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 | 434 ++++++++++++++++++++++++++++++++++++++++++++++++------ 1 files changed, 384 insertions(+), 50 deletions(-) diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs index e704d1a..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; @@ -43,11 +46,25 @@ public CustomRuleTile forestRuleTile; public TileBase borderTile; private List<Generateable> generateables; + //public List<TileBase> tiles; + public const int CHUNK_SIZE = 16; // Size of each chunk + public const int LOAD_DISTANCE = 2; // Number of chunks to load around player + + private Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>(); + 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() { + gameManager = FindObjectOfType<GameManager>(); tilemap = GetComponent<Tilemap>(); + playerTransform = GameObject.FindGameObjectWithTag("Player").transform; // Make sure your player has the "Player" tag #if DEBUG seed = 0123456789; #endif @@ -60,8 +77,135 @@ // 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 || isGenerating) return; + + Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + if (currentChunk != lastLoadedChunk) + { + 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) + { + if (!gameManager.destroyedTiles.Contains(tilePos)) + { + 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) + { + return gameManager.destroyedTiles.Contains(tilePos); + } + private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk) + { + // Unload distant chunks + List<Vector2Int> chunksToUnload = new List<Vector2Int>(); + foreach (var chunk in loadedChunks.Keys) + { + if (Mathf.Abs(chunk.x - currentChunk.x) > LOAD_DISTANCE || + Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE) + { + chunksToUnload.Add(chunk); + UnloadChunk(chunk); + } + } + foreach (var chunk in chunksToUnload) + { + loadedChunks.Remove(chunk); + } + + // Load new chunks + yield return LoadChunksAroundPosition(currentChunk, new List<Vector3Int>()); + } + + private void UnloadChunk(Vector2Int chunk) + { + if (!loadedChunks.ContainsKey(chunk)) return; + + int startX = chunk.x * CHUNK_SIZE; + int startY = chunk.y * CHUNK_SIZE; + + // Clear rule cache for this chunk + forestRuleTile.ClearRuleCache(); + + // Remove all tiles in the chunk + if (activeChunkTiles.TryGetValue(chunk, out var tiles)) + { + foreach (var pos in tiles) + { + RemoveTileWithPool(pos); + } + activeChunkTiles.Remove(chunk); + } + + loadedChunks.Remove(chunk); } private void LoadGenerateablesFromResources() { @@ -123,89 +267,250 @@ public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles) { - // generate ground - yield return CreateGroundLayer(destroyedTiles); + // Get initial player chunk position + Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + lastLoadedChunk = currentChunk; - if (generateables != null) - { - yield return GenerateOreClusters(destroyedTiles); - } + // Generate initial chunks around player + yield return LoadChunksAroundPosition(currentChunk, destroyedTiles); - // generate borders - yield return GenerateBorders(); finishedCallback(); } - - private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles) + private Vector2Int GetChunkPosition(Vector3 worldPosition) { - for (int x = 1; x < maxWidth; x++) + // Adjust for tilemap offset + float adjustedX = worldPosition.x - transform.position.x; + float adjustedY = worldPosition.y - transform.position.y; + + return new Vector2Int( + Mathf.FloorToInt(adjustedX / CHUNK_SIZE), + Mathf.FloorToInt(adjustedY / CHUNK_SIZE) + ); + } + private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles) + { + for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++) { - for (int y = -1; y > -groundDepth; y--) + for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++) { - float xPerlin = ((float)x / maxWidth) * scale + offsetX; - float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY; - float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); - - if (perlinNoise <= 0.7f) + Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y); + if (!loadedChunks.ContainsKey(chunkPos)) { - Vector3Int tileSpawnCoord = new Vector3Int(x, y); - if (!destroyedTiles.Contains(tileSpawnCoord)) - { - tilemap.SetTile(tileSpawnCoord, forestRuleTile); - } + yield return GenerateChunk(chunkPos, destroyedTiles); + loadedChunks[chunkPos] = true; } - - } - - // Update UI every 8 lines - if ((x % 8) == 0) - { - yield return null; } } } - - private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles) + private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) { + int startX = chunk.x * CHUNK_SIZE; + int startY = chunk.y * CHUNK_SIZE; + + // Clear rule cache for this chunk's area + forestRuleTile.ClearRuleCache(); + + NativeArray<bool> terrainMap = default; + NativeArray<float> noiseMap = default; + + try + { + terrainMap = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); + noiseMap = new NativeArray<float>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); + + var job = new TerrainGenerationJob + { + ChunkStartX = startX, + ChunkStartY = startY, + ChunkSize = CHUNK_SIZE, + Scale = scale, + OffsetX = offsetX, + OffsetY = offsetY, + MaxWidth = maxWidth, + MaxDepth = maxDepth, + TerrainMap = terrainMap, + NoiseMap = noiseMap + }; + + // Schedule and complete job immediately to prevent frame lifetime issues + job.Schedule(CHUNK_SIZE * CHUNK_SIZE, 32).Complete(); + + // 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]) + { + 