Refactor Overworld loading to use async tasks
Refactored Overworld::LoadSprites to use std::async for concurrent sprite loading, improving efficiency. Modified Overworld::LoadOverworldMaps to wait for all async tasks and check results for errors. Updated Overworld::LoadSpritesFromMap to use mutable_current_graphics() for mutable access to current graphics. Added mutable_current_graphics method to OverworldMap class. Optimized Sprite constructor to take a const reference to avoid unnecessary copying.
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@@ -281,6 +281,7 @@ absl::Status Overworld::LoadOverworldMaps() {
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// Wait for all tasks to complete and check their results
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for (auto &future : futures) {
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future.wait();
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RETURN_IF_ERROR(future.get());
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}
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return absl::OkStatus();
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@@ -447,13 +448,21 @@ absl::Status Overworld::LoadItems() {
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}
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absl::Status Overworld::LoadSprites() {
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for (int i = 0; i < 3; i++) {
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all_sprites_.emplace_back();
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}
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std::vector<std::future<absl::Status>> futures;
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futures.emplace_back(std::async(std::launch::async, [this]() {
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return LoadSpritesFromMap(kOverworldSpritesBeginning, 64, 0);
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}));
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futures.emplace_back(std::async(std::launch::async, [this]() {
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return LoadSpritesFromMap(kOverworldSpritesZelda, 144, 1);
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}));
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futures.emplace_back(std::async(std::launch::async, [this]() {
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return LoadSpritesFromMap(kOverworldSpritesAgahnim, 144, 2);
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}));
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RETURN_IF_ERROR(LoadSpritesFromMap(kOverworldSpritesBeginning, 64, 0));
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RETURN_IF_ERROR(LoadSpritesFromMap(kOverworldSpritesZelda, 144, 1));
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RETURN_IF_ERROR(LoadSpritesFromMap(kOverworldSpritesAgahnim, 144, 2));
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for (auto& future : futures) {
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future.wait();
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RETURN_IF_ERROR(future.get());
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}
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return absl::OkStatus();
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}
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@@ -484,8 +493,8 @@ absl::Status Overworld::LoadSpritesFromMap(int sprites_per_gamestate_ptr,
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int realX = ((b2 & 0x3F) * 16) + mapX * 512;
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int realY = ((b1 & 0x3F) * 16) + mapY * 512;
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auto current_gfx = overworld_maps_[i].current_graphics();
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all_sprites_[game_state].emplace_back(current_gfx, (uint8_t)i, b3,
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all_sprites_[game_state].emplace_back(*overworld_maps_[i].mutable_current_graphics(),
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(uint8_t)i, b3,
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(uint8_t)(b2 & 0x3F),
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(uint8_t)(b1 & 0x3F), realX, realY);
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all_sprites_[game_state][i].Draw();
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@@ -110,6 +110,7 @@ class OverworldMap : public gfx::GfxContext {
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auto static_graphics(int i) const { return static_graphics_[i]; }
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auto large_index() const { return large_index_; }
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auto mutable_current_graphics() { return ¤t_gfx_; }
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auto mutable_area_graphics() { return &area_graphics_; }
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auto mutable_area_palette() { return &area_palette_; }
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auto mutable_sprite_graphics(int i) { return &sprite_graphics_[i]; }
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@@ -279,7 +279,7 @@ static const std::string kSpriteDefaultNames[]{
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class Sprite : public GameEntity {
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public:
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Sprite() = default;
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Sprite(std::vector<uint8_t> src, uint8_t overworld_map_id, uint8_t id,
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Sprite(const std::vector<uint8_t>& src, uint8_t overworld_map_id, uint8_t id,
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uint8_t x, uint8_t y, int map_x, int map_y)
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: map_id_(static_cast<int>(overworld_map_id)),
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id_(id),
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