v1.2.1(重发): 修复刷新误标已占领(缓存击穿+宽限期60s+防误判)、修复GUI/刷新卡顿与内存(视口过滤/后台预计算/零复制校验/内容去重/ChunkPos驻留)、区域扩地重写为严格S形由内而外(起始边离王城最近)
这个提交包含在:
@@ -15,7 +15,10 @@
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- 实时地图 GUI(通过 Ctrl+R 打开)
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- 监听聊天/字幕消息判断开垦结果
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- 刷新地图时与最新 `markers.json` 核对已占领区块,丢弃地图未确认的超期假占领,避免高地扩地残留空洞
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- 刷新请求带缓存击穿(时间戳参数 + no-cache 头),修复约半数刷新命中网络缓存拿到旧数据、导致目标被误标"已占领"且长时间不修正的问题;占领成功后立即触发刷新确认,假占领确认宽限期缩短至 60 秒
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- 飞地(疏漏区块)检测:按 dynmap 奇偶填充规则解析领土多边形,正确识别国中由边界围出的内圈空腔;内置地图用红色标出己方飞地,自动扩地时优先填补这些缺口
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- 区域扩地严格 S 形(蛇形)扫描:起始边为矩形四条边中离王城最近的一条,由内而外推进;即使待开垦区块构成不规则多边形也按 S 形一路扫过去
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- 性能优化:地图渲染按视口快速过滤(不再每帧全量遍历 8 万区块)、飞地检测移至后台线程预计算、接壤校验零集合复制、响应内容未变化时跳过重复解析、ChunkPos 跨模型驻留复用——修复打开 GUI 与刷新地图时游戏卡顿、内存占用偏高的问题
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- 日志导出:GUI 右上角“导出日志”按钮,或 `/autostore log` 命令,记录寻路、坐标、状态、路径事件等
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## 安装
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@@ -451,22 +451,27 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener {
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/**
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* 判断区块是否与己方领土(己方邦国地图区块 + 本次会话新占领区块)接壤。
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*
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* <p>接壤采用四个正方向(上下左右);只对“己方”领土判断,绝不把其他邦国领土计入。</p>
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* <p>接壤采用四个正方向(上下左右);只对“己方”领土判断,绝不把其他邦国领土计入。
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* 实现上直接查询四个邻居是否命中集合,零集合复制——
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* 旧实现每帧把数千个己方区块复制进临时 HashSet,是持续卡顿与内存压力的来源之一。</p>
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*/
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private boolean isAdjacentToOwn(ChunkPos chunk) {
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TerritoryModel model = this.dataService.model();
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Set<ChunkPos> own = new HashSet<ChunkPos>();
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TerritoryState self = model.selfState();
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if (self != null) {
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own.addAll(self.chunks());
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}
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own.addAll(model.sessionClaims());
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for (ChunkPos neighbor : this.cardinalNeighbors(chunk)) {
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if (own.contains(neighbor)) {
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return true;
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}
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}
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return false;
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Set<ChunkPos> ownChunks = self == null ? null : self.chunks();
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Set<ChunkPos> sessionClaims = model.sessionClaims();
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int x = chunk.x();
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int z = chunk.z();
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return this.isOwnAt(ownChunks, sessionClaims, x + 1, z)
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|| this.isOwnAt(ownChunks, sessionClaims, x - 1, z)
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|| this.isOwnAt(ownChunks, sessionClaims, x, z + 1)
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|| this.isOwnAt(ownChunks, sessionClaims, x, z - 1);
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}
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/** 判断指定坐标的区块是否属于己方领土或本次会话新占领 */
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private boolean isOwnAt(Set<ChunkPos> ownChunks, Set<ChunkPos> sessionClaims, int x, int z) {
