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() { @@ -70,20 +77,38 @@ // 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) @@ -92,6 +117,45 @@ { 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 @@ -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(); } } -- Gitblit v1.9.3