38b219de62
git-svn-id: http://mc-server.googlecode.com/svn/trunk@416 0a769ca7-a7f5-676a-18bf-c427514a06d6
231 lines
8.2 KiB
C++
231 lines
8.2 KiB
C++
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// cChunkMap.h
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// Interfaces to the cChunkMap class representing the chunk storage for a single world
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#pragma once
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#include "ChunkDef.h"
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class cWorld;
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class cItem;
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class MTRand;
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class cChunkStay;
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class cChunk;
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class cPacket;
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class cPlayer;
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typedef std::list<cClientHandle *> cClientHandleList;
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typedef cChunk * cChunkPtr;
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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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// Direct action methods:
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/// Broadcast a_Packet to all clients in the chunk specified
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void BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const cPacket & a_Packet, cClientHandle * a_Exclude = NULL);
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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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void BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, const cPacket * a_Packet, cClientHandle * a_Exclude = NULL);
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/// a_Player rclked block entity at the coords specified, handle it
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void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z);
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void MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void MarkChunkSaving (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void ChunkDataLoaded(
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int a_ChunkX, int a_ChunkY, int a_ChunkZ,
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const BLOCKTYPE * a_BlockTypes,
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const BLOCKTYPE * a_BlockMeta,
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const BLOCKTYPE * a_BlockLight,
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const BLOCKTYPE * a_BlockSkyLight,
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const cChunkDef::HeightMap * a_HeightMap,
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cEntityList & a_Entities,
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cBlockEntityList & a_BlockEntities
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);
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void ChunkDataGenerated (
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int a_ChunkX, int a_ChunkY, int a_ChunkZ,
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const BLOCKTYPE * a_BlockTypes,
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const BLOCKTYPE * a_BlockMeta,
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const BLOCKTYPE * a_BlockLight,
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const BLOCKTYPE * a_BlockSkyLight,
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const cChunkDef::HeightMap * a_HeightMap,
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cEntityList & a_Entities,
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cBlockEntityList & a_BlockEntities
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);
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bool GetChunkData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback & a_Callback);
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/// Gets the chunk's blocks, only the block types
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bool GetChunkBlockTypes (int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_Blocks);
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/// Gets the chunk's block data, the entire 4 arrays (Types, Meta, Light, SkyLight)
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bool GetChunkBlockData (int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockData);
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bool IsChunkValid (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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bool HasChunkAnyClients (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void SpreadChunkLighting(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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int GetHeight (int a_BlockX, int a_BlockZ);
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void FastSetBlocks (sSetBlockList & a_BlockList);
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void CollectPickupsByPlayer(cPlayer * a_Player);
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BLOCKTYPE GetBlock (int a_X, int a_Y, int a_Z);
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BLOCKTYPE GetBlockMeta (int a_X, int a_Y, int a_Z);
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BLOCKTYPE GetBlockSkyLight (int a_X, int a_Y, int a_Z);
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void SetBlockMeta (int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockMeta);
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void SetBlock (int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta);
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bool DigBlock (int a_X, int a_Y, int a_Z, cItem & a_PickupItem);
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void SendBlockTo (int a_X, int a_Y, int a_Z, cPlayer * a_Player);
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/// Compares clients of two chunks, calls the callback accordingly
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void CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback);
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/// Adds client to a chunk, if not already present; returns true if added, false if present
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bool AddChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
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/// Removes the client from the chunk
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void RemoveChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
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/// Removes the client from all chunks specified
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void RemoveClientFromChunks(cClientHandle * a_Client, const cChunkCoordsList & a_Chunks);
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/// Moves the entity from its current chunk to the new chunk specified
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void MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Removes the entity from the chunk specified
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void RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Touches the chunk, causing it to be loaded or generated
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void TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before)
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bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid()
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void LoadChunks(const cChunkCoordsList & a_Chunks);
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/// Marks the chunk as failed-to-load:
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void ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4);
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/// Marks (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable; to be used only by cChunkStay!
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void ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay = true);
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void Tick( float a_Dt, MTRand & a_TickRand );
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void UnloadUnusedChunks();
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void SaveAllChunks();
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cWorld * GetWorld() { return m_World; }
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int GetNumChunks(void);
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void ChunkValidated(void); // Called by chunks that have become valid
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private:
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friend class cChunk; // Temporary (until we have a separate Lighting thread), so that cChunk's lighting calc can ask for neighbor chunks
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class cChunkLayer
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{
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public:
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cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Parent);
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~cChunkLayer();
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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_ChunkY, 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 Save(void);
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void UnloadUnusedChunks(void);
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void Tick( float a_Dt, MTRand & a_TickRand );
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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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};
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typedef std::list<cChunkLayer *> cChunkLayerList;
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// TODO: Use smart pointers for cChunkLayerList as well, so that ticking and saving needn't lock the entire layerlist
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// This however means that cChunkLayer needs to interlock its m_Chunks[]
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cChunkLayer * GetLayerForChunk( int a_ChunkX, int a_ChunkZ ); // Creates the layer if it doesn't already exist
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cChunkLayer * GetLayer( int a_LayerX, int a_LayerZ ); // Creates the layer if it doesn't already exist
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void RemoveLayer( cChunkLayer* a_Layer );
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cCriticalSection m_CSLayers;
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cChunkLayerList m_Layers;
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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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cChunkPtr GetChunk (int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Also queues the chunk for loading / generating if not valid
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cChunkPtr GetChunkNoGen (int a_ChunkX, int a_ChunkY, 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_ChunkY, int a_ChunkZ); // Doesn't load, doesn't generate
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};
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/** Makes chunks stay loaded until this object is cleared or destroyed
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Works by setting internal flags in the cChunk that it should not be unloaded.
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To optimize for speed, cChunkStay has an Enabled flag, it will "stay" the chunks only when enabled and it will refuse manipulations when enabled
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The object itself is not made thread-safe, it's supposed to be used from a single thread only.
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*/
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class cChunkStay
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{
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public:
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cChunkStay(cWorld * a_World);
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~cChunkStay();
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void Clear(void);
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void Add(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void Remove(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void Enable(void);
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void Disable(void);
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// Allow cChunkStay be passed to functions expecting a const cChunkCoordsList &
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operator const cChunkCoordsList(void) const {return m_Chunks; }
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protected:
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cWorld * m_World;
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bool m_IsEnabled;
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cChunkCoordsList m_Chunks;
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} ;
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