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ChunkPos probe = new ChunkPos(x, z);
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return ownChunks != null && ownChunks.contains(probe) || sessionClaims.contains(probe);
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}
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/** 成功后的过渡:进入 NEXT 状态,准备处理下一个目标 */
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@@ -583,6 +588,9 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener {
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}
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this.model.addSessionClaim(chunk);
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this.dataService.addSessionClaim(chunk);
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// 占领成功后立即触发一次地图刷新(请求侧已带缓存击穿),尽快让地图数据确认该区块,
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// 缩短"会话占领等待确认"窗口,避免假占领长时间残留
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this.dataService.refreshAsync();
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++this.completedClaims;
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this.target = chunk;
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this.lastProgress = 100;
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@@ -599,12 +607,20 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener {
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if (this.target == null) {
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return;
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}
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// 开垦只能发生在玩家所在区块:校验玩家确实位于目标区块上。
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// 通用成功文案采用模糊匹配,可能被服务器广播的其他玩家开垦消息误触发;
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// 不校验会把未占领的目标错误标记为"已占领"并跳过,直到很久之后才被地图数据纠正(v1.2.1 修复)。
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if (!this.playerChunk.equals(this.target)) {
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return;
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}
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// 去重:同一区块只计一次
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if (!this.claimedSet.add(this.target)) {
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return;
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}
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this.model.addSessionClaim(this.target);
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this.dataService.addSessionClaim(this.target);
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// 占领成功后立即触发一次地图刷新,尽快确认该区块
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this.dataService.refreshAsync();
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++this.completedClaims;
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this.lastProgress = 100;
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this.log("\u5360\u9886\u6210\u529f " + this.target.x() + "," + this.target.z());
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@@ -622,11 +638,6 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener {
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return this.dataService.model().allClaimedChunks().contains(chunk);
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}
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/** 返回区块的四个正方向邻居 */
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private List<ChunkPos> cardinalNeighbors(ChunkPos chunk) {
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return List.of(new ChunkPos(chunk.x() + 1, chunk.z()), new ChunkPos(chunk.x() - 1, chunk.z()), new ChunkPos(chunk.x(), chunk.z() + 1), new ChunkPos(chunk.x(), chunk.z() - 1));
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}
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/**
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* 自动游泳逻辑(每帧调用):
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* 仅在玩家完全没入水中(有溺水风险)时自动跳跃,保持浮在水面。
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@@ -351,11 +351,24 @@ extends Screen {
