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