feat(mpsync): 实体位置广播(EntityMove)与客户端在线玩家显示;mesh 顶点池复用(性能与内存.md §2)

This commit is contained in:
NianGao Dev
2026-08-16 00:05:17 +08:00
parent e70314fb3f
commit 95c8d677ea
10 changed files with 146 additions and 21 deletions

View File

@@ -4,10 +4,32 @@
package mesh
import (
"sync"
"mc/internal/block"
"mc/internal/chunk"
)
// vertexPools 顶点切片池(性能与内存.md §2:热路径零分配——渲染线程不造 mesh 垃圾)。
var vertexPools = [3]sync.Pool{
{New: func() any { s := make([]Vertex, 0, 4096); return &s }},
{New: func() any { s := make([]Vertex, 0, 1024); return &s }},
{New: func() any { s := make([]Vertex, 0, 1024); return &s }},
}
// Release 归还网格顶点缓冲到池(GPU 上传后调用,性能与内存.md §8 sync.Pool 复位)。
func Release(m *ChunkMesh) {
if m == nil {
return
}
for i, s := range [3]*[]Vertex{&m.Opaque, &m.Cutout, &m.Translucent} {
if cap(*s) > 0 && cap(*s) <= 1<<20 {
vertexPools[i].Put(s)
}
*s = nil
}
}
// Vertex 顶点格式(渲染.md §5):位置 + UV + 天空/方块光各 4-bit。
type Vertex struct {
X, Y, Z float32
@@ -62,6 +84,11 @@ var faceTexture = [6]string{"up", "down", "east", "west", "south", "north"}
// Build 构建区块网格(面剔除:仅当邻格非完全不透明时生成该面,渲染.md §3.1)。
func (b *Builder) Build(c *chunk.Chunk, nb Neighbor) *ChunkMesh {
m := &ChunkMesh{}
// 顶点缓冲从池中取(性能与内存.md §2)
ob := vertexPools[0].Get().(*[]Vertex)
cb := vertexPools[1].Get().(*[]Vertex)
tb := vertexPools[2].Get().(*[]Vertex)
*ob, *cb, *tb = (*ob)[:0], (*cb)[:0], (*tb)[:0]
blocks := c.Snapshot()
baseX, baseZ := float32(c.CX*16), float32(c.CZ*16)
@@ -75,11 +102,11 @@ func (b *Builder) Build(c *chunk.Chunk, nb Neighbor) *ChunkMesh {
var target *[]Vertex
switch {
case b.reg.IsTranslucent(s):
target = &m.Translucent
target = tb
case b.reg.IsCutout(s):
target = &m.Cutout
target = cb
default:
target = &m.Opaque
target = ob
}
wx := int32(x) + c.CX*16
wy := int32(y)
@@ -119,6 +146,8 @@ func (b *Builder) Build(c *chunk.Chunk, nb Neighbor) *ChunkMesh {
}
}
}
// 挂回结果(注意:切片头来自池,调用方上传后必须 Release)
m.Opaque, m.Cutout, m.Translucent = *ob, *cb, *tb
return m
}

View File

@@ -26,6 +26,22 @@ func dummyUV(key string) (float32, float32, float32, float32, bool) {
return 0, 0, 1, 1, true
}
// TestPoolReuse 顶点池复用:Build → Release → 再次 Build 不崩溃且结果正确(性能与内存.md §2)。
func TestPoolReuse(t *testing.T) {
reg := loadReg(t)
stone, _ := reg.ID("stone")
c := chunk.New(0, 0)
c.Fill(0, 0, 0, block.NewState(stone, 0))
b := NewBuilder(reg, dummyUV)
for i := 0; i < 3; i++ {
m := b.Build(c, airNb)
if len(m.Opaque) != 24 {
t.Fatalf("第 %d 次构建顶点数异常: %d", i, len(m.Opaque))
}
Release(m)
}
}
// TestSingleBlock 单方块 6 面全生成:24 顶点(6 面 × 4 顶点四边形)。
func TestSingleBlock(t *testing.T) {
reg := loadReg(t)