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/** 绘制各邦国领土区块(己方高亮、其他半透明),并绘制会话新占领区块与飞地(疏漏区块) */
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private void drawTerritories(DrawContext context) {
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TerritoryModel model = this.mod.dataService().model();
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// 先反推当前视口覆盖的区块范围(含一个区块边距),遍历时用整数比较快速剔除视口外区块。
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// 全图约 8 万区块,旧实现每帧对每个区块都调用屏幕坐标换算,是打开 GUI / 刷新后掉帧的主因。
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double invScale = 1.0 / this.scale;
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int edge = (int)Math.ceil(this.scale) + 2;
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int halfW = this.mapW / 2;
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int halfH = this.mapH / 2;
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int visMinX = (int)Math.floor((this.mapX - edge - this.mapX - halfW) * invScale) + this.viewCenterX;
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int visMaxX = (int)Math.ceil((this.mapX + this.mapW + edge - this.mapX - halfW) * invScale) + this.viewCenterX;
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int visMinZ = (int)Math.floor((this.mapY - edge - this.mapY - halfH) * invScale) + this.viewCenterZ;
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int visMaxZ = (int)Math.ceil((this.mapY + this.mapH + edge - this.mapY - halfH) * invScale) + this.viewCenterZ;
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for (TerritoryState state : model.states()) {
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boolean self = state.equals(model.selfState());
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int color = state.color();
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int fill = this.withAlpha(color, self ? 155 : 92);
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for (ChunkPos chunk : state.chunks()) {
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int cx = chunk.x();
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int cz = chunk.z();
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if (cx < visMinX || cx > visMaxX || cz < visMinZ || cz > visMaxZ) continue;
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this.drawChunkFill(context, chunk, fill);
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}
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if (!this.isVisible(state.capital())) continue;
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@@ -220,13 +220,18 @@ public final class ExpansionPlanner {
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}
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/**
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* 策略 2 矩形区域扩地:在玩家圈选的矩形内,从与现有领土接壤的区块开始,
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* 横向或纵向 S 形扫过整个矩形。
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* 策略 2 矩形区域扩地:严格 S 形(蛇形)扫描,由内而外推进。
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*
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* <p>与旧版"沿邦国边界逐层向内 BFS"不同,本算法不再贴着邦国现有边界,
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* 而是生成一条贯穿矩形的 S 形路径:从接壤起点开始,逐行/逐列交替反向扫过,
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* 保证路径上每个区块都与已占领领土(含己方领土、本次会话新占领)接壤,
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* 矩形内已占领的区块自动跳过、不重复占领。
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* <p>扫描规则(v1.2.1 重写):
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* <ul>
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* <li>起始扫描线 = 矩形四条边中<b>离王城直线距离最近</b>的那条边(点到线段距离),
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* 从该边向对边单调推进——即"由内而外",避免先跑到区域外侧绕圈;</li>
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* <li>扫描行/列内做标准蛇形往返(相邻行方向交替),即使待开垦区块构成不规则多边形,
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* 也始终按 S 形顺序一路扫过去,跳过暂时不可开垦的区块而不打乱顺序;</li>
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* <li>首条扫描线的行内起始端同样选取离王城更近的一端;</li>
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* <li>每个入选区块必须与"己方领土(含本次已选)"四正方向接壤,保证服务器接受开拓。</li>
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* </ul>
