1
0

MTRand class is not created in each tick, therefore much improving tick-thread time (now uses ~5 % CPU instead of one full core)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@245 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-02-08 12:36:54 +00:00
parent c82c636d8c
commit 32880153ab
10 changed files with 156 additions and 71 deletions

View File

@ -1,6 +1,6 @@
/*
** Lua binding: AllToLua
** Generated automatically by tolua++-1.0.92 on 02/02/12 15:03:55.
** Generated automatically by tolua++-1.0.92 on 02/08/12 12:55:58.
*/
#ifndef __cplusplus
@ -15986,7 +15986,7 @@ static int tolua_set_cPacket_Login_m_Username(lua_State* tolua_S)
if (!tolua_iscppstring(tolua_S,2,0,&tolua_err))
tolua_error(tolua_S,"#vinvalid type in variable assignment.",&tolua_err);
#endif
self->m_Username = ((std::string) tolua_tocppstring(tolua_S,2,0))
self->m_Username = ((AString) tolua_tocppstring(tolua_S,2,0))
;
return 0;
}
@ -16046,7 +16046,7 @@ static int tolua_set_cPacket_Login_m_LevelType(lua_State* tolua_S)
if (!tolua_iscppstring(tolua_S,2,0,&tolua_err))
tolua_error(tolua_S,"#vinvalid type in variable assignment.",&tolua_err);
#endif
self->m_LevelType = ((std::string) tolua_tocppstring(tolua_S,2,0))
self->m_LevelType = ((AString) tolua_tocppstring(tolua_S,2,0))
;
return 0;
}

View File

@ -1,6 +1,6 @@
/*
** Lua binding: AllToLua
** Generated automatically by tolua++-1.0.92 on 02/02/12 15:03:55.
** Generated automatically by tolua++-1.0.92 on 02/08/12 12:55:58.
*/
/* Exported function */

View File

@ -190,7 +190,7 @@ void cChunk::Initialize()
void cChunk::Tick(float a_Dt)
void cChunk::Tick(float a_Dt, MTRand & a_TickRandom)
{
if (m_bCalculateLighting)
{
@ -356,11 +356,10 @@ void cChunk::Tick(float a_Dt)
};
}
MTRand r1;
// Tick dem blocks
int RandomX = r1.randInt();
int RandomY = r1.randInt();
int RandomZ = r1.randInt();
int RandomX = a_TickRandom.randInt();
int RandomY = a_TickRandom.randInt();
int RandomZ = a_TickRandom.randInt();
for(int i = 0; i < 50; i++)
{
@ -426,6 +425,10 @@ void cChunk::Tick(float a_Dt)
}
}
char cChunk::GetHeight( int a_X, int a_Z )
{
if( a_X >= 0 && a_X < 16 && a_Z >= 0 && a_Z < 16 )

View File

@ -1,3 +1,4 @@
#pragma once
#define C_CHUNK_USE_INLINE 1
@ -14,14 +15,23 @@ namespace Json
class Value;
};
class cWorld;
class cCriticalSection;
class cFurnaceEntity;
class cPacket;
class cBlockEntity;
class cEntity;
class cClientHandle;
class cServer;
class MTRand;
class cChunk
{
public:
@ -30,7 +40,7 @@ public:
void Initialize();
void Tick(float a_Dt);
void Tick(float a_Dt, MTRand & a_TickRandom);
int GetPosX() { return m_PosX; }
int GetPosY() { return m_PosY; }

View File

@ -349,7 +349,7 @@ cChunk* cChunkMap::GetChunk( int a_X, int a_Y, int a_Z )
void cChunkMap::Tick( float a_Dt )
void cChunkMap::Tick( float a_Dt, MTRand & a_TickRandom )
{
for( int lay = 0; lay < m_NumLayers; ++lay )
{
@ -358,7 +358,7 @@ void cChunkMap::Tick( float a_Dt )
cChunk* Chunk = m_Layers[lay].m_Chunks[i].m_LiveChunk;
if ( Chunk != NULL)
{
Chunk->Tick( a_Dt );
Chunk->Tick( a_Dt, a_TickRandom );
}
}
} // for lay - m_Layers[]

View File

@ -1,8 +1,19 @@
#pragma once
class cWorld;
class cEntity;
class cChunk;
class MTRand;
class cChunkMap
{
public:
@ -15,7 +26,7 @@ public:
cChunk* GetChunk( int a_X, int a_Y, int a_Z );
void RemoveChunk( cChunk* a_Chunk );
void Tick( float a_Dt );
void Tick( float a_Dt, MTRand & a_TickRand );
void UnloadUnusedChunks();
bool RemoveEntityFromChunk( cEntity & a_Entity, cChunk* a_CalledFrom = 0 );
@ -24,7 +35,9 @@ public:
cWorld* GetWorld() { return m_World; }
int GetNumChunks();
private:
class cChunkData
{
public:
@ -75,3 +88,7 @@ private:
cWorld* m_World;
};

