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/GenerateTileMap.cs | 184 ++++++++++++++++++++++++++++++++++++++-------
1 files changed, 153 insertions(+), 31 deletions(-)
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();
}
}
--
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