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* 复杂度:O(区域面积) 单遍扫描 + O(4) 接壤检查。</p>
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*/
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private List<ChunkPos> generateRectangle(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) {
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Set<ChunkPos> actualOwn = this.ownChunks(model);
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@@ -239,139 +244,84 @@ public final class ExpansionPlanner {
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int minZ = config.regionMinZ;
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int maxZ = config.regionMaxZ;
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int limit = config.targetCount > 0 ? config.targetCount : Integer.MAX_VALUE;
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// 找出矩形内所有与己方领土接壤的未占领区块(作为 S 形起点候选)
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ArrayList<ChunkPos> borderChunks = new ArrayList<ChunkPos>();
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for (int x = minX; x <= maxX; ++x) {
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for (int z = minZ; z <= maxZ; ++z) {
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ChunkPos chunk = new ChunkPos(x, z);
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if (allClaimed.contains(chunk)) continue;
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if (this.ownNeighbors(chunk, actualOwn) > 0) {
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borderChunks.add(chunk);
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}
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}
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}
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if (borderChunks.isEmpty()) {
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return List.of();
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}
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// 选择起点:优先矩形角落附近与领土接壤的区块,使 S 形能自然覆盖整个矩形
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ChunkPos start = this.chooseStart(borderChunks, minX, maxX, minZ, maxZ);
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// 生成 S 形扫描路径(覆盖矩形内所有区块,含已占领的)
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List<ChunkPos> sPath = this.buildSPath(start, minX, maxX, minZ, maxZ);
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// 己方领土集合(含本次规划已纳入的区块)。
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// 注意:这里绝不能把其他邦国的领土(allClaimed)混入接壤判断集合,
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// 否则会选中一个“挨着其他邦国、但与己方领土不相邻”的区块,
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// 服务器会因不接壤而拒绝开拓,导致玩家反复走到无效目标(历史 bug)。
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ChunkPos capital = this.capital(model, playerChunk);
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// ===== 1. 四条边到王城的距离(点到线段距离的平方),选最近者为起始边 =====
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// 王城坐标投影到边所在线段的横向偏移(王城在区域横向范围外时才有偏移)
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int dxEdge = Math.max(0, Math.max(minX - capital.x(), capital.x() - maxX));
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int dzEdge = Math.max(0, Math.max(minZ - capital.z(), capital.z() - maxZ));
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long distNorth = (long)dxEdge * dxEdge + (long)(minZ - capital.z()) * (minZ - capital.z());
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long distSouth = (long)dxEdge * dxEdge + (long)(maxZ - capital.z()) * (maxZ - capital.z());
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long distWest = (long)(minX - capital.x()) * (minX - capital.x()) + (long)dzEdge * dzEdge;
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long distEast = (long)(maxX - capital.x()) * (maxX - capital.x()) + (long)dzEdge * dzEdge;
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// 最近边决定扫描方向:北/南边最近 → 横向逐行扫(行沿 Z 推进);西/东边最近 → 纵向逐列扫
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boolean rowScan = Math.min(distNorth, distSouth) <= Math.min(distWest, distEast);
