a78fd671b2
* Removed BiomeDef.h * Removed ChunkDef.h from Globals.h * Added to CONTRIBUTORS. * Re-added empty last line to Globals.h * Included stddef and StringUtils in BiomeDef.h * Fixed build tools compiling. It compiles, but at what cost? * Added include to src/Generating/Trees.h * Include added in ChunkGeneratorThread.h * Moved rearranged includes in LineBlockTracer.cpp * Re-arrange headers in ChunkInterface.cpp * Included ChunkDef.h in Path.h * Included ChunkDef.h in NBTChunkSerializer.h * Rearranged included and added required includes to headers. * Removed unnecessary included in StringUtils.h.
160 lines
5.1 KiB
C++
160 lines
5.1 KiB
C++
#pragma once
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#include "OSSupport/IsThread.h"
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#include "ChunkDef.h"
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// fwd:
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class cIniFile;
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class cChunkDesc;
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class cChunkGenerator;
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/** Takes requests for generating chunks and processes them in a separate thread one by one.
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The requests are not added to the queue if there is already a request with the same coords.
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Before generating, the thread checks if the chunk hasn't been already generated.
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It is theoretically possible to have multiple generator threads by having multiple instances of this object,
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but then it MAY happen that the chunk is generated twice.
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If the generator queue is overloaded, the generator skips chunks with no clients in them. */
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class cChunkGeneratorThread :
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public cIsThread
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{
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using Super = cIsThread;
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public:
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/** The interface through which the plugins are called for their OnChunkGenerating / OnChunkGenerated hooks. */
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class cPluginInterface
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{
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public:
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// Force a virtual destructor
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virtual ~cPluginInterface() {}
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/** Called when the chunk is about to be generated.
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The generator may be partly or fully overriden by the implementation. */
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virtual void CallHookChunkGenerating(cChunkDesc & a_ChunkDesc) = 0;
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/** Called after the chunk is generated, before it is handed to the chunk sink.
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a_ChunkDesc contains the generated chunk data. Implementation may modify this data. */
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virtual void CallHookChunkGenerated(cChunkDesc & a_ChunkDesc) = 0;
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} ;
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/** The interface through which the generated chunks are handed to the cWorld or whoever created us. */
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class cChunkSink
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{
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public:
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// Force a virtual destructor
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virtual ~cChunkSink() {}
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/** Called after the chunk has been generated
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The interface may store the chunk, send it over network, whatever.
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The chunk is not expected to be modified, but the generator will survive if the implementation
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changes the data within. All changes are ignored, though. */
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virtual void OnChunkGenerated(cChunkDesc & a_ChunkDesc) = 0;
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/** Called just before the chunk generation is started,
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to verify that it hasn't been generated in the meantime.
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If this callback returns true, the chunk is not generated. */
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virtual bool IsChunkValid(cChunkCoords a_Coords) = 0;
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/** Called when the generator is overloaded to skip chunks that are no longer needed.
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If this callback returns false, the chunk is not generated. */
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virtual bool HasChunkAnyClients(cChunkCoords a_Coords) = 0;
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/** Called to check whether the specified chunk is in the queued state.
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Currently used only in Debug-mode asserts. */
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virtual bool IsChunkQueued(cChunkCoords a_Coords) = 0;
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} ;
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cChunkGeneratorThread (void);
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virtual ~cChunkGeneratorThread() override;
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/** Read settings from the ini file and initialize in preperation for being started. */
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bool Initialize(cPluginInterface & a_PluginInterface, cChunkSink & a_ChunkSink, cIniFile & a_IniFile);
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void Stop(void);
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/** Queues the chunk for generation
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If a-ForceGenerate is set, the chunk is regenerated even if the data is already present in the chunksink.
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a_Callback is called after the chunk is generated. If the chunk was already present, the callback is still called, even if not regenerating.
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It is legal to set the callback to nullptr, no callback is called then.
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If the generator becomes overloaded and skips this chunk, the callback is still called. */
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void QueueGenerateChunk(cChunkCoords a_Coords, bool a_ForceRegeneration, cChunkCoordCallback * a_Callback = nullptr);
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/** Generates the biomes for the specified chunk (directly, not in a separate thread). Used by the world loader if biomes failed loading. */
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void GenerateBiomes(cChunkCoords a_Coords, cChunkDef::BiomeMap & a_BiomeMap);
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void WaitForQueueEmpty();
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size_t GetQueueLength() const;
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int GetSeed() const;
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/** Returns the biome at the specified coords. Used by ChunkMap if an invalid chunk is queried for biome */
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EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ);
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private:
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struct QueueItem
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{
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/** The chunk coords */
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cChunkCoords m_Coords;
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/** Force the regeneration of an already existing chunk */
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bool m_ForceRegeneration;
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/** Callback to call after generating. */
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cChunkCoordCallback * m_Callback;
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QueueItem(cChunkCoords a_Coords, bool a_ForceRegeneration, cChunkCoordCallback * a_Callback):
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m_Coords(a_Coords),
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m_ForceRegeneration(a_ForceRegeneration),
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m_Callback(a_Callback)
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{
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}
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};
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using Queue = std::list<QueueItem>;
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/** CS protecting access to the queue. */
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mutable cCriticalSection m_CS;
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/** Queue of the chunks to be generated. Protected against multithreaded access by m_CS. */
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Queue m_Queue;
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/** Set when an item is added to the queue or the thread should terminate. */
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cEvent m_Event;
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/** Set when an item is removed from the queue. */
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cEvent m_evtRemoved;
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/** The actual chunk generator engine used. */
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std::unique_ptr<cChunkGenerator> m_Generator;
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/** The plugin interface that may modify the generated chunks */
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cPluginInterface * m_PluginInterface;
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/** The destination where the generated chunks are sent */
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cChunkSink * m_ChunkSink;
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// cIsThread override:
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virtual void Execute(void) override;
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/** Generates the specified chunk and sets it into the chunksink. */
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void DoGenerate(cChunkCoords a_Coords);
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};
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