mirror of
https://github.com/PixelGuys/Cubyz.git
synced 2025-08-03 11:17:05 -04:00
Update zig, forcing constness
This commit is contained in:
parent
e61709cb69
commit
4f789c4cca
@ -1 +1 @@
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0.12.0-dev.1390+94cee4fb2
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0.12.0-dev.1664+8ca4a5240
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@ -219,7 +219,7 @@ pub fn loadWorldAssets(assetFolder: []const u8, palette: *BlockPalette) !void {
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json = value;
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json = value;
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} else {
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} else {
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std.log.err("Missing block: {s}. Replacing it with default block.", .{id});
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std.log.err("Missing block: {s}. Replacing it with default block.", .{id});
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var map: *std.StringHashMap(JsonElement) = try main.globalAllocator.create(std.StringHashMap(JsonElement));
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const map: *std.StringHashMap(JsonElement) = try main.globalAllocator.create(std.StringHashMap(JsonElement));
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map.* = std.StringHashMap(JsonElement).init(main.globalAllocator);
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map.* = std.StringHashMap(JsonElement).init(main.globalAllocator);
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json = JsonElement{.JsonObject=map};
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json = JsonElement{.JsonObject=map};
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}
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}
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@ -156,9 +156,9 @@ pub const ChunkPosition = struct {
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pub fn getCenterDistanceSquared(self: ChunkPosition, playerPosition: Vec3d) f64 {
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pub fn getCenterDistanceSquared(self: ChunkPosition, playerPosition: Vec3d) f64 {
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const halfWidth: f64 = @floatFromInt(self.voxelSize*@divExact(chunkSize, 2));
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const halfWidth: f64 = @floatFromInt(self.voxelSize*@divExact(chunkSize, 2));
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var dx = @as(f64, @floatFromInt(self.wx)) + halfWidth - playerPosition[0];
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const dx = @as(f64, @floatFromInt(self.wx)) + halfWidth - playerPosition[0];
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var dy = @as(f64, @floatFromInt(self.wy)) + halfWidth - playerPosition[1];
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const dy = @as(f64, @floatFromInt(self.wy)) + halfWidth - playerPosition[1];
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var dz = @as(f64, @floatFromInt(self.wz)) + halfWidth - playerPosition[2];
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const dz = @as(f64, @floatFromInt(self.wz)) + halfWidth - playerPosition[2];
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return dx*dx + dy*dy + dz*dz;
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return dx*dx + dy*dy + dz*dz;
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}
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}
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@ -309,8 +309,8 @@ pub const draw = struct {
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pub fn circle(_center: Vec2f, _radius: f32) void {
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pub fn circle(_center: Vec2f, _radius: f32) void {
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var center = _center;
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var center = _center;
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var radius = _radius;
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var radius = _radius;
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_center *= @splat(scale);
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center *= @splat(scale);
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_center += translation;
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center += translation;
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radius *= scale;
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radius *= scale;
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circleShader.bind();
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circleShader.bind();
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@ -474,7 +474,7 @@ pub fn mainButtonPressed() void {
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pub fn mainButtonReleased() void {
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pub fn mainButtonReleased() void {
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if(main.Window.grabbed) return;
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if(main.Window.grabbed) return;
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inventory.applyChanges(true);
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inventory.applyChanges(true);
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var oldWindow = selectedWindow;
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const oldWindow = selectedWindow;
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selectedWindow = null;
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selectedWindow = null;
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for(openWindows.items) |window| {
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for(openWindows.items) |window| {
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var mousePosition = main.Window.getMousePosition()/@as(Vec2f, @splat(scale));
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var mousePosition = main.Window.getMousePosition()/@as(Vec2f, @splat(scale));