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// ===== 2. 生成 S 形扫描序列并按接壤过滤 =====
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// 接壤判断集合:己方领土 + 本次已选区块。
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// 注意:绝不能把其他邦国领土(allClaimed)混入接壤判断集合,
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// 否则会选中"挨着其他邦国、但与己方领土不相邻"的区块,服务器会拒绝开拓(历史 bug)。
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HashSet<ChunkPos> claimed = new HashSet<ChunkPos>(actualOwn);
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ArrayList<ChunkPos> result = new ArrayList<ChunkPos>();
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for (ChunkPos chunk : sPath) {
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if (result.size() >= limit) break;
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// 已被任何邦国(含己方)占领,或本次规划已纳入:跳过,避免重复/跨邦国开拓
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if (allClaimed.contains(chunk) || claimed.contains(chunk)) continue;
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// 必须与“己方”领土接壤(含本次已纳入的区块),保证服务器能成功开拓
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if (this.ownNeighbors(chunk, claimed) == 0) continue;
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result.add(chunk);
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claimed.add(chunk);
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if (rowScan) {
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// 行序:从离王城近的边(z=minZ 或 maxZ)向对边推进;首行行内起点选离王城 x 近的一端
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int startRow = distNorth <= distSouth ? minZ : maxZ;
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int rowStep = startRow == minZ ? 1 : -1;
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boolean ltr = Math.abs(capital.x() - minX) <= Math.abs(capital.x() - maxX);
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for (int row = startRow; row >= minZ && row <= maxZ; row += rowStep) {
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if (ltr) {
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for (int x = minX; x <= maxX; ++x) {
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this.tryClaimRect(result, claimed, allClaimed, x, row, limit);
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}
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} else {
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for (int x = maxX; x >= minX; --x) {
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this.tryClaimRect(result, claimed, allClaimed, x, row, limit);
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}
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}
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ltr = !ltr;
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if (result.size() >= limit) {
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return result;
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}
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}
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} else {
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// 列序:从离王城近的边(x=minX 或 maxX)向对边推进;首列列内起点选离王城 z 近的一端
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int startCol = distWest <= distEast ? minX : maxX;
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int colStep = startCol == minX ? 1 : -1;
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boolean ttb = Math.abs(capital.z() - minZ) <= Math.abs(capital.z() - maxZ);
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for (int col = startCol; col >= minX && col <= maxX; col += colStep) {
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if (ttb) {
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for (int z = minZ; z <= maxZ; ++z) {
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this.tryClaimRect(result, claimed, allClaimed, col, z, limit);
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}
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} else {
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for (int z = maxZ; z >= minZ; --z) {
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this.tryClaimRect(result, claimed, allClaimed, col, z, limit);
