330 lines
7.8 KiB
C++
330 lines
7.8 KiB
C++
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#include "Globals.h"
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#include "ChunkGenerator.h"
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#include "../World.h"
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#include "../../iniFile/iniFile.h"
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#include "../Root.h"
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#include "../PluginManager.h"
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#include "ChunkDesc.h"
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#include "ComposableGenerator.h"
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#include "Noise3DGenerator.h"
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/// If the generation queue size exceeds this number, a warning will be output
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const unsigned int QUEUE_WARNING_LIMIT = 1000;
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/// If the generation queue size exceeds this number, chunks with no clients will be skipped
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const unsigned int QUEUE_SKIP_LIMIT = 500;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cChunkGenerator:
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cChunkGenerator::cChunkGenerator(void) :
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super("cChunkGenerator"),
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m_World(NULL),
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m_Generator(NULL)
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{
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}
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cChunkGenerator::~cChunkGenerator()
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{
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Stop();
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}
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bool cChunkGenerator::Start(cWorld * a_World, cIniFile & a_IniFile)
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{
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MTRand rnd;
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m_World = a_World;
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m_Seed = a_IniFile.GetValueSetI("Seed", "Seed", rnd.randInt());
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AString GeneratorName = a_IniFile.GetValueSet("Generator", "Generator", "Composable");
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if (NoCaseCompare(GeneratorName, "Noise3D") == 0)
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{
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m_Generator = new cNoise3DGenerator(*this);
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}
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else
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{
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if (NoCaseCompare(GeneratorName, "composable") != 0)
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{
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LOGWARN("[Generator]::Generator value \"%s\" not recognized, using \"Composable\".", GeneratorName.c_str());
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}
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m_Generator = new cComposableGenerator(*this);
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}
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if (m_Generator == NULL)
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{
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LOGERROR("Generator could not start, aborting the server");
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return false;
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}
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m_Generator->Initialize(a_World, a_IniFile);
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return super::Start();
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}
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void cChunkGenerator::Stop(void)
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{
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m_ShouldTerminate = true;
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m_Event.Set();
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m_evtRemoved.Set(); // Wake up anybody waiting for empty queue
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Wait();
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delete m_Generator;
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m_Generator = NULL;
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}
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void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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{
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cCSLock Lock(m_CS);
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// Check if it is already in the queue:
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for (cChunkCoordsList::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr)
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{
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if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
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{
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// Already in the queue, bail out
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return;
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}
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} // for itr - m_Queue[]
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// Add to queue, issue a warning if too many:
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if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
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{
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LOGWARN("WARNING: Adding chunk [%i, %i] to generation queue; Queue is too big! (%i)", a_ChunkX, a_ChunkZ, m_Queue.size());
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}
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m_Queue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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}
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m_Event.Set();
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}
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void cChunkGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
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{
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if (m_Generator != NULL)
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{
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m_Generator->GenerateBiomes(a_ChunkX, a_ChunkZ, a_BiomeMap);
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}
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}
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void cChunkGenerator::WaitForQueueEmpty(void)
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{
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cCSLock Lock(m_CS);
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while (!m_ShouldTerminate && !m_Queue.empty())
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{
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cCSUnlock Unlock(Lock);
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m_evtRemoved.Wait();
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}
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}
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int cChunkGenerator::GetQueueLength(void)
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{
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cCSLock Lock(m_CS);
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return (int)m_Queue.size();
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}
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EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
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{
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ASSERT(m_Generator != NULL);
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return m_Generator->GetBiomeAt(a_BlockX, a_BlockZ);
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}
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BLOCKTYPE cChunkGenerator::GetIniBlock(cIniFile & a_IniFile, const AString & a_SectionName, const AString & a_ValueName, const AString & a_Default)
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{
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AString BlockType = a_IniFile.GetValueSet(a_SectionName, a_ValueName, a_Default);
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BLOCKTYPE Block = BlockStringToType(BlockType);
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if (Block < 0)
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{
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LOGWARN("[&s].%s Could not parse block value \"%s\". Using default: \"%s\".", a_SectionName.c_str(), a_ValueName.c_str(), BlockType.c_str(),a_Default.c_str());
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return BlockStringToType(a_Default);
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}
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return Block;
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}
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void cChunkGenerator::Execute(void)
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{
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// To be able to display performance information, the generator counts the chunks generated.
