实施非常大的线程安全HashMaps

时间:2019-03-02 21:16:17

标签: java multithreading opengl concurrenthashmap

我目前正在编码一个体素游戏,但偶然发现以下问题:从大的(而且也是易失的!)读取四边形时ConcurrentHashMap,我的屏幕上出现闪烁效果,在极少数情况下,我的消气剂函数仅返回null。该HashMap使用整数(由类GLTexture表示)来存储纹理ID作为键,并具有ArrayList个对象,其中包含Quad个对象作为值。这些列表的总容量可以达到40000。GPU可以很好地处理此问题,因为我使用的是非常基本(但非常有效!)的实例渲染,但是块生成(在单独的线程上运行,因此是本文的原因)渲染器尝试从中读取地图时,似乎无法写入该地图。

public class ChunkMeshGenerator {

    private static volatile Map<Chunk, Map<GLTexture, List<Quad>>> quads;
    private static volatile Map<GLTexture, List<Quad>> renderables;

    static {
        quads = new ConcurrentHashMap<Chunk, Map<GLTexture, List<Quad>>>();
        renderables = new ConcurrentHashMap<GLTexture, List<Quad>>();
    }

    public static void genChunk (Chunk chunk) {
        List<Quad> temp = new ArrayList<Quad>();

        Chunk x0 = null;
        Chunk x1 = null;
        Chunk z0 = null;
        Chunk z1 = null;

        synchronized (quads) {
            for (Chunk neighbor : quads.keySet()) {
                if (neighbor.getAbsoluteX() == chunk.getAbsoluteX()-16 && neighbor.getAbsoluteZ() == chunk.getAbsoluteZ()) {
                    x0 = neighbor;
                } else if (neighbor.getAbsoluteX() == chunk.getAbsoluteX()+16 && neighbor.getAbsoluteZ() == chunk.getAbsoluteZ()) {
                    x1 = neighbor;
                } else if (neighbor.getAbsoluteX() == chunk.getAbsoluteX() && neighbor.getAbsoluteZ() == chunk.getAbsoluteZ()-16) {
                    z0 = neighbor;
                } else if (neighbor.getAbsoluteX() == chunk.getAbsoluteX() && neighbor.getAbsoluteZ() == chunk.getAbsoluteZ()+16) {
                    z1 = neighbor;
                }
            }
        }

        for (int x = 0; x < Chunk.CHUNK_SIZE; x++) {
            for (int y = 0; y < Chunk.CHUNK_HEIGHT; y++) {
                for (int z = 0; z < Chunk.CHUNK_SIZE; z++) {
                    if (chunk.getCube(x, y, z).getType() == BlockType.AIR) continue;
                    if (x == Chunk.CHUNK_SIZE-1) {
                        if (x1 != null && x1.getCube(0, y, z).getType() == BlockType.AIR) {
                            temp.add(chunk.getCube(x, y, z).getFace(Cube.RIGHT));
                        }
                    } else if (chunk.getCube(x+1, y, z).getType() == BlockType.AIR) {
                        temp.add(chunk.getCube(x, y, z).getFace(Cube.RIGHT));
                    }
                    if (x == 0) {
                        if (x0 != null && x0.getCube(Chunk.CHUNK_SIZE-1, y, z).getType() == BlockType.AIR) {
                            temp.add(chunk.getCube(x, y, z).getFace(Cube.LEFT));
                        }
                    } else if (chunk.getCube(x-1, y, z).getType() == BlockType.AIR) {
                        temp.add(chunk.getCube(x, y, z).getFace(Cube.LEFT));
                    }
                    if (y == Chunk.CHUNK_HEIGHT-1) {
                        temp.add(chunk.getCube(x, y, z).getFace(Cube.TOP));
                    } else if (chunk.getCube(x, y+1, z).getType() == BlockType.AIR) {
                        temp.add(chunk.getCube(x, y, z).getFace(Cube.TOP));
                    }
                    if (y != 0 && chunk.getCube(x, y-1, z).getType() == BlockType.AIR) {
                        temp.add(chunk.getCube(x, y, z).getFace(Cube.BOTTOM));
                    }
                    if (z == Chunk.CHUNK_SIZE-1) {
                        if (z1 != null && z1.getCube(x, y, 0).getType() == BlockType.AIR) {
                            temp.add(chunk.getCube(x, y, z).getFace(Cube.BACK));
                        }
                    } else if (chunk.getCube(x, y, z+1).getType() == BlockType.AIR) {
                        temp.add(chunk.getCube(x, y, z).getFace(Cube.BACK));
                    }
                    if (z == 0) {
                        if (z0 != null && z0.getCube(x, y, Chunk.CHUNK_SIZE-1).getType() == BlockType.AIR) {
                            temp.add(chunk.getCube(x, y, z).getFace(Cube.FRONT));
                        }
                    } else if (chunk.getCube(x, y, z-1).getType() == BlockType.AIR) {
                        temp.add(chunk.getCube(x, y, z).getFace(Cube.FRONT));
                    }
                }
            }
        }

        List<Chunk> neighbors = new ArrayList<Chunk>();
        neighbors.add(x0);
        neighbors.add(x1);
        neighbors.add(z0);
        neighbors.add(z1);

        updateNeighbors(chunk, neighbors);

