1c4122313f
numchunks server command works again git-svn-id: http://mc-server.googlecode.com/svn/trunk@272 0a769ca7-a7f5-676a-18bf-c427514a06d6
321 lines
6.6 KiB
C++
321 lines
6.6 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "cChunkMap.h"
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#include "cChunk.h"
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#include "cWorld.h"
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#include "cRoot.h"
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#include "cMakeDir.h"
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#ifndef _WIN32
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#include <cstdlib> // abs
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#endif
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#include "zlib.h"
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#include <json/json.h>
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#define USE_MEMCPY
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////////////////////////////////////////////////////////////////////////////////
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// cChunkMap:
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cChunkMap::cChunkMap(cWorld * a_World )
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: m_World( a_World )
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{
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}
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cChunkMap::~cChunkMap()
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{
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cCSLock Lock(m_CSLayers);
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for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
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{
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delete *itr;
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} // for itr - m_Layers[]
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}
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void cChunkMap::RemoveLayer( cChunkLayer* a_Layer )
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{
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cCSLock Lock(m_CSLayers);
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m_Layers.remove(a_Layer);
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}
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cChunkMap::cChunkLayer * cChunkMap::GetLayer(int a_LayerX, int a_LayerZ)
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{
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cCSLock Lock(m_CSLayers);
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for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
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{
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if (((*itr)->GetX() == a_LayerX) && ((*itr)->GetZ() == a_LayerZ))
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{
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return *itr;
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}
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}
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// Not found, create new:
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cChunkLayer * Layer = new cChunkLayer(a_LayerX, a_LayerZ, this);
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if (Layer == NULL)
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{
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LOGERROR("cChunkMap: Cannot create new layer, server out of memory?");
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return NULL;
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}
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m_Layers.push_back(Layer);
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return Layer;
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}
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cChunkMap::cChunkLayer * cChunkMap::GetLayerForChunk( int a_ChunkX, int a_ChunkZ )
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{
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const int LayerX = (int)(floorf((float)a_ChunkX / (float)(LAYER_SIZE)));
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const int LayerZ = (int)(floorf((float)a_ChunkZ / (float)(LAYER_SIZE)));
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return GetLayer( LayerX, LayerZ );
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}
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cChunkPtr cChunkMap::GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
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{
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cCSLock Lock(m_CSLayers);
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cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ );
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if (Layer == NULL)
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{
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// An error must have occurred, since layers are automatically created if they don't exist
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return cChunkPtr();
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}
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cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkZ);
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if (!(Chunk->IsValid()))
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{
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m_World->GetStorage().QueueLoadChunk(Chunk);
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}
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return Chunk;
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}
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cChunkPtr cChunkMap::GetChunkNoGen( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
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{
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cCSLock Lock(m_CSLayers);
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cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ );
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if (Layer == NULL)
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{
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// An error must have occurred, since layers are automatically created if they don't exist
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return cChunkPtr();
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}
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cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkZ);
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// TODO: Load, but do not generate, if not valid
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return Chunk;
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}
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void cChunkMap::BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude)
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{
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// Broadcasts a_Packet to all clients in the chunk where block [x, y, z] is, except to client a_Exclude
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cCSLock Lock(m_CSLayers);
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int ChunkX, ChunkZ;
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BlockToChunk(a_X, a_Y, a_Z, ChunkX, ChunkZ);
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cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
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if (Chunk == NULL)
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{
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return;
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}
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// Packets can be broadcasted even to invalid chunks!
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Chunk->Broadcast(a_Packet);
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}
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void cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z)
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{
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// a_Player rclked block entity at the coords specified, handle it
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cCSLock Lock(m_CSLayers);
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int ChunkX, ChunkZ;
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BlockToChunk(a_X, a_Y, a_Z, ChunkX, ChunkZ);
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cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
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if ((Chunk == NULL) || !Chunk->IsValid())
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{
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return;
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}
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Chunk->UseBlockEntity(a_Player, a_X, a_Y, a_Z);
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}
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void cChunkMap::Tick( float a_Dt, MTRand & a_TickRandom )
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{
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cCSLock Lock(m_CSLayers);
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for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
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{
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(*itr)->Tick(a_Dt, a_TickRandom);
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} // for itr - m_Layers
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}
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void cChunkMap::UnloadUnusedChunks()
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{
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cCSLock Lock(m_CSLayers);
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for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
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{
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(*itr)->UnloadUnusedChunks();
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} // for itr - m_Layers
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}
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void cChunkMap::SaveAllChunks(void)
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{
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cCSLock Lock(m_CSLayers);
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for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
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{
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(*itr)->Save();
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} // for itr - m_Layers[]
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}
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////////////////////////////////////////////////////////////////////////////////
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// cChunkMap::cChunkLayer:
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cChunkMap::cChunkLayer::cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Parent)
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: m_LayerX( a_LayerX )
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, m_LayerZ( a_LayerZ )
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, m_Parent( a_Parent )
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, m_NumChunksLoaded( 0 )
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{
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}
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cChunkPtr cChunkMap::cChunkLayer::GetChunk( int a_ChunkX, int a_ChunkZ )
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{
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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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const int LocalX = a_ChunkX - m_LayerX * LAYER_SIZE;
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const int LocalZ = a_ChunkZ - m_LayerZ * LAYER_SIZE;
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if (!((LocalX < LAYER_SIZE) && (LocalZ < LAYER_SIZE) && (LocalX > -1) && (LocalZ > -1)))
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{
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assert(!"Asking a cChunkLayer for a chunk that doesn't belong to it!");
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return cChunkPtr();
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}
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int Index = LocalX + LocalZ * LAYER_SIZE;
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if (m_Chunks[Index].get() == NULL)
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{
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m_Chunks[Index].reset(new cChunk(a_ChunkX, 0, a_ChunkZ, m_Parent->GetWorld()));
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}
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return m_Chunks[Index];
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}
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void cChunkMap::cChunkLayer::Tick(float a_Dt, MTRand & a_TickRand)
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{
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for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
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{
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if ((m_Chunks[i] != NULL) && (m_Chunks[i]->IsValid()))
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{
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m_Chunks[i]->Tick(a_Dt, a_TickRand);
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}
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} // for i - m_Chunks[]
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}
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void cChunkMap::cChunkLayer::Save(void)
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{
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cWorld * World = m_Parent->GetWorld();
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for (int i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
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{
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if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid())
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{
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World->GetStorage().QueueSaveChunk(m_Chunks[i]);
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}
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} // for i - m_Chunks[]
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}
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void cChunkMap::cChunkLayer::UnloadUnusedChunks(void)
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{
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cWorld * World = m_Parent->GetWorld();
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for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
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{
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if ((m_Chunks[i] != NULL) && (m_Chunks[i]->CanUnload()))
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{
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// TODO: Save the chunk if it was changed
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World->GetStorage().QueueSaveChunk(m_Chunks[i]); // _FT: FIXME: Right now it saves chunks even though it might not have changed.
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// Also I'm not sure what's going on when I queue this chunks and the next line says reset the pointer.. =/
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m_Chunks[i].reset();
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}
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} // for i - m_Chunks[]
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}
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int cChunkMap::GetNumChunks(void)
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{
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cCSLock Lock(m_CSLayers);
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int NumChunks = 0;
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for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
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{
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NumChunks += (*itr)->GetNumChunksLoaded();
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}
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return NumChunks;
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}
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