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@ -339,7 +339,7 @@ pub const ItemDropManager = struct {
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return;
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return;
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}
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}
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var drag: f64 = self.airDragFactor;
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var drag: f64 = self.airDragFactor;
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var acceleration: Vec3d = Vec3d{0, -self.gravity*deltaTime, 0};
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const acceleration: Vec3d = Vec3d{0, -self.gravity*deltaTime, 0};
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// Update gravity:
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// Update gravity:
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inline for(0..3) |i| {
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inline for(0..3) |i| {
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const old = pos.*[i];
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const old = pos.*[i];
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@ -537,7 +537,7 @@ const Parser = struct {
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break;
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break;
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}
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}
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}
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}
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var lineEnd: u32 = i;
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const lineEnd: u32 = i;
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std.log.warn("Error in line {}: {s}", .{lineNumber, msg});
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std.log.warn("Error in line {}: {s}", .{lineNumber, msg});
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std.log.warn("{s}", .{chars[lineStart..lineEnd]});
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std.log.warn("{s}", .{chars[lineStart..lineEnd]});
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// Mark the position:
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// Mark the position:
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@ -59,18 +59,18 @@ fn cube(_: u4, _: u4, _: u4) ?u4 {
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const Fence = struct {
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const Fence = struct {
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fn fence0(_x: u4, _y: u4, _z: u4) ?u4 {
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fn fence0(_x: u4, _y: u4, _z: u4) ?u4 {
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var x = @max(@as(i32, _x)-8, -@as(i32, _x)+7);
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const x = @max(@as(i32, _x)-8, -@as(i32, _x)+7);
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var y = @max(@as(i32, _y)-8, -@as(i32, _y)+7);
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const y = @max(@as(i32, _y)-8, -@as(i32, _y)+7);
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var z = @max(@as(i32, _z)-8, -@as(i32, _z)+7);
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const z = @max(@as(i32, _z)-8, -@as(i32, _z)+7);
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_ = y;
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_ = y;
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if(x < 2 and z < 2) return 6;
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if(x < 2 and z < 2) return 6;
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return null;
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return null;
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}
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}
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fn fence1(_x: u4, _y: u4, _z: u4) ?u4 {
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fn fence1(_x: u4, _y: u4, _z: u4) ?u4 {
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var x = @max(@as(i32, _x)-8, -@as(i32, _x)+7);
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const x = @max(@as(i32, _x)-8, -@as(i32, _x)+7);
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var y = @max(@as(i32, _y)-8, -@as(i32, _y)+7);
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const y = @max(@as(i32, _y)-8, -@as(i32, _y)+7);
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var z = @max(@as(i32, _z)-8, -@as(i32, _z)+7);
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const z = @max(@as(i32, _z)-8, -@as(i32, _z)+7);
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if(x < 2 and z < 2) return 6;
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if(x < 2 and z < 2) return 6;
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if(y < 5 and y >= 2) {
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if(y < 5 and y >= 2) {
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if(z == 0 and _x < 8) return 6;
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if(z == 0 and _x < 8) return 6;
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@ -79,9 +79,9 @@ const Fence = struct {
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}
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}
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fn fence2_neighbor(_x: u4, _y: u4, _z: u4) ?u4 {
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fn fence2_neighbor(_x: u4, _y: u4, _z: u4) ?u4 {
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var x = @max(@as(i32, _x)-8, -@as(i32, _x)+7);
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const x = @max(@as(i32, _x)-8, -@as(i32, _x)+7);
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var y = @max(@as(i32, _y)-8, -@as(i32, _y)+7);
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const y = @max(@as(i32, _y)-8, -@as(i32, _y)+7);
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var z = @max(@as(i32, _z)-8, -@as(i32, _z)+7);
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const z = @max(@as(i32, _z)-8, -@as(i32, _z)+7);
