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.
This commit is contained in:
Justin Scofield
2025-01-05 20:57:13 -05:00
parent 839449e85d
commit 510581ad1f
3 changed files with 19 additions and 9 deletions

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@@ -281,6 +281,7 @@ absl::Status Overworld::LoadOverworldMaps() {
// Wait for all tasks to complete and check their results
for (auto &future : futures) {
future.wait();
RETURN_IF_ERROR(future.get());
}
return absl::OkStatus();
@@ -447,13 +448,21 @@ absl::Status Overworld::LoadItems() {
}
absl::Status Overworld::LoadSprites() {
for (int i = 0; i < 3; i++) {
all_sprites_.emplace_back();
}
std::vector<std::future<absl::Status>> futures;
futures.emplace_back(std::async(std::launch::async, [this]() {
return LoadSpritesFromMap(kOverworldSpritesBeginning, 64, 0);
}));
futures.emplace_back(std::async(std::launch::async, [this]() {
return LoadSpritesFromMap(kOverworldSpritesZelda, 144, 1);
}));
futures.emplace_back(std::async(std::launch::async, [this]() {
return LoadSpritesFromMap(kOverworldSpritesAgahnim, 144, 2);
}));
RETURN_IF_ERROR(LoadSpritesFromMap(kOverworldSpritesBeginning, 64, 0));
RETURN_IF_ERROR(LoadSpritesFromMap(kOverworldSpritesZelda, 144, 1));
RETURN_IF_ERROR(LoadSpritesFromMap(kOverworldSpritesAgahnim, 144, 2));
for (auto& future : futures) {
future.wait();
RETURN_IF_ERROR(future.get());
}
return absl::OkStatus();
}
@@ -484,8 +493,8 @@ absl::Status Overworld::LoadSpritesFromMap(int sprites_per_gamestate_ptr,
int realX = ((b2 & 0x3F) * 16) + mapX * 512;
int realY = ((b1 & 0x3F) * 16) + mapY * 512;
auto current_gfx = overworld_maps_[i].current_graphics();
all_sprites_[game_state].emplace_back(current_gfx, (uint8_t)i, b3,
all_sprites_[game_state].emplace_back(*overworld_maps_[i].mutable_current_graphics(),
(uint8_t)i, b3,
(uint8_t)(b2 & 0x3F),
(uint8_t)(b1 & 0x3F), realX, realY);
all_sprites_[game_state][i].Draw();

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@@ -110,6 +110,7 @@ class OverworldMap : public gfx::GfxContext {
auto static_graphics(int i) const { return static_graphics_[i]; }
auto large_index() const { return large_index_; }
auto mutable_current_graphics() { return &current_gfx_; }
auto mutable_area_graphics() { return &area_graphics_; }
auto mutable_area_palette() { return &area_palette_; }
auto mutable_sprite_graphics(int i) { return &sprite_graphics_[i]; }

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@@ -279,7 +279,7 @@ static const std::string kSpriteDefaultNames[]{
class Sprite : public GameEntity {
public:
Sprite() = default;
Sprite(std::vector<uint8_t> src, uint8_t overworld_map_id, uint8_t id,
Sprite(const std::vector<uint8_t>& src, uint8_t overworld_map_id, uint8_t id,
uint8_t x, uint8_t y, int map_x, int map_y)
: map_id_(static_cast<int>(overworld_map_id)),
id_(id),