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cuberite-2a/src/WorldStorage/WorldStorage.cpp

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// WorldStorage.cpp
// Implements the cWorldStorage class representing the chunk loading / saving thread
// To add a new storage schema, implement a cWSSchema descendant and add it to cWorldStorage::InitSchemas()
#include "Globals.h"
#include "WorldStorage.h"
#include "WSSCompact.h"
#include "WSSAnvil.h"
#include "../World.h"
#include "../Generating/ChunkGenerator.h"
#include "../Entities/Entity.h"
#include "../BlockEntities/BlockEntity.h"
/// If a chunk with this Y coord is de-queued, it is a signal to emit the saved-all message (cWorldStorage::QueueSavedMessage())
#define CHUNK_Y_MESSAGE 2
/// Example storage schema - forgets all chunks ;)
class cWSSForgetful :
public cWSSchema
{
public:
cWSSForgetful(cWorld * a_World) : cWSSchema(a_World) {}
protected:
// cWSSchema overrides:
virtual bool LoadChunk(const cChunkCoords & a_Chunk) override {return false; }
virtual bool SaveChunk(const cChunkCoords & a_Chunk) override {return true; }
virtual const AString GetName(void) const override {return "forgetful"; }
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorldStorage:
cWorldStorage::cWorldStorage(void) :
super("cWorldStorage"),
m_World(NULL),
m_SaveSchema(NULL)
{
}
cWorldStorage::~cWorldStorage()
{
for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
{
delete *itr;
} // for itr - m_Schemas[]
}
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bool cWorldStorage::Start(cWorld * a_World, const AString & a_StorageSchemaName, int a_StorageCompressionFactor )
{
m_World = a_World;
m_StorageSchemaName = a_StorageSchemaName;
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InitSchemas(a_StorageCompressionFactor);
return super::Start();
}
void cWorldStorage::Stop(void)
{
WaitForFinish();
}
void cWorldStorage::WaitForFinish(void)
{
LOG("Waiting for the world storage to finish saving");
{
m_LoadQueue.Clear();
}
// Wait for the saving to finish:
WaitForSaveQueueEmpty();
// Wait for the thread to finish:
m_ShouldTerminate = true;
m_Event.Set(); // Wake up the thread if waiting
super::Wait();
LOG("World storage thread finished");
}
void cWorldStorage::WaitForLoadQueueEmpty(void)
{
m_LoadQueue.BlockTillEmpty();
}
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void cWorldStorage::WaitForSaveQueueEmpty(void)
{
m_SaveQueue.BlockTillEmpty();
}
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size_t cWorldStorage::GetLoadQueueLength(void)
{
return m_LoadQueue.Size();
}
size_t cWorldStorage::GetSaveQueueLength(void)
{
return m_SaveQueue.Size();
}
void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate)
{
m_LoadQueue.EnqueueItem(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
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m_Event.Set();
}
void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_SaveQueue.EnqueueItemIfNotPresent(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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m_Event.Set();
}
void cWorldStorage::QueueSavedMessage(void)
{
// Pushes a special coord pair into the queue, signalizing a message instead
m_SaveQueue.EnqueueItem(cChunkCoords(0, CHUNK_Y_MESSAGE, 0));
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m_Event.Set();
}
void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
m_LoadQueue.Remove(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ,true));
}
void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
{
m_SaveQueue.Remove(a_Chunk);
}
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void cWorldStorage::InitSchemas(int a_StorageCompressionFactor)
{
// The first schema added is considered the default
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m_Schemas.push_back(new cWSSAnvil (m_World,a_StorageCompressionFactor));
m_Schemas.push_back(new cWSSCompact (m_World,a_StorageCompressionFactor));
m_Schemas.push_back(new cWSSForgetful(m_World));
// Add new schemas here
if (NoCaseCompare(m_StorageSchemaName, "default") == 0)
{
m_SaveSchema = m_Schemas.front();
return;
}
for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
{
if (NoCaseCompare((*itr)->GetName(), m_StorageSchemaName) == 0)
{
m_SaveSchema = *itr;
return;
}
} // for itr - m_Schemas[]
// Unknown schema selected, let the admin know:
LOGWARNING("Unknown storage schema name \"%s\". Using default (\"%s\"). Available schemas:",
m_StorageSchemaName.c_str(), m_SaveSchema->GetName().c_str()
);
for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
{
LOGWARNING("\t\"%s\"", (*itr)->GetName().c_str());
}
m_SaveSchema = m_Schemas.front();
}
void cWorldStorage::Execute(void)
{
while (!m_ShouldTerminate)
{
m_Event.Wait();
// Process both queues until they are empty again:
bool Success;
do
{
if (m_ShouldTerminate)
{
return;
}
Success = LoadOneChunk();
Success |= SaveOneChunk();
} while (Success);
}
}
bool cWorldStorage::LoadOneChunk(void)
{
sChunkLoad ToLoad(0, 0, 0, false);
bool ShouldLoad = m_LoadQueue.TryDequeueItem(ToLoad);
if (ShouldLoad && !LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ))
{
if (ToLoad.m_Generate)
{
// The chunk couldn't be loaded, generate it:
m_World->GetGenerator().QueueGenerateChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
}
else
{
// TODO: Notify the world that the load has failed:
// m_World->ChunkLoadFailed(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
}
}
return ShouldLoad;
}
bool cWorldStorage::SaveOneChunk(void)
{
cChunkCoords ToSave(0, 0, 0);
bool ShouldSave = m_SaveQueue.TryDequeueItem(ToSave);
if(ShouldSave) {
if (ToSave.m_ChunkY == CHUNK_Y_MESSAGE)
{
LOGINFO("Saved all chunks in world %s", m_World->GetName().c_str());
return ShouldSave;
}
if (ShouldSave && m_World->IsChunkValid(ToSave.m_ChunkX, ToSave.m_ChunkZ))
{
m_World->MarkChunkSaving(ToSave.m_ChunkX, ToSave.m_ChunkZ);
if (m_SaveSchema->SaveChunk(ToSave))
{
m_World->MarkChunkSaved(ToSave.m_ChunkX, ToSave.m_ChunkZ);
}
}
}
return ShouldSave;
}
bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
if (m_World->IsChunkValid(a_ChunkX, a_ChunkZ))
{
// Already loaded (can happen, since the queue is async)
return true;
}
cChunkCoords Coords(a_ChunkX, a_ChunkY, a_ChunkZ);
// First try the schema that is used for saving
if (m_SaveSchema->LoadChunk(Coords))
{
return true;
}
// If it didn't have the chunk, try all the other schemas:
for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
{
if (((*itr) != m_SaveSchema) && (*itr)->LoadChunk(Coords))
{
return true;
}
}
// Notify the chunk owner that the chunk failed to load (sets cChunk::m_HasLoadFailed to true):
m_World->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ);
return false;
}