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if(x < 2 and z < 2) return 6;
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if(x < 2 and z < 2) return 6;
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if(y < 5 and y >= 2) {
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if(y < 5 and y >= 2) {
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if(z == 0 and _x < 8) return 6;
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if(z == 0 and _x < 8) return 6;
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@ -91,9 +91,9 @@ const Fence = struct {
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}
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}
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fn fence2_oppose(_x: u4, _y: u4, _z: u4) ?u4 {
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fn fence2_oppose(_x: u4, _y: u4, _z: u4) ?u4 {
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var x = @max(@as(i32, _x)-8, -@as(i32, _x)+7);
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const x = @max(@as(i32, _x)-8, -@as(i32, _x)+7);
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var y = @max(@as(i32, _y)-8, -@as(i32, _y)+7);
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const y = @max(@as(i32, _y)-8, -@as(i32, _y)+7);
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var z = @max(@as(i32, _z)-8, -@as(i32, _z)+7);
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const z = @max(@as(i32, _z)-8, -@as(i32, _z)+7);
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if(x < 2 and z < 2) return 6;
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if(x < 2 and z < 2) return 6;
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if(y < 5 and y >= 2) {
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if(y < 5 and y >= 2) {
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if(z == 0) return 6;
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if(z == 0) return 6;
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@ -102,9 +102,9 @@ const Fence = struct {
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}
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}
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fn fence3(_x: u4, _y: u4, _z: u4) ?u4 {
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fn fence3(_x: u4, _y: u4, _z: u4) ?u4 {
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var x = @max(@as(i32, _x)-8, -@as(i32, _x)+7);
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const x = @max(@as(i32, _x)-8, -@as(i32, _x)+7);
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var y = @max(@as(i32, _y)-8, -@as(i32, _y)+7);
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const y = @max(@as(i32, _y)-8, -@as(i32, _y)+7);
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var z = @max(@as(i32, _z)-8, -@as(i32, _z)+7);
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const z = @max(@as(i32, _z)-8, -@as(i32, _z)+7);
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if(x < 2 and z < 2) return 6;
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if(x < 2 and z < 2) return 6;
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if(y < 5 and y >= 2) {
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if(y < 5 and y >= 2) {
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if(z == 0 and _x >= 8) return 6;
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if(z == 0 and _x >= 8) return 6;
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@ -114,9 +114,9 @@ const Fence = struct {
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}
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}
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fn fence4(_x: u4, _y: u4, _z: u4) ?u4 {
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fn fence4(_x: u4, _y: u4, _z: u4) ?u4 {
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var x = @max(@as(i32, _x)-8, -@as(i32, _x)+7);
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const x = @max(@as(i32, _x)-8, -@as(i32, _x)+7);
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var y = @max(@as(i32, _y)-8, -@as(i32, _y)+7);
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const y = @max(@as(i32, _y)-8, -@as(i32, _y)+7);
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var z = @max(@as(i32, _z)-8, -@as(i32, _z)+7);
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const z = @max(@as(i32, _z)-8, -@as(i32, _z)+7);
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if(x < 2 and z < 2) return 6;
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if(x < 2 and z < 2) return 6;
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if(y < 5 and y >= 2) {
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if(y < 5 and y >= 2) {
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if(x == 0 or z == 0) return 6;
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if(x == 0 or z == 0) return 6;
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@ -126,9 +126,9 @@ const Fence = struct {
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};
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};
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fn log(_x: u4, _y: u4, _z: u4) ?u4 {
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fn log(_x: u4, _y: u4, _z: u4) ?u4 {
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var x = @as(f32, @floatFromInt(_x)) - 7.5;
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const x = @as(f32, @floatFromInt(_x)) - 7.5;
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var y = @as(f32, @floatFromInt(_y)) - 7.5;
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const y = @as(f32, @floatFromInt(_y)) - 7.5;
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var z = @as(f32, @floatFromInt(_z)) - 7.5;
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const z = @as(f32, @floatFromInt(_z)) - 7.5;
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if(x*x + z*z < 7.2*7.2) {
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if(x*x + z*z < 7.2*7.2) {
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if(y > 0) return Neighbors.dirUp;