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)); + } + } + } + + // 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(); + } + } + finally + { + // Ensure arrays are always disposed + if (terrainMap.IsCreated) terrainMap.Dispose(); + if (noiseMap.IsCreated) noiseMap.Dispose(); + } + } + + //private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles) + //{ + // for (int x = 1; x < maxWidth; x++) + // { + // for (int y = -1; y > -groundDepth; y--) + // { + // float xPerlin = ((float)x / maxWidth) * scale + offsetX; + // float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY; + // float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); + + // if (perlinNoise <= 0.7f) + // { + // Vector3Int tileSpawnCoord = new Vector3Int(x, y); + // if (!destroyedTiles.Contains(tileSpawnCoord)) + // { + // tilemap.SetTile(tileSpawnCoord, forestRuleTile); + // } + // } + + // } + + // // Update UI every 8 lines + // if ((x % 8) == 0) + // { + // yield return null; + // } + // } + //} + private IEnumerator GenerateOresInChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) + { + int startX = chunk.x * CHUNK_SIZE; + int startY = chunk.y * CHUNK_SIZE; + foreach (Generateable generateable in generateables) { // Convert spawn heights to negative values if they aren't already int maxY = -Mathf.Abs(generateable.maxSpawnHeight); int minY = -Mathf.Abs(generateable.minSpawnHeight); - Debug.Log($"Generating {generateable.name} between Y: {minY} - {maxY}"); - for (int x = 0; x < maxWidth; x++) - { - for (int y = maxY; y > minY; y--) - { - float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX; - float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY; - float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); - if (perlinNoise <= (1f / (float)generateable.weight)) + // Only process this chunk if it's within the ore's spawn height range + if (startY < maxY && startY > minY) + { + for (int x = startX; x < startX + CHUNK_SIZE; x++) + { + if (x >= maxWidth) continue; + + for (int y = Mathf.Max(startY - CHUNK_SIZE, minY); y < Mathf.Min(startY, maxY); y++) { - Vector3Int tileSpawnCoord = new Vector3Int(x, y); - if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord)) + float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX; + float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY; + float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); + + if (perlinNoise <= (1f / (float)generateable.weight)) { - // Check potential cluster size before placing - int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); - if (clusterSize >= generateable.minClusterSize) + Vector3Int tileSpawnCoord = new Vector3Int(x, y); + if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord)) { - tilemap.SetTile(tileSpawnCoord, generateable.tile); + // Check potential cluster size before placing + int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); + if (clusterSize >= generateable.minClusterSize) + { + tilemap.SetTile(tileSpawnCoord, generateable.tile); + } } - //tilemap.SetTile(tileSpawnCoord, generateable.tile); } } - } - // Update UI every 8 lines - if ((x % 8) == 0) + // Update every few rows to maintain performance + if (generateables.Count > 3) { yield return null; } } } } + + //private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles) + //{ + // foreach (Generateable generateable in generateables) + // { + // // Convert spawn heights to negative values if they aren't already + // int maxY = -Mathf.Abs(generateable.maxSpawnHeight); + // int minY = -Mathf.Abs(generateable.minSpawnHeight); + // Debug.Log($"Generating {generateable.name} between Y: {minY} - {maxY}"); + // for (int x = 0; x < maxWidth; x++) + // { + // for (int y = maxY; y > minY; y--) + // { + // float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX; + // float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY; + // float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); + + // if (perlinNoise <= (1f / (float)generateable.weight)) + // { + // Vector3Int tileSpawnCoord = new Vector3Int(x, y); + // if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord)) + // { + // // Check potential cluster size before placing + // int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); + // if (clusterSize >= generateable.minClusterSize) + // { + // tilemap.SetTile(tileSpawnCoord, generateable.tile); + // } + // //tilemap.SetTile(tileSpawnCoord, generateable.tile); + // } + // } + + // } + + // // Update UI every 8 lines + // if ((x % 8) == 0) + // { + // yield return null; + // } + // } + // } + //} private IEnumerator GenerateBorders() { @@ -269,4 +574,33 @@ return size; } + private void OnDrawGizmos() + { + if (!Application.isPlaying) return; + + // Draw current chunk boundaries + if (playerTransform != null) + { + Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + Gizmos.color = Color.yellow; + + for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++) + { + for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++) + { + Vector2Int chunk = new Vector2Int(currentChunk.x + x, currentChunk.y + y); + Vector3 worldPos = new Vector3( + chunk.x * CHUNK_SIZE + transform.position.x, + chunk.y * CHUNK_SIZE + transform.position.y, + 0 + ); + + Gizmos.DrawWireCube( + worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0), + new Vector3(CHUNK_SIZE, CHUNK_SIZE, 0) + ); + } + } + } + } } -- Gitblit v1.9.3