implement auto-saving under reticles
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4ba7e25510
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e0e64f7e24
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@ -324,34 +324,49 @@ impl SessionLoop {
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wall::EventKind::Interact { interactions } => {
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let (done_tx, done_rx) = oneshot::channel();
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if interactions
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.iter()
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.any(|i| matches!(i, Interaction::SetBrush { .. }))
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{
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// SetBrush is an important event, so we wait for the render thread
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// to unload.
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_ = self
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.render_commands_tx
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.send(RenderCommand::Interact {
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interactions: interactions.clone(),
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done: done_tx,
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})
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.await;
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} else {
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// If there is no SetBrush, there's no need to wait, so we fire events
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// blindly. If the thread's not okay with that... well, whatever.
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// That's your issue for making a really slow brush.
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let send_result =
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self.render_commands_tx.try_send(RenderCommand::Interact {
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interactions: interactions.clone(),
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done: done_tx,
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let chunks_to_modify: Vec<_> =
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chunks_to_modify(self.wall.settings(), interactions)
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.into_iter()
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.collect();
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match self.chunk_images.load(chunks_to_modify.clone()).await {
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Ok(_) => {
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if interactions
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.iter()
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.any(|i| matches!(i, Interaction::SetBrush { .. }))
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{
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// SetBrush is an important event, so we wait for the render thread
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// to unload.
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_ = self
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.render_commands_tx
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.send(RenderCommand::Interact {
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interactions: interactions.clone(),
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done: done_tx,
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})
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.await;
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} else {
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// If there is no SetBrush, there's no need to wait, so we fire events
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// blindly. If the thread's not okay with that... well, whatever.
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// That's your issue for making a really slow brush.
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let send_result =
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self.render_commands_tx.try_send(RenderCommand::Interact {
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interactions: interactions.clone(),
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done: done_tx,
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});
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if send_result.is_err() {
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info!(
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?interactions,
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"render thread is overloaded, dropping interaction request"
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);
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}
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}
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let auto_save = Arc::clone(&self.auto_save);
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tokio::spawn(async move {
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_ = done_rx.await;
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auto_save.request(chunks_to_modify).await;
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});
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if send_result.is_err() {
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info!(
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?interactions,
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"render thread is overloaded, dropping interaction request"
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);
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}
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Err(err) => error!(?err, "while loading chunks for render command"),
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}
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// TODO: Auto save. This'll need us to compute which chunks will be affected
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@ -501,12 +516,10 @@ impl SessionLoop {
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Interaction::Dotter { from, to, num } => {
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if brush_ok {
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if let Some(trampoline) =
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jumpstart_trampoline(&mut haku, &mut trampoline)
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{
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let cont = haku.cont(trampoline);
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if let Some(tramp) = jumpstart_trampoline(&mut haku, &mut trampoline) {
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let cont = haku.cont(tramp);
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if cont == Cont::Dotter {
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_ = haku.dotter(trampoline, from, to, num);
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_ = haku.dotter(tramp, from, to, num);
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} else {
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error!("received Dotter interaction when a {cont:?} continuation was next");
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}
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@ -562,6 +575,29 @@ fn render_area(wall_settings: &wall::Settings, interaction: &Interaction) -> Opt
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}
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}
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fn chunks_to_modify(
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wall_settings: &wall::Settings,
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interactions: &[Interaction],
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) -> HashSet<ChunkPosition> {
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let mut chunks = HashSet::new();
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for interaction in interactions {
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// NOTE: This is mostly a tentative overestimation, and can result in more chunks being
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// marked as needing autosave than will be touched in reality.
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// It's better to play safe in this case than lose data.
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if let Some(render_area) = render_area(wall_settings, interaction) {
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let top_left_chunk = wall_settings.chunk_at(render_area.top_left);
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let bottom_right_chunk = wall_settings.chunk_at_ceil(render_area.bottom_right);
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for chunk_y in top_left_chunk.y..bottom_right_chunk.y {
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for chunk_x in top_left_chunk.x..bottom_right_chunk.x {
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chunks.insert(ChunkPosition::new(chunk_x, chunk_y));
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}
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}
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}
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}
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chunks
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}
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fn jumpstart_trampoline<'a>(
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haku: &mut Haku,
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trampoline: &'a mut Option<Trampoline>,
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@ -572,25 +608,6 @@ fn jumpstart_trampoline<'a>(
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trampoline.as_mut()
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}
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fn chunks_to_modify(wall: &Wall, points: &[Vec2]) -> HashSet<ChunkPosition> {
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let mut chunks = HashSet::new();
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for point in points {
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let paint_area = wall.settings().paint_area as f32;
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let left = point.x - paint_area / 2.0;
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let top = point.y - paint_area / 2.0;
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let top_left_chunk = wall.settings().chunk_at(Vec2::new(left, top));
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let bottom_right_chunk = wall
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.settings()
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.chunk_at_ceil(Vec2::new(left + paint_area, top + paint_area));
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for chunk_y in top_left_chunk.y..bottom_right_chunk.y {
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for chunk_x in top_left_chunk.x..bottom_right_chunk.x {
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chunks.insert(ChunkPosition::new(chunk_x, chunk_y));
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}
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}
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}
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chunks
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}
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#[instrument(skip(wall, haku, value))]
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fn draw_to_chunks(
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wall: &Wall,
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@ -5,7 +5,7 @@ use tokio::{
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sync::mpsc,
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time::{interval, MissedTickBehavior},
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};
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use tracing::instrument;
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use tracing::{info, instrument};
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use super::{chunk_images::ChunkImages, ChunkPosition};
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@ -77,9 +77,12 @@ impl AutoSaveLoop {
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// NOTE: We don't care about actually using the images here -
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// the ChunkImages service writes them to the database by itself, and that's all our
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// request is for.
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_ = self
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.chunk_images
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.encoded(self.unsaved_chunks.drain().collect())
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.await;
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if !self.unsaved_chunks.is_empty() {
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info!("saving chunks");
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_ = self
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.chunk_images
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.encoded(self.unsaved_chunks.drain().collect())
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.await;
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}
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}
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}
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