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// When the queue gets empty, the count is reset, so that waiting for the queue is not counted into the total time.
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int NumChunksGenerated = 0; // Number of chunks generated since the queue was last empty
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clock_t GenerationStart = clock(); // Clock tick when the queue started to fill
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clock_t LastReportTick = clock(); // Clock tick of the last report made (so that performance isn't reported too often)
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while (!m_ShouldTerminate)
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{
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cCSLock Lock(m_CS);
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while (m_Queue.size() == 0)
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{
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if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC))
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{
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LOG("Chunk generator performance: %.2f ch/s (%d ch total)",
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(double)NumChunksGenerated * CLOCKS_PER_SEC/ (clock() - GenerationStart),
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NumChunksGenerated
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);
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}
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cCSUnlock Unlock(Lock);
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m_Event.Wait();
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if (m_ShouldTerminate)
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{
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return;
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}
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NumChunksGenerated = 0;
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GenerationStart = clock();
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LastReportTick = clock();
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}
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cChunkCoords coords = m_Queue.front(); // Get next coord from queue
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m_Queue.erase( m_Queue.begin() ); // Remove coordinate from queue
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bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
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Lock.Unlock(); // Unlock ASAP
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m_evtRemoved.Set();
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// Display perf info once in a while:
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if ((NumChunksGenerated > 16) && (clock() - LastReportTick > 2 * CLOCKS_PER_SEC))
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{
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LOG("Chunk generator performance: %.2f ch/s (%d ch total)",
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(double)NumChunksGenerated * CLOCKS_PER_SEC / (clock() - GenerationStart),
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NumChunksGenerated
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);
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LastReportTick = clock();
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}
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// Hack for regenerating chunks: if Y != 0, the chunk is considered invalid, even if it has its data set
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if ((coords.m_ChunkY == 0) && m_World->IsChunkValid(coords.m_ChunkX, coords.m_ChunkZ))
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{
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LOGD("Chunk [%d, %d] already generated, skipping generation", coords.m_ChunkX, coords.m_ChunkZ);
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// Already generated, ignore request
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continue;
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}
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if (SkipEnabled && !m_World->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkZ))
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{
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LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d]", coords.m_ChunkX, coords.m_ChunkZ);
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continue;
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}
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LOGD("Generating chunk [%d, %d, %d]", coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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DoGenerate(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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// Save the chunk right after generating, so that we don't have to generate it again on next run
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m_World->GetStorage().QueueSaveChunk(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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NumChunksGenerated++;
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} // while (!bStop)
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}
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void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cChunkDesc ChunkDesc(a_ChunkX, a_ChunkZ);
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cRoot::Get()->GetPluginManager()->CallHookChunkGenerating(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc);
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m_Generator->DoGenerate(a_ChunkX, a_ChunkZ, ChunkDesc);
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cRoot::Get()->GetPluginManager()->CallHookChunkGenerated(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc);
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#ifdef _DEBUG
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// Verify that the generator has produced valid data:
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ChunkDesc.VerifyHeightmap();
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#endif
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cChunkDef::BlockNibbles BlockMetas;
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ChunkDesc.CompressBlockMetas(BlockMetas);
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m_World->SetChunkData(
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a_ChunkX, a_ChunkZ,
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ChunkDesc.GetBlockTypes(), BlockMetas,
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NULL, NULL, // We don't have lighting, chunk will be lighted when needed
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&ChunkDesc.GetHeightMap(), &ChunkDesc.GetBiomeMap(),
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ChunkDesc.GetEntities(), ChunkDesc.GetBlockEntities(),
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true
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);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cChunkGenerator::cGenerator:
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cChunkGenerator::cGenerator::cGenerator(cChunkGenerator & a_ChunkGenerator) :
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m_ChunkGenerator(a_ChunkGenerator)
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{
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}
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void cChunkGenerator::cGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile)
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{
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m_World = a_World;
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UNUSED(a_IniFile);
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}
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EMCSBiome cChunkGenerator::cGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
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{
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cChunkDef::BiomeMap Biomes;
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int Y = 0;
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int ChunkX, ChunkZ;
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cWorld::AbsoluteToRelative(a_BlockX, Y, a_BlockZ, ChunkX, Y, ChunkZ);
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GenerateBiomes(ChunkX, ChunkZ, Biomes);
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return cChunkDef::GetBiome(Biomes, a_BlockX, a_BlockZ);
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}
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