View File

@ -221,14 +221,14 @@ cClientHandle::~cClientHandle()
void cClientHandle::Destroy()
{
m_bDestroyed = true;
if (m_Socket.IsValid())
{
m_Socket.CloseSocket();
}
// Synchronize with the cSocketThreads (so that they don't call us anymore)
cRoot::Get()->GetServer()->ClientDestroying(this);
m_bDestroyed = true;
if (m_Socket.IsValid())
{
m_Socket.CloseSocket();
}
// Synchronize with the cSocketThreads (so that they don't call us anymore)
cRoot::Get()->GetServer()->ClientDestroying(this);
}
@ -237,6 +237,7 @@ void cClientHandle::Destroy()
void cClientHandle::Kick(const AString & a_Reason)
{
LOG("Kicking user \"%s\" for \"%s\"", m_Username.c_str(), a_Reason.c_str());
Send(cPacket_Disconnect(a_Reason));
m_bKicking = true;
}
@ -512,10 +513,10 @@ void cClientHandle::HandleHandshake(cPacket_Handshake * a_Packet)
cPacket_Chat Connecting(m_Username + " is connecting.");
cRoot::Get()->GetServer()->Broadcast(Connecting, this);
// Give a server handshake thingy back
cPacket_Handshake Handshake;
Handshake.m_Username = cRoot::Get()->GetServer()->GetServerID();
Send(Handshake);
LOG("User \"%s\" was sent a handshake", m_Username.c_str());
}

View File

@ -162,7 +162,7 @@ void cRoot::LoadWorlds()
cIniFile IniFile("settings.ini"); IniFile.ReadFile();
// First get the default world
std::string DefaultWorldName = IniFile.GetValue("Worlds", "DefaultWorld", "world");
AString DefaultWorldName = IniFile.GetValue("Worlds", "DefaultWorld", "world");
m_pState->pDefaultWorld = new cWorld( DefaultWorldName.c_str() );
m_pState->pDefaultWorld->InitializeSpawn();
m_pState->WorldsByName[ DefaultWorldName ] = m_pState->pDefaultWorld;

