Files
DarkflameServer/dDashboardServer/routes/OnceCache.h
Aaron Kimbrell 17689cd663 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>
2026-09-28 22:30:51 -05:00

81 lines
2.4 KiB
C++

#pragma once
#include <chrono>
#include <exception>
#include <functional>
#include <future>
#include <map>
#include <mutex>
/**
* A value per key, built the first time it is asked for and kept: for zone data built from the client's files (a
* zone's terrain, its scene objects), which worker threads build while the web thread may ask for it too. Any thread.
* Asked for again while it is being built, the caller waits for that build instead of starting another. A build that
* throws is forgotten (the next caller tries again) and the exception reaches everyone waiting for it.
*/
template<typename Key, typename Value>
class OnceCache {
public:
// Whether the value is built (never waits)
bool Ready(const Key& key) const {
std::lock_guard lock(m_Mutex);
const auto it = m_Entries.find(key);
return it != m_Entries.end() && it->second.wait_for(std::chrono::seconds(0)) == std::future_status::ready;
}
/**
* The value, built with `build` when nobody has yet. The reference stays valid: values are never replaced or
* removed once built.
*/
const Value& Get(const Key& key, const std::function<Value()>& build) {
std::shared_future<Value> future;
std::promise<Value> promise;
bool mine = false;
{
std::lock_guard lock(m_Mutex);
const auto it = m_Entries.find(key);
if (it != m_Entries.end()) {
future = it->second;
} else {
future = promise.get_future().share();
m_Entries.emplace(key, future);
mine = true;
}
}
if (mine) {
try {
promise.set_value(build());
} catch (...) {
{
std::lock_guard lock(m_Mutex);
m_Entries.erase(key);
}
promise.set_exception(std::current_exception());
}
}
// The map keeps its own copy of the future, so what get() refers to outlives this call (unless the build threw,
// in which case get() throws)
return WaitFor(key, future);
}
size_t Size() const {
std::lock_guard lock(m_Mutex);
return m_Entries.size();
}
private:
const Value& WaitFor(const Key& key, const std::shared_future<Value>& future) {
future.wait();
std::lock_guard lock(m_Mutex);
const auto it = m_Entries.find(key);
if (it == m_Entries.end()) {
future.get(); // the build failed: rethrows its exception
std::terminate(); // unreachable: a successful build is never removed
}
return it->second.get();
}
mutable std::mutex m_Mutex;
std::map<Key, std::shared_future<Value>> m_Entries;
};