoise = noise.snoise(new float2(xPerlin, yPerlin));
+
+ OreMap[index] = perlinNoise <= (1f / (float)Weight);
+ }
+}
diff --git a/Assets/Scripts/Jobs/OreGnerationJob.cs.meta b/Assets/Scripts/Jobs/OreGnerationJob.cs.meta
new file mode 100644
index 0000000..21d57d2
--- /dev/null
+++ b/Assets/Scripts/Jobs/OreGnerationJob.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 25bcaf00876f10b44ade0b57e8159cbe
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Jobs/TerrainGenerationJob.cs b/Assets/Scripts/Jobs/TerrainGenerationJob.cs
new file mode 100644
index 0000000..afb7db7
--- /dev/null
+++ b/Assets/Scripts/Jobs/TerrainGenerationJob.cs
@@ -0,0 +1,42 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using Unity.Collections;
+using Unity.Jobs;
+using Unity.Mathematics;
+using UnityEngine;
+
+public struct TerrainGenerationJob : IJobParallelFor
+{
+ [ReadOnly] public int ChunkStartX;
+ [ReadOnly] public int ChunkStartY;
+ [ReadOnly] public int ChunkSize;
+ [ReadOnly] public float Scale;
+ [ReadOnly] public float OffsetX;
+ [ReadOnly] public float OffsetY;
+ [ReadOnly] public int MaxWidth;
+ [ReadOnly] public int MaxDepth;
+
+ [WriteOnly] public NativeArray<bool> TerrainMap;
+ [WriteOnly] public NativeArray<float> NoiseMap;
+
+ public void Execute(int index)
+ {
+ int x = ChunkStartX + (index % ChunkSize);
+ int y = ChunkStartY - (index / ChunkSize);
+
+ if (x < 1 || x >= MaxWidth || y < -MaxDepth || y >= 0)
+ {
+ TerrainMap[index] = false;
+ NoiseMap[index] = 0f;
+ return;
+ }
+
+ float xPerlin = ((float)x / MaxWidth) * Scale + OffsetX;
+ float yPerlin = ((float)Mathf.Abs(y) / MaxDepth) * Scale + OffsetY;
+ float perlinNoise = noise.snoise(new float2(xPerlin, yPerlin)); // Using Unity.Mathematics noise
+
+ NoiseMap[index] = perlinNoise;
+ TerrainMap[index] = perlinNoise <= 0.7f;
+ }
+}
diff --git a/Assets/Scripts/Jobs/TerrainGenerationJob.cs.meta b/Assets/Scripts/Jobs/TerrainGenerationJob.cs.meta
new file mode 100644
index 0000000..ceeab7a
--- /dev/null
+++ b/Assets/Scripts/Jobs/TerrainGenerationJob.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 165d406cda8a781498fac74f1348fd81
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
--
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