View File

@ -114,6 +114,10 @@ cWorld* cWorld::GetWorld()
return cRoot::Get()->GetWorld();
}
cWorld::~cWorld()
{
LockEntities();
@ -144,6 +148,10 @@ cWorld::~cWorld()
delete m_WorldGenerator;
}
cWorld::cWorld( const char* a_WorldName )
: m_pState( new sWorldState )
, m_SpawnMonsterTime( 0.f )
@ -343,9 +351,12 @@ cWorld::cWorld( const char* a_WorldName )
g_BlockPistonBreakable[ E_BLOCK_VINES ] = true;
g_BlockPistonBreakable[ E_BLOCK_STONE_PRESSURE_PLATE ] = true;
g_BlockPistonBreakable[ E_BLOCK_WOODEN_PRESSURE_PLATE ] = true;
}
void cWorld::SetWeather( int Weather )
{
if (Weather == 2) { //thunder storm
@ -377,6 +388,10 @@ void cWorld::CastThunderbolt ( int X, int Y, int Z ) {
Broadcast( ThunderboltPacket );
}
void cWorld::InitializeSpawn()
{
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
@ -393,6 +408,10 @@ void cWorld::InitializeSpawn()
}
}
void cWorld::Tick(float a_Dt)
{
int randWeather = 0;
@ -445,47 +464,13 @@ void cWorld::Tick(float a_Dt)
LOGWARN("Lots of lighting to do! At least %i chunks left!", m_pState->SpreadQueue.size() );
}
m_ChunkMap->Tick(a_Dt);
m_ChunkMap->Tick(a_Dt, m_TickRand);
GetSimulatorManager()->Simulate(a_Dt);
UnlockChunks();
MTRand r1;
////////////////Weather///////////////////////
if ( GetWeather() == 0 ) { //if sunny
if( CurrentTick % 19 == 0 ) { //every 20 ticks random weather
randWeather = (r1.randInt() %10000);
if (randWeather == 0) {
LOG("Starting Rainstorm!");
SetWeather ( 1 );
} else if (randWeather == 1) {
LOG("Starting Thunderstorm!");
SetWeather ( 2 );
}
}
}
if ( GetWeather() != 0 ) { //if raining or thunderstorm
if( CurrentTick % 19 == 0 ) { //every 20 ticks random weather
randWeather = (r1.randInt() %4999);
if (randWeather == 0) { //2% chance per second
LOG("Back to sunny!");
SetWeather ( 0 );
} else if ( (randWeather > 4000) && (GetWeather() != 2) ) { //random chance for rainstorm to turn into thunderstorm.
LOG("Starting Thunderstorm!");
SetWeather ( 2 );
}
}
}
if ( GetWeather() == 2 ) { //if thunderstorm
if (r1.randInt() %199 == 0) { //0.5% chance per tick of thunderbolt
CastThunderbolt ( 0, 0, 0 ); //todo: find random possitions near players to cast thunderbolts.
}
}
////////////////Weather///////////////////////
TickWeather(a_Dt);
// Asynchronously set blocks
FastSetBlockList FastSetBlockQueueCopy = m_pState->FastSetBlockQueue;
@ -521,17 +506,17 @@ void cWorld::Tick(float a_Dt)
cMonster *Monster = 0;
//srand ( time(NULL) ); // Only seed random ONCE! Is already done in the cWorld constructor
int dayRand = r1.randInt() % 6; //added mob code
int nightRand = r1.randInt() % 10; //added mob code
int dayRand = m_TickRand.randInt() % 6; //added mob code
int nightRand = m_TickRand.randInt() % 10; //added mob code
int RandomPlayerIdx = r1.randInt() & m_pState->Players.size();
int RandomPlayerIdx = m_TickRand.randInt() & m_pState->Players.size();
PlayerList::iterator itr = m_pState->Players.begin();
for( int i = 1; i < RandomPlayerIdx; i++ )
itr++;
cPlayer* Player = *itr;
Vector3d SpawnPos = Player->GetPosition();
SpawnPos += Vector3d( (double)(r1.randInt()%64)-32, (double)(r1.randInt()%64)-32, (double)(r1.randInt()%64)-32 );
SpawnPos += Vector3d( (double)(m_TickRand.randInt()%64)-32, (double)(m_TickRand.randInt()%64)-32, (double)(m_TickRand.randInt()%64)-32 );
char Height = GetHeight( (int)SpawnPos.x, (int)SpawnPos.z );
if(m_WorldTime >= 12000 + 1000) {
@ -582,7 +567,6 @@ void cWorld::Tick(float a_Dt)
}
std::vector<int> m_RSList_copy(m_RSList);
//copy(m_RSList.begin(), m_RSList.end(), m_RSList_copy.begin());
m_RSList.erase(m_RSList.begin(),m_RSList.end());
@ -615,6 +599,62 @@ void cWorld::Tick(float a_Dt)
}
void cWorld::TickWeather(float a_Dt)
{
////////////////Weather///////////////////////
if ( GetWeather() == 0 ) // if sunny
{
if( CurrentTick % 19 == 0 ) //every 20 ticks random weather
{
unsigned randWeather = (m_TickRand.randInt() % 10000);
if (randWeather == 0)
{
LOG("Starting Rainstorm!");
SetWeather ( 1 );
}
else if (randWeather == 1)
{
LOG("Starting Thunderstorm!");
SetWeather ( 2 );
}
}
}
if ( GetWeather() != 0 ) // if raining or thunderstorm
{
if ( CurrentTick % 19 == 0 ) // every 20 ticks random weather
{
unsigned randWeather = (m_TickRand.randInt() % 4999);
if (randWeather == 0) //2% chance per second
{
LOG("Back to sunny!");
SetWeather ( 0 );
}
else if ( (randWeather > 4000) && (GetWeather() != 2) ) // random chance for rainstorm to turn into thunderstorm.
{
LOG("Starting Thunderstorm!");
SetWeather ( 2 );
}
}
}
if ( GetWeather() == 2 ) // if thunderstorm
{
if (m_TickRand.randInt() % 199 == 0) // 0.5% chance per tick of thunderbolt
{
CastThunderbolt ( 0, 0, 0 ); // todo: find random possitions near players to cast thunderbolts.
}
}
}
void cWorld::GrowTree( int a_X, int a_Y, int a_Z )
{
// new tree code, looks much better

View File

@ -1,3 +1,4 @@
#pragma once
#ifndef _WIN32
@ -10,6 +11,7 @@ enum ENUM_ITEM_ID;
#include "cSimulatorManager.h"
#include "ptr_cChunk.h"
#include "MersenneTwister.h"
@ -23,7 +25,6 @@ class cLavaSimulator;
class cSandSimulator;
class cChunkMap;
class cItem;
class cCriticalSection;
class cPlayer;
class cClientHandle;
class cChunk;
@ -159,17 +160,19 @@ public:
int GetWeather() { return m_Weather; }; //tolua_export
cWorldGenerator* GetWorldGenerator() { return m_WorldGenerator; }
private:
friend class cRoot;
cWorld( const char* a_WorldName );
~cWorld();
struct sWorldState;
sWorldState* m_pState;
void AddToRemoveEntityQueue( cEntity & a_Entity );
void RemoveEntity( cEntity* a_Entity );
void UnloadUnusedChunks();
// This random generator is to be used only in the Tick() method, and thus only in the World-Tick-thread (MTRand is not exactly thread-safe)
MTRand m_TickRand;
double m_SpawnX;
double m_SpawnY;
@ -206,4 +209,15 @@ private:
unsigned int m_WorldSeed;
int m_Weather;
void TickWeather(float a_Dt); // Handles weather each tick
void AddToRemoveEntityQueue( cEntity & a_Entity );
void RemoveEntity( cEntity* a_Entity );
void UnloadUnusedChunks();
}; //tolua_export