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https://github.com/DarkflameUniverse/DarkflameServer.git
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feat: build a zone's 3D data on worker threads
Opening a zone the first time built its terrain, scene objects and manifests and ran ImageMagick on the web thread, stalling the dashboard for seconds. - Workers: the shared pool plus Workers::Reply (answer at once when built, else from a worker via Web::Defer). - terrain_chunks/terrain_layers/scene/paths/scenery/flairs (world3d, property and showcase routes) and terrain textures go through it; results are built once in OnceCaches, the .raw is read once per zone for chunks, layers and flairs, deflated bodies are cached thread-safely. - ImageMagick conversions are deduplicated and written under a temporary name. - Workers don't query the CDClient, read settings or call mongoose: ZoneTable, render components, flairs, object names, LOT kinds and terrain texture names are read at startup; client_location is read once; base64 is plain C++. - Logger writes one line at a time (mutex; localtime's buffer is shared). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -3,8 +3,15 @@
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#include <algorithm>
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#include <ctime>
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#include <filesystem>
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#include <mutex>
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#include <stdarg.h>
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namespace {
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// Servers with worker threads (the dashboard) log from several threads: one line is written at a time, and
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// localtime's buffer is shared
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std::mutex g_LogMutex;
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}
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Writer::~Writer() {
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// Flush before we close
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Flush();
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@@ -49,6 +56,7 @@ Logger::Logger(const std::string& outpath, bool logToConsole, bool logDebugState
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}
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void Logger::vLog(const char* format, va_list args) {
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std::lock_guard lock(g_LogMutex);
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time_t t = time(NULL);
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struct tm* time = localtime(&t);
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char timeStr[70];
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@@ -78,6 +86,7 @@ void Logger::LogDebug(const char* className, const char* format, ...) {
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}
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void Logger::Flush() {
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std::lock_guard lock(g_LogMutex);
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for (const auto& writer : m_Writers) {
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writer->Flush();
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}
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