Report renderer progress and detect stalled jobs

This commit is contained in:
2026-10-04 20:25:06 +05:00
parent 3b3cf6997c
commit 3bdf987916
11 changed files with 277 additions and 25 deletions

View File

@@ -162,9 +162,28 @@ window.buildTerrain = async (snapshot) => {
unsupported = new Set();
const occupancy = new Map();
const distinctStates = new Set();
for (const b of snapshot.blocks) {
let lastProgress = 0;
async function progress(percent, message, force = false) {
if (!force && performance.now() - lastProgress < 3000) return;
lastProgress = performance.now();
// Yield to browser tasks so bindings, cancellation and timers can run.
await new Promise((resolve) => setTimeout(resolve, 0));
await window.minegeoProgress?.({ percent, message });
}
await progress(
25,
`Indexing ${snapshot.blocks.length.toLocaleString()} terrain blocks`,
true,
);
for (let i = 0; i < snapshot.blocks.length; i++) {
const b = snapshot.blocks[i];
occupancy.set(`${b[0]},${b[1]},${b[2]}`, b[3]);
distinctStates.add(b[3]);
if (i % 16384 === 0)
await progress(
25 + (5 * i) / snapshot.blocks.length,
`Indexing blocks ${i}/${snapshot.blocks.length}`,
);
}
const stateCache = new Map();
async function stateModels(s) {
@@ -182,8 +201,15 @@ window.buildTerrain = async (snapshot) => {
return variants;
}
// Preload each distinct model once before constructing batched geometry.
for (const s of distinctStates)
await progress(30, "Loading block models and textures", true);
let modelCount = 0;
for (const s of distinctStates) {
await stateModels(s);
await progress(
30 + (5 * ++modelCount) / distinctStates.size,
`Loading block model ${modelCount}/${distinctStates.size}`,
);
}
async function emit(block, m, v = {}) {
const [bx, by, bz, s] = block;
for (const e of m.elements || []) {
@@ -284,7 +310,14 @@ window.buildTerrain = async (snapshot) => {
}
}
}
for (const b of snapshot.blocks) {
await progress(35, "Building terrain geometry", true);
for (let i = 0; i < snapshot.blocks.length; i++) {
const b = snapshot.blocks[i];
if (i % 256 === 0)
await progress(
35 + (20 * i) / snapshot.blocks.length,
`Building blocks ${i}/${snapshot.blocks.length}`,
);
if (/minecraft:(water|lava)(\[|$)/.test(b[3])) {
await emit(b, {
textures: {
@@ -314,6 +347,8 @@ window.buildTerrain = async (snapshot) => {
for (const { m, v } of await stateModels(b[3])) await emit(b, m, v);
}
occupancy.clear();
await progress(55, "Preparing the scene", true);
let batchCount = 0;
for (const batch of batches.values()) {
const g = new THREE.BufferGeometry();
g.setAttribute(
@@ -340,6 +375,10 @@ window.buildTerrain = async (snapshot) => {
batch.normals.length = 0;
batch.uvs.length = 0;
batch.indices.length = 0;
await progress(
55 + (5 * ++batchCount) / batches.size,
`Preparing geometry ${batchCount}/${batches.size}`,
);
}
window.terrainBounds = snapshot.bounds;
return {