Bound renderer memory use and configure worker heap ceiling

This commit is contained in:
2026-10-04 19:17:15 +05:00
parent a44e28c99f
commit 3b3cf6997c
4 changed files with 47 additions and 6 deletions

View File

@@ -19,6 +19,25 @@ export async function renderSnapshot(
const server = createServer(async (req, res) => {
try {
const url = new URL(req.url, "http://localhost");
if (url.pathname === "/terrain.json") {
res.setHeader("Content-Type", "application/json");
// Avoid Playwright's recursive protocol serialization of millions of
// block records. Keep serialization buffers bounded and honor backpressure.
const send = async (chunk) => {
if (res.destroyed) throw new Error("Terrain connection closed");
await new Promise((resolve, reject) => {
res.write(chunk, (error) => error ? reject(error) : resolve());
});
};
const { blocks, ...metadata } = snapshot;
await send(JSON.stringify(metadata).slice(0, -1) + ',"blocks":[');
for (let i = 0; i < blocks.length; i += 2048) {
if (signal?.aborted) throw new Error("Rendering cancelled");
await send((i ? "," : "") + JSON.stringify(blocks.slice(i, i + 2048)).slice(1, -1));
}
res.end("]}");
return;
}
let path =
url.pathname === "/three.js"
? "node_modules/three/build/three.module.js"
@@ -44,6 +63,7 @@ export async function renderSnapshot(
);
res.end(await readFile(path));
} catch {
if (res.headersSent) { res.destroy(); return; }
res.writeHead(404);
res.end();
}
@@ -59,7 +79,11 @@ export async function renderSnapshot(
page.on("pageerror", (err) => console.error("Renderer:", err.message));
await page.goto(`http://127.0.0.1:${server.address().port}`);
await page.waitForFunction(() => window.rendererReady);
const stats = await page.evaluate((s) => window.buildTerrain(s), snapshot);
const stats = await page.evaluate(async () => {
const response = await fetch("/terrain.json");
if (!response.ok) throw new Error("Unable to load terrain snapshot");
return window.buildTerrain(await response.json());
});
for (const p of viewpoints) {
if (signal?.aborted) throw new Error("Rendering cancelled");
await mkdir(`${output}/${p.id}`, { recursive: true });

View File

@@ -160,9 +160,12 @@ window.buildTerrain = async (snapshot) => {
const started = performance.now(),
batches = new Map(),
unsupported = new Set();
const occupancy = new Map(
snapshot.blocks.map((b) => [`${b[0]},${b[1]},${b[2]}`, b[3]]),
);
const occupancy = new Map();
const distinctStates = new Set();
for (const b of snapshot.blocks) {
occupancy.set(`${b[0]},${b[1]},${b[2]}`, b[3]);
distinctStates.add(b[3]);
}
const stateCache = new Map();
async function stateModels(s) {
if (stateCache.has(s)) return stateCache.get(s);
@@ -179,7 +182,7 @@ window.buildTerrain = async (snapshot) => {
return variants;
}
// Preload each distinct model once before constructing batched geometry.
for (const s of new Set(snapshot.blocks.map((b) => b[3])))
for (const s of distinctStates)
await stateModels(s);
async function emit(block, m, v = {}) {
const [bx, by, bz, s] = block;
@@ -310,6 +313,7 @@ window.buildTerrain = async (snapshot) => {
}
for (const { m, v } of await stateModels(b[3])) await emit(b, m, v);
}
occupancy.clear();
for (const batch of batches.values()) {
const g = new THREE.BufferGeometry();
g.setAttribute(
@@ -331,6 +335,11 @@ window.buildTerrain = async (snapshot) => {
opacity: batch.tex.image.src.includes("water") ? 0.8 : 1,
});
scene.add(new THREE.Mesh(g, mat));
// Drop the JS number arrays as each GPU geometry is completed.
batch.positions.length = 0;
batch.normals.length = 0;
batch.uvs.length = 0;
batch.indices.length = 0;
}
window.terrainBounds = snapshot.bounds;
return {