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if(y > 0) return Neighbors.dirUp;
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return Neighbors.dirDown;
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return Neighbors.dirDown;
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@ -146,9 +146,9 @@ fn log(_x: u4, _y: u4, _z: u4) ?u4 {
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}
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}
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fn sphere(_x: u4, _y: u4, _z: u4) ?u4 {
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fn sphere(_x: u4, _y: u4, _z: u4) ?u4 {
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var x = @as(f32, @floatFromInt(_x)) - 7.5;
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const x = @as(f32, @floatFromInt(_x)) - 7.5;
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var y = @as(f32, @floatFromInt(_y)) - 7.5;
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const y = @as(f32, @floatFromInt(_y)) - 7.5;
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var z = @as(f32, @floatFromInt(_z)) - 7.5;
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const z = @as(f32, @floatFromInt(_z)) - 7.5;
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if(x*x + y*y + z*z < 8.0*8.0) {
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if(x*x + y*y + z*z < 8.0*8.0) {
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return 6;
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return 6;
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}
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}
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@ -1382,7 +1382,7 @@ pub const Connection = struct {
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remaining = remaining[8..];
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remaining = remaining[8..];
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var j: usize = 0;
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var j: usize = 0;
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while(j < self.unconfirmedPackets.items.len) {
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while(j < self.unconfirmedPackets.items.len) {
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var diff = self.unconfirmedPackets.items[j].id -% start;
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const diff = self.unconfirmedPackets.items[j].id -% start;
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if(diff < len) {
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if(diff < len) {
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main.globalAllocator.free(self.unconfirmedPackets.items[j].data);
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main.globalAllocator.free(self.unconfirmedPackets.items[j].data);
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_ = self.unconfirmedPackets.swapRemove(j);
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_ = self.unconfirmedPackets.swapRemove(j);
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@ -1436,7 +1436,7 @@ pub const Connection = struct {
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}
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}
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}
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}
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{ // Cycle the receivedPackets lists:
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{ // Cycle the receivedPackets lists:
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var putBackToFront: std.ArrayList(u32) = self.receivedPackets[self.receivedPackets.len - 1];
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const putBackToFront: std.ArrayList(u32) = self.receivedPackets[self.receivedPackets.len - 1];
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var i: u32 = self.receivedPackets.len - 1;
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var i: u32 = self.receivedPackets.len - 1;
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while(i >= 1): (i -= 1) {
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while(i >= 1): (i -= 1) {
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self.receivedPackets[i] = self.receivedPackets[i-1];
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self.receivedPackets[i] = self.receivedPackets[i-1];
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@ -1510,7 +1510,7 @@ pub const Connection = struct {
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id += 1;
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id += 1;
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receivedPacket = self.lastReceivedPackets[id & 65535] orelse return;
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receivedPacket = self.lastReceivedPackets[id & 65535] orelse return;
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}
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}
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var nextByte = receivedPacket[newIndex];
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const nextByte = receivedPacket[newIndex];
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newIndex += 1;
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newIndex += 1;
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len |= @as(u32, @intCast(nextByte & 0x7f)) << shift;
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len |= @as(u32, @intCast(nextByte & 0x7f)) << shift;
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if(nextByte & 0x80 != 0) {
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if(nextByte & 0x80 != 0) {
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@ -167,7 +167,7 @@ pub fn renderWorld(world: *World, ambientLight: Vec3f, skyColor: Vec3f, playerPo
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game.camera.updateViewMatrix();
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game.camera.updateViewMatrix();
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// Uses FrustumCulling on the chunks.
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// Uses FrustumCulling on the chunks.