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}
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}
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ttb = !ttb;
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if (result.size() >= limit) {
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return result;
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}
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}
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}
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return result;
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}
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/**
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* 从接壤候选区块中选择 S 形扫描的起点:
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* 优先选择矩形角落上的接壤区块;没有角落接壤时,选择离任一角落最近的接壤区块。
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* S 形扫描中的一个格子:若该区块未被任何邦国占领、且与"己方领土(含本次已选)"接壤,
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* 则纳入本次扩张计划;否则跳过(保持 S 形顺序一路扫过去,跳过的不打乱后续顺序)。
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*/
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private ChunkPos chooseStart(List<ChunkPos> borderChunks, int minX, int maxX, int minZ, int maxZ) {
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ChunkPos[] corners = new ChunkPos[]{new ChunkPos(minX, minZ), new ChunkPos(maxX, minZ), new ChunkPos(minX, maxZ), new ChunkPos(maxX, maxZ)};
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for (ChunkPos corner : corners) {
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if (borderChunks.contains(corner)) {
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return corner;
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}
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private void tryClaimRect(List<ChunkPos> result, Set<ChunkPos> claimed, Set<ChunkPos> allClaimed, int x, int z, int limit) {
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if (result.size() >= limit) {
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return;
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}
|
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ChunkPos best = null;
|
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int bestDist = Integer.MAX_VALUE;
|
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for (ChunkPos chunk : borderChunks) {
|
||||
for (ChunkPos corner : corners) {
|
||||
int dist = Math.abs(chunk.x() - corner.x()) + Math.abs(chunk.z() - corner.z());
|
||||
if (dist < bestDist) {
|
||||
bestDist = dist;
|
||||
best = chunk;
|
||||
}
|
||||
}
|
||||
ChunkPos chunk = new ChunkPos(x, z);
|
||||
if (allClaimed.contains(chunk) || claimed.contains(chunk)) {
|
||||
return;
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成从起点开始的 S 形扫描路径,覆盖矩形内所有区块。
|
||||
*
|
||||
* <p>扫描主轴根据起点所在边缘决定:起点在顶/底行时横向逐行扫描,
|
||||
* 起点在左/右列时纵向逐列扫描。每行/列内方向交替反向,形成 S 形。
|
||||
* 起点所在行/列从起点向两侧铺开,保证起点是路径第一个区块。
|
||||
*/
|
||||
private List<ChunkPos> buildSPath(ChunkPos start, int minX, int maxX, int minZ, int maxZ) {
|
||||
ArrayList<ChunkPos> path = new ArrayList<ChunkPos>();
|
||||
boolean horizontal = start.z() == minZ || start.z() == maxZ;
|
||||
if (horizontal) {
|
||||
int startRow = start.z();
|
||||
// 起点行:从起点向一侧到边缘,再反向到另一侧,完整覆盖该行
|
||||
boolean leftToRight = start.x() == minX;
|
||||
if (leftToRight) {
|
||||
for (int x = start.x(); x <= maxX; ++x) path.add(new ChunkPos(x, startRow));
|
||||
for (int x = start.x() - 1; x >= minX; --x) path.add(new ChunkPos(x, startRow));
|
||||
} else {
|
||||
for (int x = start.x(); x >= minX; --x) path.add(new ChunkPos(x, startRow));
|
||||
for (int x = start.x() + 1; x <= maxX; ++x) path.add(new ChunkPos(x, startRow));
|
||||
}
|
||||
// 其余行:先向下(+z)再向上(-z),每行方向交替,形成 S 形
|
||||
boolean ltr = leftToRight;
|
||||
for (int z = startRow + 1; z <= maxZ; ++z) {
|
||||
this.appendRow(path, z, minX, maxX, ltr);
|
||||
ltr = !ltr;
|
||||
}
|
||||
for (int z = startRow - 1; z >= minZ; --z) {
|
||||
this.appendRow(path, z, minX, maxX, ltr);
|
||||
ltr = !ltr;
|
||||
}
|
||||
} else {
|
||||
