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const WORK_BUDGET_MS = 4;
const TIME_CHECK_INTERVAL = 1024;
type Subscriber = (tiles: Uint32Array) => void;
interface FlattenJob {
tilemap: SceneTilemapData;
width: number;
height: number;
tiles: Uint32Array;
layerIndex: number;
cellIndex: number;
subscribers: Set<Subscriber>;
prioritySubscribers: Set<Subscriber>;
queued: boolean;
complete: boolean;
}
const jobsByTilemap = new WeakMap<SceneTilemapData, Map<string, FlattenJob>>();
const queue: FlattenJob[] = [];
let timer: ReturnType<typeof setTimeout> | undefined;
const processJobChunk = (job: FlattenJob) => {
const size = job.width * job.height;
const deadline = performance.now() + WORK_BUDGET_MS;
let operations = 0;
while (job.layerIndex < job.tilemap.layers.length) {
const layer = job.tilemap.layers[job.layerIndex];
if (!layer.visible) {
job.layerIndex++;
job.cellIndex = 0;
continue;
}
while (job.cellIndex < size) {
const tile = layer.tiles[job.cellIndex];
if (tile) {
job.tiles[job.cellIndex] = tile;
}
job.cellIndex++;
operations++;
Iif (
operations % TIME_CHECK_INTERVAL === 0 &&
performance.now() >= deadline
) {
return false;
}
}
job.layerIndex++;
job.cellIndex = 0;
}
job.complete = true;
return true;
};
const scheduleQueue = () => {
if (timer !== undefined) {
return;
}
timer = setTimeout(processQueue, 0);
};
const processQueue = () => {
timer = undefined;
let job = queue.shift();
while (job && job.subscribers.size === 0) {
job.queued = false;
job = queue.shift();
}
if (!job) {
return;
}
job.queued = false;
if (processJobChunk(job)) {
job.subscribers.forEach((subscriber) => subscriber(job.tiles));
job.subscribers.clear();
job.prioritySubscribers.clear();
} else E{
job.queued = true;
if (job.prioritySubscribers.size) {
queue.unshift(job);
} else {
queue.push(job);
}
}
scheduleQueue();
};
const getJob = (tilemap: SceneTilemapData, width: number, height: number) => {
let jobs = jobsByTilemap.get(tilemap);
if (!jobs) {
jobs = new Map();
jobsByTilemap.set(tilemap, jobs);
}
const key = `${width}x${height}`;
let job = jobs.get(key);
if (!job) {
job = {
tilemap,
width,
height,
tiles: new Uint32Array(width * height),
layerIndex: 0,
cellIndex: 0,
subscribers: new Set(),
prioritySubscribers: new Set(),
queued: false,
complete: false,
};
jobs.set(key, job);
}
return job;
};
export const scheduleFlattenTilemap = (
tilemap: SceneTilemapData,
width: number,
height: number,
subscriber: Subscriber,
priority = false,
) => {
const job = getJob(tilemap, width, height);
if (job.complete) {
const completeTimer = setTimeout(() => subscriber(job.tiles), 0);
return () => clearTimeout(completeTimer);
}
job.subscribers.add(subscriber);
Iif (priority) {
job.prioritySubscribers.add(subscriber);
}
Eif (!job.queued) {
job.queued = true;
queue.unshift(job);
scheduleQueue();
}
return () => {
job.subscribers.delete(subscriber);
job.prioritySubscribers.delete(subscriber);
};
};
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