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var frustum = Frustum.init(Vec3f{0, 0, 0}, game.camera.viewMatrix, lastFov, lastWidth, lastHeight);
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const frustum = Frustum.init(Vec3f{0, 0, 0}, game.camera.viewMatrix, lastFov, lastWidth, lastHeight);
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_ = frustum;
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_ = frustum;
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const time: u32 = @intCast(std.time.milliTimestamp() & std.math.maxInt(u32));
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const time: u32 = @intCast(std.time.milliTimestamp() & std.math.maxInt(u32));
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@ -703,9 +703,9 @@ pub const MeshSelection = struct {
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var lastDir: Vec3f = undefined;
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var lastDir: Vec3f = undefined;
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pub fn select(_pos: Vec3d, _dir: Vec3f) void {
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pub fn select(_pos: Vec3d, _dir: Vec3f) void {
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var pos = _pos;
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var pos = _pos;
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// TODO: pos.y += Player.cameraHeight;
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_ = &pos;// TODO: pos.y += Player.cameraHeight;
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lastPos = pos;
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lastPos = pos;
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var dir: Vec3d = @floatCast(_dir);
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const dir: Vec3d = @floatCast(_dir);
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lastDir = _dir;
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lastDir = _dir;
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// Test blocks:
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// Test blocks:
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@ -1019,8 +1019,8 @@ pub const RenderStructure = struct {
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fn freeOldMeshes(px: i32, py: i32, pz: i32, renderDistance: i32) !void {
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fn freeOldMeshes(px: i32, py: i32, pz: i32, renderDistance: i32) !void {
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for(0..storageLists.len) |_lod| {
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for(0..storageLists.len) |_lod| {
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const lod: u5 = @intCast(_lod);
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const lod: u5 = @intCast(_lod);
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var maxRenderDistanceNew = renderDistance*chunk.chunkSize << lod;
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const maxRenderDistanceNew = renderDistance*chunk.chunkSize << lod;
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var maxRenderDistanceOld = lastRD*chunk.chunkSize << lod;
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const maxRenderDistanceOld = lastRD*chunk.chunkSize << lod;
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const size: u31 = chunk.chunkSize << lod;
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const size: u31 = chunk.chunkSize << lod;
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const mask: i32 = size - 1;
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const mask: i32 = size - 1;
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const invMask: i32 = ~mask;
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const invMask: i32 = ~mask;
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@ -1104,8 +1104,8 @@ pub const RenderStructure = struct {
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fn createNewMeshes(px: i32, py: i32, pz: i32, renderDistance: i32, meshRequests: *std.ArrayList(chunk.ChunkPosition)) !void {
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fn createNewMeshes(px: i32, py: i32, pz: i32, renderDistance: i32, meshRequests: *std.ArrayList(chunk.ChunkPosition)) !void {
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for(0..storageLists.len) |_lod| {
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for(0..storageLists.len) |_lod| {
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const lod: u5 = @intCast(_lod);
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const lod: u5 = @intCast(_lod);
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var maxRenderDistanceNew = renderDistance*chunk.chunkSize << lod;
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const maxRenderDistanceNew = renderDistance*chunk.chunkSize << lod;
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var maxRenderDistanceOld = lastRD*chunk.chunkSize << lod;
