/////////////////////////////////////////////////////// Worker thread entry point. We use a thread pool to avoid the heavy cost of constantly recreating and starting new threads whenever we need to regenerate the terrain. ///////////////////////////////////////////////////////
| 336 | /// |
| 337 | //////////////////////////////////////////////////////////// |
| 338 | void threadFunction() |
| 339 | { |
| 340 | std::vector<sf::Vertex> vertices(resolution.x * rowBlockSize * 6); |
| 341 | |
| 342 | WorkItem workItem = {nullptr, 0}; |
| 343 | |
| 344 | // Loop until the application exits |
| 345 | for (;;) |
| 346 | { |
| 347 | workItem.targetBuffer = nullptr; |
| 348 | |
| 349 | // Check if there are new work items in the queue |
| 350 | { |
| 351 | const std::lock_guard lock(workQueueMutex); |
| 352 | |
| 353 | if (!workPending) |
| 354 | return; |
| 355 | |
| 356 | if (!workQueue.empty()) |
| 357 | { |
| 358 | workItem = workQueue.front(); |
| 359 | workQueue.pop(); |
| 360 | } |
| 361 | } |
| 362 | |
| 363 | // If we didn't receive a new work item, keep looping |
| 364 | if (!workItem.targetBuffer) |
| 365 | { |
| 366 | sf::sleep(sf::milliseconds(10)); |
| 367 | |
| 368 | continue; |
| 369 | } |
| 370 | |
| 371 | processWorkItem(vertices, workItem); |
| 372 | |
| 373 | { |
| 374 | const std::lock_guard lock(workQueueMutex); |
| 375 | |
| 376 | --pendingWorkCount; |
| 377 | } |
| 378 | } |
| 379 | } |
| 380 | |
| 381 | |
| 382 | //////////////////////////////////////////////////////////// |
nothing calls this directly
no test coverage detected