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cuberite-2a/Tools/QtBiomeVisualiser/ChunkSource.h

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#pragma once
#include <QString>
#include "Chunk.h"
// fwd:
class cBiomeGen;
typedef std::shared_ptr<cBiomeGen> cBiomeGenPtr;
class cIniFile;
/** Abstract interface for getting biome data for chunks. */
class ChunkSource
{
public:
virtual ~ChunkSource() {}
/** Fills the a_DestChunk with the biomes for the specified coords.
It is expected to be thread-safe and re-entrant. Usually QThread::idealThreadCount() threads are used. */
virtual void getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk) = 0;
/** Forces a fresh reload of the source. Useful mainly for the generator, whose underlying definition file may have been changed. */
virtual void reload() = 0;
};
class BioGenSource :
public ChunkSource
{
public:
/** Constructs a new BioGenSource based on the biome generator that is defined in the specified world.ini file. */
BioGenSource(QString a_WorldIniPath);
// ChunkSource overrides:
virtual void getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk) override;
virtual void reload(void) override;
protected:
/** Path to the world.ini file from which the m_WorldIni is regenerated on reload requests. */
QString m_WorldIniPath;
/** Parsed contents of the world.ini file from which the biome generators are initialized.
Locked by m_Mtx to avoid multithreaded access. */
std::unique_ptr<cIniFile> m_WorldIni;
/** List of cBiomeGen instances that are "free" - aren't doing any generating at this moment.
Locked by m_Mtx to avoid multithreaded access. */
std::vector<cBiomeGenPtr> m_AvailableGens;
/** Guards m_AvailableGens and m_WorldIni against multithreaded access. */
QMutex m_Mtx;
/** Returns a cBiomeGen that can generate a new chunk's biomes.
Uses m_AvailableGens as a cache before creating a new generator. */
cBiomeGenPtr BioGenSource::getBiomeGen();
/** Puts the specified BiomeGen back to m_AvailableGens to make it available for next getBiomeGen() request.
Truncates m_AvailableGens if there are too many instances in there. */
void releaseBiomeGen(cBiomeGenPtr a_BiomeGen);
};
class AnvilSource :
public ChunkSource
{
public:
// TODO
// ChunkSource overrides:
virtual void getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk) override;
virtual void reload() override {}
};