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const maxRenderDistanceOld = lastRD*chunk.chunkSize << lod;
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const size: u31 = chunk.chunkSize << lod;
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const size: u31 = chunk.chunkSize << lod;
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const mask: i32 = size - 1;
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const mask: i32 = size - 1;
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const invMask: i32 = ~mask;
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const invMask: i32 = ~mask;
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@ -76,7 +76,7 @@ pub fn generate(map: *CaveBiomeMapFragment, worldSeed: u64) Allocator.Error!void
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randomValue -= biome.chance;
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randomValue -= biome.chance;
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if(randomValue < 0) break;
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if(randomValue < 0) break;
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}
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}
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var index = CaveBiomeMapFragment.getIndex(x, y, z);
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const index = CaveBiomeMapFragment.getIndex(x, y, z);
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map.biomeMap[index][_map] = biome;
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map.biomeMap[index][_map] = biome;
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}
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}
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}
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}
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||||||
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@ -47,7 +47,7 @@ pub fn generate(worldSeed: u64, chunk: *main.chunk.Chunk, caveMap: CaveMap.CaveM
|
|||||||
while(y < cy + 1) : (y +%= 1) {
|
while(y < cy + 1) : (y +%= 1) {
|
||||||
var z = cz - 1;
|
var z = cz - 1;
|
||||||
while(z < cz + 1) : (z +%= 1) {
|
while(z < cz + 1) : (z +%= 1) {
|
||||||
var seed = random.initSeed3D(worldSeed, .{x, y, z});
|
const seed = random.initSeed3D(worldSeed, .{x, y, z});
|
||||||
const relX: f32 = @floatFromInt(x-cx << main.chunk.chunkShift);
|
const relX: f32 = @floatFromInt(x-cx << main.chunk.chunkShift);
|
||||||
const relY: f32 = @floatFromInt(y-cy << main.chunk.chunkShift);
|
const relY: f32 = @floatFromInt(y-cy << main.chunk.chunkShift);
|
||||||
const relZ: f32 = @floatFromInt(z-cz << main.chunk.chunkShift);
|
const relZ: f32 = @floatFromInt(z-cz << main.chunk.chunkShift);
|
||||||
|
@ -373,7 +373,7 @@ pub const StackAllocator = struct {
|
|||||||
fn alloc(ctx: *anyopaque, len: usize, ptr_align: u8, ret_addr: usize) ?[*]u8 {
|
fn alloc(ctx: *anyopaque, len: usize, ptr_align: u8, ret_addr: usize) ?[*]u8 {
|
||||||
const self: *StackAllocator = @ptrCast(@alignCast(ctx));
|
const self: *StackAllocator = @ptrCast(@alignCast(ctx));
|
||||||
if(len >= self.buffer.len) return self.backingAllocator.rawAlloc(len, ptr_align, ret_addr);
|
if(len >= self.buffer.len) return self.backingAllocator.rawAlloc(len, ptr_align, ret_addr);
|
||||||
var start = std.mem.alignForward(usize, self.index, @as(usize, 1) << @intCast(ptr_align));
|
const start = std.mem.alignForward(usize, self.index, @as(usize, 1) << @intCast(ptr_align));
|
||||||
if(start + len >= self.buffer.len) return self.backingAllocator.rawAlloc(len, ptr_align, ret_addr);
|
if(start + len >= self.buffer.len) return self.backingAllocator.rawAlloc(len, ptr_align, ret_addr);
|
||||||
self.allocationList.append(.{.start = @intCast(start), .len = @intCast(len)}) catch return null;
|
self.allocationList.append(.{.start = @intCast(start), .len = @intCast(len)}) catch return null;
|
||||||
self.index = start + len;
|
self.index = start + len;
|
||||||
@ -601,7 +601,7 @@ pub const ThreadPool = struct {
|
|||||||
allocator: Allocator,
|
allocator: Allocator,
|
||||||
|
|
||||||
pub fn init(allocator: Allocator, threadCount: usize) !ThreadPool {
|
pub fn init(allocator: Allocator, threadCount: usize) !ThreadPool {
|
||||||
var self = ThreadPool {
|
const self = ThreadPool {
|
||||||
.threads = try allocator.alloc(std.Thread, threadCount),
|
.threads = try allocator.alloc(std.Thread, threadCount),
|
||||||
.currentTasks = try allocator.alloc(std.atomic.Atomic(?*const VTable), threadCount),
|
.currentTasks = try allocator.alloc(std.atomic.Atomic(?*const VTable), threadCount),
|
||||||
.loadList = try BlockingMaxHeap(Task).init(allocator),
|
.loadList = try BlockingMaxHeap(Task).init(allocator),
|
||||||
|
Loading…
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Reference in New Issue
Block a user