311 lines
5.4 KiB
C++
311 lines
5.4 KiB
C++
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// WorldStorage.cpp
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// Implements the cWorldStorage class representing the chunk loading / saving thread
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// To add a new storage schema, implement a cWSSchema descendant and add it to cWorldStorage::InitSchemas()
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#include "Globals.h"
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#include "WorldStorage.h"
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#include "WSSAnvil.h"
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#include "../World.h"
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#include "../Generating/ChunkGenerator.h"
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#include "../Entities/Entity.h"
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#include "../BlockEntities/BlockEntity.h"
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/// Example storage schema - forgets all chunks ;)
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class cWSSForgetful :
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public cWSSchema
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{
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public:
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cWSSForgetful(cWorld * a_World) : cWSSchema(a_World) {}
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protected:
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// cWSSchema overrides:
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virtual bool LoadChunk(const cChunkCoords & a_Chunk) override {return false; }
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virtual bool SaveChunk(const cChunkCoords & a_Chunk) override {return true; }
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virtual const AString GetName(void) const override {return "forgetful"; }
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} ;
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////////////////////////////////////////////////////////////////////////////////
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// cWorldStorage:
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cWorldStorage::cWorldStorage(void) :
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super("cWorldStorage"),
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m_World(nullptr),
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m_SaveSchema(nullptr)
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{
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}
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cWorldStorage::~cWorldStorage()
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{
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for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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{
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delete *itr;
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} // for itr - m_Schemas[]
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}
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bool cWorldStorage::Start(cWorld * a_World, const AString & a_StorageSchemaName, int a_StorageCompressionFactor)
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{
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m_World = a_World;
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m_StorageSchemaName = a_StorageSchemaName;
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InitSchemas(a_StorageCompressionFactor);
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return super::Start();
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}
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void cWorldStorage::Stop(void)
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{
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WaitForFinish();
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}
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void cWorldStorage::WaitForFinish(void)
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{
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LOG("Waiting for the world storage to finish saving");
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{
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m_LoadQueue.Clear();
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}
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// Wait for the saving to finish:
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WaitForSaveQueueEmpty();
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// Wait for the thread to finish:
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m_ShouldTerminate = true;
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m_Event.Set(); // Wake up the thread if waiting
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super::Wait();
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LOG("World storage thread finished");
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}
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void cWorldStorage::WaitForLoadQueueEmpty(void)
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{
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m_LoadQueue.BlockTillEmpty();
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}
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void cWorldStorage::WaitForSaveQueueEmpty(void)
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{
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m_SaveQueue.BlockTillEmpty();
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}
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size_t cWorldStorage::GetLoadQueueLength(void)
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{
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return m_LoadQueue.Size();
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}
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size_t cWorldStorage::GetSaveQueueLength(void)
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{
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return m_SaveQueue.Size();
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}
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkZ)
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{
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ASSERT(m_World->IsChunkQueued(a_ChunkX, a_ChunkZ));
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m_LoadQueue.EnqueueItem(cChunkCoords(a_ChunkX, a_ChunkZ));
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m_Event.Set();
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}
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void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkZ)
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{
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ASSERT(m_World->IsChunkValid(a_ChunkX, a_ChunkZ));
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m_SaveQueue.EnqueueItemIfNotPresent(cChunkCoords(a_ChunkX, a_ChunkZ));
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m_Event.Set();
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}
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void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkZ)
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{
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m_LoadQueue.Remove(cChunkCoords(a_ChunkX, a_ChunkZ));
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}
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void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
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{
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m_SaveQueue.Remove(a_Chunk);
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}
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void cWorldStorage::InitSchemas(int a_StorageCompressionFactor)
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{
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// The first schema added is considered the default
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m_Schemas.push_back(new cWSSAnvil (m_World, a_StorageCompressionFactor));
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m_Schemas.push_back(new cWSSForgetful(m_World));
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// Add new schemas here
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if (NoCaseCompare(m_StorageSchemaName, "default") == 0)
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{
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m_SaveSchema = m_Schemas.front();
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return;
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}
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for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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{
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if (NoCaseCompare((*itr)->GetName(), m_StorageSchemaName) == 0)
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{
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m_SaveSchema = *itr;
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return;
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}
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} // for itr - m_Schemas[]
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// Unknown schema selected, let the admin know:
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LOGWARNING("Unknown storage schema name \"%s\". Using default (\"%s\"). Available schemas:",
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m_StorageSchemaName.c_str(), m_SaveSchema->GetName().c_str()
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);
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for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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{
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LOGWARNING("\t\"%s\"", (*itr)->GetName().c_str());
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}
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m_SaveSchema = m_Schemas.front();
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}
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void cWorldStorage::Execute(void)
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{
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while (!m_ShouldTerminate)
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{
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m_Event.Wait();
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// Process both queues until they are empty again:
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bool Success;
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do
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{
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if (m_ShouldTerminate)
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{
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return;
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}
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Success = LoadOneChunk();
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Success |= SaveOneChunk();
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} while (Success);
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}
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}
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bool cWorldStorage::LoadOneChunk(void)
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{
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cChunkCoords ToLoad(0, 0);
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bool ShouldLoad = m_LoadQueue.TryDequeueItem(ToLoad);
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if (ShouldLoad)
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{
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return LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkZ);
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}
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return false;
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}
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bool cWorldStorage::SaveOneChunk(void)
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{
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cChunkCoords ToSave(0, 0);
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bool ShouldSave = m_SaveQueue.TryDequeueItem(ToSave);
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if (ShouldSave && m_World->IsChunkValid(ToSave.m_ChunkX, ToSave.m_ChunkZ))
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{
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m_World->MarkChunkSaving(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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if (m_SaveSchema->SaveChunk(ToSave))
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{
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m_World->MarkChunkSaved(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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}
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}
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return ShouldSave;
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}
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bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkZ)
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{
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ASSERT(m_World->IsChunkQueued(a_ChunkX, a_ChunkZ));
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cChunkCoords Coords(a_ChunkX, a_ChunkZ);
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// First try the schema that is used for saving
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if (m_SaveSchema->LoadChunk(Coords))
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{
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return true;
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}
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// If it didn't have the chunk, try all the other schemas:
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for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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{
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if (((*itr) != m_SaveSchema) && (*itr)->LoadChunk(Coords))
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{
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return true;
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}
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}
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// Notify the chunk owner that the chunk failed to load (sets cChunk::m_HasLoadFailed to true):
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m_World->ChunkLoadFailed(a_ChunkX, a_ChunkZ);
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return false;
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}
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