Simplified cChunkMap chunk storage (#2565)
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808
src/ChunkMap.cpp
808
src/ChunkMap.cpp
File diff suppressed because it is too large
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115
src/ChunkMap.h
115
src/ChunkMap.h
@ -64,8 +64,6 @@ class cChunkMap
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{
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public:
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static const int LAYER_SIZE = 32;
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cChunkMap(cWorld * a_World);
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~cChunkMap();
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@ -76,7 +74,6 @@ public:
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void BroadcastBlockBreakAnimation(UInt32 a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = nullptr);
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void BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude);
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void BroadcastCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
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void BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
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void BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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void BroadcastDetachEntity(const cEntity & a_Entity, const cEntity & a_PreviousVehicle);
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void BroadcastEntityEffect(const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration, const cClientHandle * a_Exclude = nullptr);
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@ -399,7 +396,7 @@ public:
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void QueueTickBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Returns the CS for locking the chunkmap; only cWorld::cLock may use this function! */
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cCriticalSection & GetCS(void) { return m_CSLayers; }
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cCriticalSection & GetCS(void) { return m_CSChunks; }
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/** Increments (a_AlwaysTicked == true) or decrements (false) the m_AlwaysTicked counter for the specified chunk.
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If the m_AlwaysTicked counter is greater than zero, the chunk is ticked in the tick-thread regardless of
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@ -417,64 +414,6 @@ private:
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friend class cChunkStay;
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class cChunkLayer
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{
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public:
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cChunkLayer(
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int a_LayerX, int a_LayerZ,
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cChunkMap * a_Parent,
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cAllocationPool<cChunkData::sChunkSection> & a_Pool
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);
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~cChunkLayer();
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cChunkLayer(const cChunkLayer & a_That) = delete;
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/** Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check */
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cChunkPtr GetChunk( int a_ChunkX, int a_ChunkZ);
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/** Returns the specified chunk, or nullptr if not created yet */
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cChunk * FindChunk(int a_ChunkX, int a_ChunkZ);
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int GetX(void) const {return m_LayerX; }
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int GetZ(void) const {return m_LayerZ; }
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int GetNumChunksLoaded(void) const ;
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void GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty) const;
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void Save(void);
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void UnloadUnusedChunks(void);
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/** Collect a mob census, of all mobs, their megatype, their chunk and their distance o closest player */
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void CollectMobCensus(cMobCensus & a_ToFill);
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/** Try to Spawn Monsters inside all Chunks */
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void SpawnMobs(cMobSpawner & a_MobSpawner);
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void Tick(std::chrono::milliseconds a_Dt);
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void RemoveClient(cClientHandle * a_Client);
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/** Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true */
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bool ForEachEntity(cEntityCallback & a_Callback); // Lua-accessible
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/** Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found. */
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bool DoWithEntityByID(UInt32 a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackReturn); // Lua-accessible
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/** Returns true if there is an entity with the specified ID within this layer's chunks */
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bool HasEntity(UInt32 a_EntityID);
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protected:
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cChunkPtr m_Chunks[LAYER_SIZE * LAYER_SIZE];
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int m_LayerX;
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int m_LayerZ;
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cChunkMap * m_Parent;
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int m_NumChunksLoaded;
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cAllocationPool<cChunkData::sChunkSection> & m_Pool;
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};
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class cStarvationCallbacks
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: public cAllocationPool<cChunkData::sChunkSection>::cStarvationCallbacks
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{
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@ -492,27 +431,29 @@ private:
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}
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};
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typedef std::list<cChunkLayer *> cChunkLayerList;
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struct ChunkCoordinate
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{
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struct Comparer
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{
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bool operator() (const ChunkCoordinate & a_Lhs, const ChunkCoordinate & a_Rhs) const
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{
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return ((a_Lhs.ChunkX == a_Rhs.ChunkX) ? (a_Lhs.ChunkZ < a_Rhs.ChunkZ) : (a_Lhs.ChunkX < a_Rhs.ChunkX));
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}
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};
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int ChunkX;
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int ChunkZ;
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};
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typedef std::list<cChunkStay *> cChunkStays;
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/** Finds the cChunkLayer object responsible for the specified chunk; returns nullptr if not found. Assumes m_CSLayers is locked. */
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cChunkLayer * FindLayerForChunk(int a_ChunkX, int a_ChunkZ);
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cCriticalSection m_CSChunks;
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/** Returns the specified cChunkLayer object; returns nullptr if not found. Assumes m_CSLayers is locked. */
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cChunkLayer * FindLayer(int a_LayerX, int a_LayerZ);
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/** A map of chunk coordinates to chunk pointers
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Uses a map (as opposed to unordered_map) because sorted maps are apparently faster */
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std::map<ChunkCoordinate, std::unique_ptr<cChunk>, ChunkCoordinate::Comparer> m_Chunks;
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/** Returns the cChunkLayer object responsible for the specified chunk; creates it if not found. */
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cChunkLayer * GetLayerForChunk (int a_ChunkX, int a_ChunkZ);
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/** Returns the specified cChunkLayer object; creates it if not found. */
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cChunkLayer * GetLayer(int a_LayerX, int a_LayerZ);
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void RemoveLayer(cChunkLayer * a_Layer);
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cCriticalSection m_CSLayers;
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std::map<std::pair<int, int>, cChunkLayer> m_Layers;
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cEvent m_evtChunkValid; // Set whenever any chunk becomes valid, via ChunkValidated()
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cEvent m_evtChunkValid; // Set whenever any chunk becomes valid, via ChunkValidated()
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cWorld * m_World;
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@ -521,9 +462,19 @@ private:
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std::unique_ptr<cAllocationPool<cChunkData::sChunkSection> > m_Pool;
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cChunkPtr GetChunk (int a_ChunkX, int a_ChunkZ); // Also queues the chunk for loading / generating if not valid
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cChunkPtr GetChunkNoGen (int a_ChunkX, int a_ChunkZ); // Also queues the chunk for loading if not valid; doesn't generate
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cChunkPtr GetChunkNoLoad(int a_ChunkX, int a_ChunkZ); // Doesn't load, doesn't generate
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/** Returns or creates and returns a chunk pointer corresponding to the given chunk coordinates.
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Emplaces this chunk in the chunk map.
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Developers SHOULD use the GetChunk variants instead of this function. */
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cChunkPtr ConstructChunk(int a_ChunkX, int a_ChunkZ);
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/** Constructs a chunk and queues it for loading / generating if not valid, returning it */
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cChunkPtr GetChunk(int a_ChunkX, int a_ChunkZ);
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/** Constructs a chunk and queues the chunk for loading if not valid, returning it; doesn't generate */
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cChunkPtr GetChunkNoGen(int a_ChunkX, int a_ChunkZ);
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/** Constructs a chunk, returning it. Doesn't load, doesn't generate */
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cChunkPtr GetChunkNoLoad(int a_ChunkX, int a_ChunkZ);
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/** Gets a block in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load) */
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bool LockedGetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
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@ -540,7 +491,7 @@ private:
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/** Fast-sets a block in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load) */
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bool LockedFastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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/** Locates a chunk ptr in the chunkmap; doesn't create it when not found; assumes m_CSLayers is locked. To be called only from cChunkMap. */
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/** Locates a chunk ptr in the chunkmap; doesn't create it when not found; assumes m_CSChunks is locked. To be called only from cChunkMap. */
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cChunk * FindChunk(int a_ChunkX, int a_ChunkZ);
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/** Adds a new cChunkStay descendant to the internal list of ChunkStays; loads its chunks.
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