int startCol = start.x();
|
||||
// 起点列:从起点向一侧到边缘,再反向到另一侧,完整覆盖该列
|
||||
boolean topToBottom = start.z() == minZ;
|
||||
if (topToBottom) {
|
||||
for (int z = start.z(); z <= maxZ; ++z) path.add(new ChunkPos(startCol, z));
|
||||
for (int z = start.z() - 1; z >= minZ; --z) path.add(new ChunkPos(startCol, z));
|
||||
} else {
|
||||
for (int z = start.z(); z >= minZ; --z) path.add(new ChunkPos(startCol, z));
|
||||
for (int z = start.z() + 1; z <= maxZ; ++z) path.add(new ChunkPos(startCol, z));
|
||||
}
|
||||
// 其余列:先向右(+x)再向左(-x),每列方向交替,形成 S 形
|
||||
boolean ttb = topToBottom;
|
||||
for (int x = startCol + 1; x <= maxX; ++x) {
|
||||
this.appendCol(path, x, minZ, maxZ, ttb);
|
||||
ttb = !ttb;
|
||||
}
|
||||
for (int x = startCol - 1; x >= minX; --x) {
|
||||
this.appendCol(path, x, minZ, maxZ, ttb);
|
||||
ttb = !ttb;
|
||||
}
|
||||
}
|
||||
return path;
|
||||
}
|
||||
|
||||
/** 追加一行区块到路径(leftToRight=true 时从左到右,否则从右到左) */
|
||||
private void appendRow(List<ChunkPos> path, int row, int minX, int maxX, boolean leftToRight) {
|
||||
if (leftToRight) {
|
||||
for (int x = minX; x <= maxX; ++x) path.add(new ChunkPos(x, row));
|
||||
} else {
|
||||
for (int x = maxX; x >= minX; --x) path.add(new ChunkPos(x, row));
|
||||
}
|
||||
}
|
||||
|
||||
/** 追加一列区块到路径(topToBottom=true 时从上到下,否则从下到上) */
|
||||
private void appendCol(List<ChunkPos> path, int col, int minZ, int maxZ, boolean topToBottom) {
|
||||
if (topToBottom) {
|
||||
for (int z = minZ; z <= maxZ; ++z) path.add(new ChunkPos(col, z));
|
||||
} else {
|
||||
for (int z = maxZ; z >= minZ; --z) path.add(new ChunkPos(col, z));
|
||||
if (this.ownNeighbors(chunk, claimed) == 0) {
|
||||
return;
|
||||
}
|
||||
result.add(chunk);
|
||||
claimed.add(chunk);
|
||||
}
|
||||
|
||||
/** 在候选集中找到离当前游标最近的一个区块(曼哈顿距离),作为推进的前沿 */
|
||||
|
||||
@@ -74,8 +74,20 @@ public final class TerritoryDataService {
|
||||
* <p>占领成功后,服务器动态地图(Dynmap/markers.json)可能尚未同步该区块,
|
||||
* 因此在宽限期内即使地图未确认也先保留"会话占领"标记,避免刚占领的区块被误判为假占领。
|
||||
* 超过宽限期仍未在地图中确认的,视为未真正占领并丢弃,使空洞区块能重新进入规划。
|
||||
* (v1.2.1 由 120 秒缩短为 60 秒:配合请求侧缓存击穿,Dynmap 秒级同步,缩短可更快修正假占领)</p>
|
||||
*/
|
||||
private static final long CLAIM_CONFIRM_GRACE_MS = 120_000L;
|
||||
private static final long CLAIM_CONFIRM_GRACE_MS = 60_000L;
|
||||
/**
|
||||
* ChunkPos 驻留池:坐标 → 复用实例。
|
||||
*
|
||||
* <p>每次解析 markers.json 会创建约 8 万个 ChunkPos,且各次刷新的坐标高度重合。
|
||||
* 驻留后新旧模型共享同一批实例,刷新时垃圾量从"整份模型"降为"集合外壳",
|
||||
* 显著降低 GC 压力(缓解刷新时游戏卡顿与内存占用)。</p>
|
||||
*/
|
||||
private static final ConcurrentHashMap<Long, ChunkPos> CHUNK_POOL = new ConcurrentHashMap<Long, ChunkPos>();
|
||||
/** 上次成功响应的正文哈希与长度,用于识别"网络缓存返回了相同旧数据"并跳过重复解析 */
|
||||
private volatile int lastBodyHash;
|
||||
private volatile int lastBodyLength = -1;
|
||||
|
||||
public TerritoryDataService() {
|
||||
this.executor = TerritoryDataService.newExecutor();
|
||||
@@ -129,12 +141,28 @@ public final class TerritoryDataService {
|
||||
this.executor.execute(() -> {
|
||||
this.lastAttemptMillis = System.currentTimeMillis();
|
||||
try {
|
||||
HttpRequest request = HttpRequest.newBuilder(URI.create(MARKERS_URL)).timeout(Duration.ofSeconds(15L)).header("User-Agent", "Mozilla/5.0 autostore/1.0").GET().build();
|
||||
// 请求侧缓存击穿:URL 追加时间戳参数 + no-cache 头,确保每次都拿到服务器最新数据。
|
||||
// 此前约半数刷新命中网络缓存拿到旧数据,导致会话占领迟迟无法被地图确认/纠正。
|
||||
String url = MARKERS_URL + "?_=" + System.currentTimeMillis();
|
||||
HttpRequest request = HttpRequest.newBuilder(URI.create(url)).timeout(Duration.ofSeconds(15L))
|
||||
.header("User-Agent", "Mozilla/5.0 autostore/1.2.1")
|
||||
.header("Cache-Control", "no-cache, no-store")
|
||||
.header("Pragma", "no-cache").GET().build();
|
||||
HttpResponse<String> response = this.httpClient.send(request, HttpResponse.BodyHandlers.ofString(StandardCharsets.UTF_8));
|
||||
if (response.statusCode() < 200 || response.statusCode() >= 300) {
|
||||
this.lastError = "HTTP " + response.statusCode();
|
||||
return;
|
||||
}
|
||||
String body = response.body();
|
||||
// 内容未变化(服务器确实无更新,或缓存仍命中相同旧文):跳过重复解析,
|
||||
// 避免"每次刷新都重建 8 万区块模型"的 CPU/GC 开销;模型与飞地缓存保持原样。
|
||||
if (body.length() == this.lastBodyLength && body.hashCode() == this.lastBodyHash) {