        Map<GLTexture, List<Quad>> map = quads.get(chunk);
        if (map == null) {
            map = new ConcurrentHashMap<GLTexture, List<Quad>>();
            quads.put(chunk, map);
        }

        for (Quad quad : temp) {
            List<Quad> batch = map.get(quad.getTexture());
            if (batch == null) {
                batch = new ArrayList<Quad>();
                map.put(quad.getTexture(), batch);
            }
            batch.add(quad);
        }
        genRenderables();
    }

    private static void updateNeighbors (Chunk chunk, List<Chunk> neighbors) {
        Chunk x0 = neighbors.get(0);
        Chunk x1 = neighbors.get(1);
        Chunk z0 = neighbors.get(2);
        Chunk z1 = neighbors.get(3);

        for (int x = 0; x < Chunk.CHUNK_SIZE; x++) {
            for (int z = 0; z < Chunk.CHUNK_SIZE; z++) {
                for (int y = 0; y < Chunk.CHUNK_HEIGHT; y++) {
                    if (x0 != null &&
                        x0.getCube(Chunk.CHUNK_SIZE-1, y, z).getType() != BlockType.AIR &&
                        chunk.getCube(0, y, z).getType() == BlockType.AIR) {

                        Map<GLTexture, List<Quad>> chunkQuads = quads.get(x0);
                        if (chunkQuads == null) {
                            chunkQuads = new ConcurrentHashMap<GLTexture, List<Quad>>();
                            quads.put(x0, chunkQuads);
                        }

                        Quad face = x0.getCube(Chunk.CHUNK_SIZE-1, y, z).getFace(Cube.RIGHT);
                        List<Quad> batch = chunkQuads.get(face.getTexture());
                        if (batch == null) {
                            batch = new SyncList<Quad>();
                            chunkQuads.put(face.getTexture(), batch);
                        }
                        batch.add(face);
                    }
                    if (x1 != null &&
                        x1.getCube(0, y, z).getType() != BlockType.AIR &&
                        chunk.getCube(Chunk.CHUNK_SIZE-1, y, z).getType() == BlockType.AIR) {

                        Map<GLTexture, List<Quad>> chunkQuads = quads.get(x1);
                        if (chunkQuads == null) {
                            chunkQuads = new ConcurrentHashMap<GLTexture, List<Quad>>();
                            quads.put(x1, chunkQuads);
                        }

                        Quad face = x1.getCube(0, y, z).getFace(Cube.LEFT);
                        List<Quad> batch = chunkQuads.get(face.getTexture());
                        if (batch == null) {
                            batch = new SyncList<Quad>();
                            chunkQuads.put(face.getTexture(), batch);
                        }
                        batch.add(face);
                    }
                    if (z0 != null &&
                        z0.getCube(x, y, Chunk.CHUNK_SIZE-1).getType() != BlockType.AIR &&
                        chunk.getCube(x, y, 0).getType() == BlockType.AIR) {

                        Map<GLTexture, List<Quad>> chunkQuads = quads.get(z0);
                        if (chunkQuads == null) {
                            chunkQuads = new ConcurrentHashMap<GLTexture, List<Quad>>();
                            quads.put(z0, chunkQuads);
                        }

                        Quad face = z0.getCube(x, y, Chunk.CHUNK_SIZE-1).getFace(Cube.BACK);
                        List<Quad> batch = chunkQuads.get(face.getTexture());
                        if (batch == null) {
                            batch = new SyncList<Quad>();
                            chunkQuads.put(face.getTexture(), batch);
                        }
                        batch.add(face);
                    }
                    if (z1 != null &&
                        z1.getCube(x, y, 0).getType() != BlockType.AIR &&
                        chunk.getCube(x, y, Chunk.CHUNK_SIZE-1).getType() == BlockType.AIR) {

                        Map<GLTexture, List<Quad>> chunkQuads = quads.get(z1);
                        if (chunkQuads == null) {
                            chunkQuads = new ConcurrentHashMap<GLTexture, List<Quad>>();
                            quads.put(z1, chunkQuads);
                        }

                        Quad face = z1.getCube(x, y, 0).getFace(Cube.FRONT);
                        List<Quad> batch = chunkQuads.get(face.getTexture());
                        if (batch == null) {
                            batch = new SyncList<Quad>();
                            chunkQuads.put(face.getTexture(), batch);
                        }
                        batch.add(face);
                    }
                }
            }
        }
    }

    public static void removeChunk (Chunk chunk) {
        quads.remove(chunk);
        genRenderables();
    }

    public static Map<GLTexture, List<Quad>> getMesh () {
        return renderables;
    }

    private static void genRenderables () {
        renderables.clear();
        for (Chunk chunk : quads.keySet()) {
            for (GLTexture texture : quads.get(chunk).keySet()) {
                renderables.putIfAbsent(texture, new ArrayList<Quad>());
                renderables.get(texture).addAll(quads.get(chunk).get(texture));
            }
        }
    }
}

这里的重点不是这些方法的功能,而是我实际修改quadsrenderables映射的部分。

如您所见,我将生成的所有Quad对象都写到quads映射中。 修改功能始终以对genRenderables()的调用结束。这样可以确保花费最少的时间写入地图。

我想非常清楚地表明,同步读取不是 NOT 选项,因为这会减慢我的渲染速度。我宁愿拥有进入块生成线程而不是呈现线程(在本例中为“主”线程)所需的计算时间。

非常感谢您的帮助!

编辑: 我的渲染器稳定地以60 fps的速度运行,但似乎只是不时地冻结并不时降低到1 fps,我认为这些问题是相关的,与此相关的任何输入也很棒。

编辑: 我刚刚意识到renderables实际上是不可变的。我将其清除,并将quads的所有内容放入其中。

已解决: 我实现了一个backupMap,它在更新renderables并添加所有当前象限后清除。然后,我将其包装在synchronized块中,并对吸气剂进行了同样的处理。闪烁以及奇怪的空指针异常都消失了。悬而未决的问题,以寻求答案1。

0 个答案:

没有答案