|
||||
this.lastSuccessfulFetchMillis = System.currentTimeMillis();
|
||||
this.lastError = "";
|
||||
return;
|
||||
}
|
||||
this.lastBodyHash = body.hashCode();
|
||||
this.lastBodyLength = body.length();
|
||||
TerritoryModel parsed = TerritoryDataService.parse(response.body());
|
||||
TerritoryModel previous = this.model;
|
||||
if (previous != null) {
|
||||
@@ -160,6 +188,9 @@ public final class TerritoryDataService {
|
||||
}
|
||||
}
|
||||
parsed.setSelfStateName(this.selectedStateName);
|
||||
// 后台线程预计算飞地缓存:把"各国外接矩形全量扫描"从渲染帧挪到这里,
|
||||
// 修复"刷新地图/打开 GUI 时游戏卡一下"的问题
|
||||
parsed.precomputeFlyingChunks();
|
||||
this.model = parsed;
|
||||
this.lastSuccessfulFetchMillis = System.currentTimeMillis();
|
||||
this.lastError = "";
|
||||
@@ -375,12 +406,21 @@ public final class TerritoryDataService {
|
||||
}
|
||||
}
|
||||
if (inside) {
|
||||
output.add(new ChunkPos(cx, cz));
|
||||
output.add(TerritoryDataService.internChunk(cx, cz));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 驻留池获取区块坐标实例:同一坐标跨模型复用同一对象。
|
||||
* 刷新频率下大幅减少 ChunkPos 临时分配与 GC 压力(见 {@link #CHUNK_POOL})。
|
||||
*/
|
||||
private static ChunkPos internChunk(int x, int z) {
|
||||
long key = (long)x << 32 | (long)z & 0xFFFFFFFFL;
|
||||
return TerritoryDataService.CHUNK_POOL.computeIfAbsent(key, k -> new ChunkPos(x, z));
|
||||
}
|
||||
|
||||
/** 射线法判断点 (x, z) 是否在多边形内(经典奇偶规则) */
|
||||
private static boolean pointInPolygon(int x, int z, List<int[]> polygon) {
|
||||
boolean inside = false;
|
||||
|
||||
@@ -41,8 +41,12 @@ public final class TerritoryModel {
|
||||
* <p>飞地指"四周(四个正方向)都被同一邦国占领、但自身未被占领"的区块,
|
||||
* 通常是自动扩地时漏掉的疏漏。该结果在模型构建后懒计算并缓存,
|
||||
* 仅在新增会话占领(addSessionClaim)后失效重算。
|
||||
* 字段为 volatile:后台线程可调用 {@link #precomputeFlyingChunks()} 预热,
|
||||
* 渲染线程读取时保证可见性,避免把全量扫描留在渲染帧里(卡顿来源)。</p>
|
||||
*/
|
||||
private transient Map<String, Set<ChunkPos>> cachedFlyingChunks;
|
||||
private transient volatile Map<String, Set<ChunkPos>> cachedFlyingChunks;
|
||||
/** 所有邦国飞地的合并并集缓存(volatile,同上);仅少量区块,供 GUI 直接遍历 */
|
||||
private transient volatile Set<ChunkPos> cachedAllFlyingChunks;
|
||||
|
||||
public TerritoryModel(Map<String, TerritoryState> states) {
|
||||
this.states = new HashMap<String, TerritoryState>(states);
|
||||
@@ -103,17 +107,23 @@ public final class TerritoryModel {
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回所有邦国的飞地(疏漏区块)并集(只读视图)。
|
||||
* 返回所有邦国的飞地(疏漏区块)并集(只读视图,结果缓存,帧间零分配)。
|
||||
*
|
||||
* <p>飞地指“四周(四个正方向)都被同一邦国占领、但自身未被占领”的区块。
|
||||
* 这些往往是自动扩地过程中漏掉的疏漏,需要在地图上标出并优先填补。</p>
|
||||
*/
|
||||
public Set<ChunkPos> flyingChunks() {
|
||||
Set<ChunkPos> cached = this.cachedAllFlyingChunks;
|
||||
if (cached != null) {
|
||||
return cached;
|
||||
}
|
||||
HashSet<ChunkPos> result = new HashSet<ChunkPos>();
|
||||
for (Set<ChunkPos> chunks : this.flyingChunksByState().values()) {
|
||||
result.addAll(chunks);
|
||||
}
|
||||
return result;
|
||||
Set<ChunkPos> frozen = Collections.unmodifiableSet(result);
|
||||
this.cachedAllFlyingChunks = frozen;
|
||||
return frozen;
|
||||
}
|
||||
|
||||
/** 返回己方邦国的飞地(疏漏区块)(只读视图);未选择邦国时为空集 */
|
||||
@@ -121,6 +131,15 @@ public final class TerritoryModel {
|
||||
return Collections.unmodifiableSet(this.flyingChunksByState().getOrDefault(this.selfStateName, Set.of()));
|
||||
}
|
||||
|
||||
/**
|
||||
* 后台预计算飞地缓存(在数据刷新线程调用):
|
||||
* 把"各国外接矩形全量扫描"提前到后台线程完成,
|
||||
* 渲染线程读到的永远是现成缓存,避免模型刷新后第一帧卡顿。
|
||||
*/
|
||||
public void precomputeFlyingChunks() {
|
||||
this.flyingChunks();
|
||||
}
|
||||
|
||||
/** 计算并缓存各邦国的飞地区块(懒加载,addSessionClaim 后失效重算) */
|
||||
private Map<String, Set<ChunkPos>> flyingChunksByState() {
|
||||
Map<String, Set<ChunkPos>> cached = this.cachedFlyingChunks;
|
||||
@@ -184,6 +203,7 @@ public final class TerritoryModel {
|
||||
this.sessionClaims.add(chunk);
|
||||
this.allClaimed.add(chunk);
|
||||
this.cachedFlyingChunks = null;
|
||||
this.cachedAllFlyingChunks = null;
|
||||
TerritoryState self = this.states.get(this.selfStateName);
|
||||
if (self != null) {
|
||||
HashSet<ChunkPos> updated = new HashSet<ChunkPos>(self.chunks());
|
||||
|
||||
在新工单中引用
屏蔽一个用户