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Simplified cChunkMap chunk storage (#2565)

This commit is contained in:
Tiger Wang 2016-08-02 23:56:53 +01:00 committed by Mattes D
parent 032dafd7fd
commit 38368f361d
2 changed files with 257 additions and 666 deletions

File diff suppressed because it is too large Load Diff

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@ -64,8 +64,6 @@ class cChunkMap
{
public:
static const int LAYER_SIZE = 32;
cChunkMap(cWorld * a_World);
~cChunkMap();
@ -76,7 +74,6 @@ public:
void BroadcastBlockBreakAnimation(UInt32 a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = nullptr);
void BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude);
void BroadcastCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
void BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
void BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
void BroadcastDetachEntity(const cEntity & a_Entity, const cEntity & a_PreviousVehicle);
void BroadcastEntityEffect(const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration, const cClientHandle * a_Exclude = nullptr);
@ -399,7 +396,7 @@ public:
void QueueTickBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Returns the CS for locking the chunkmap; only cWorld::cLock may use this function! */
cCriticalSection & GetCS(void) { return m_CSLayers; }
cCriticalSection & GetCS(void) { return m_CSChunks; }
/** Increments (a_AlwaysTicked == true) or decrements (false) the m_AlwaysTicked counter for the specified chunk.
If the m_AlwaysTicked counter is greater than zero, the chunk is ticked in the tick-thread regardless of
@ -417,64 +414,6 @@ private:
friend class cChunkStay;
class cChunkLayer
{
public:
cChunkLayer(
int a_LayerX, int a_LayerZ,
cChunkMap * a_Parent,
cAllocationPool<cChunkData::sChunkSection> & a_Pool
);
~cChunkLayer();
cChunkLayer(const cChunkLayer & a_That) = delete;
/** Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check */
cChunkPtr GetChunk( int a_ChunkX, int a_ChunkZ);
/** Returns the specified chunk, or nullptr if not created yet */
cChunk * FindChunk(int a_ChunkX, int a_ChunkZ);
int GetX(void) const {return m_LayerX; }
int GetZ(void) const {return m_LayerZ; }
int GetNumChunksLoaded(void) const ;
void GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty) const;
void Save(void);
void UnloadUnusedChunks(void);
/** Collect a mob census, of all mobs, their megatype, their chunk and their distance o closest player */
void CollectMobCensus(cMobCensus & a_ToFill);
/** Try to Spawn Monsters inside all Chunks */
void SpawnMobs(cMobSpawner & a_MobSpawner);
void Tick(std::chrono::milliseconds a_Dt);
void RemoveClient(cClientHandle * a_Client);
/** Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true */
bool ForEachEntity(cEntityCallback & a_Callback); // Lua-accessible
/** Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found. */
bool DoWithEntityByID(UInt32 a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackReturn); // Lua-accessible
/** Returns true if there is an entity with the specified ID within this layer's chunks */
bool HasEntity(UInt32 a_EntityID);
protected:
cChunkPtr m_Chunks[LAYER_SIZE * LAYER_SIZE];
int m_LayerX;
int m_LayerZ;
cChunkMap * m_Parent;
int m_NumChunksLoaded;
cAllocationPool<cChunkData::sChunkSection> & m_Pool;
};
class cStarvationCallbacks
: public cAllocationPool<cChunkData::sChunkSection>::cStarvationCallbacks
{
@ -492,27 +431,29 @@ private:
}
};
typedef std::list<cChunkLayer *> cChunkLayerList;
struct ChunkCoordinate
{
struct Comparer
{
bool operator() (const ChunkCoordinate & a_Lhs, const ChunkCoordinate & a_Rhs) const
{
return ((a_Lhs.ChunkX == a_Rhs.ChunkX) ? (a_Lhs.ChunkZ < a_Rhs.ChunkZ) : (a_Lhs.ChunkX < a_Rhs.ChunkX));
}
};
int ChunkX;
int ChunkZ;
};
typedef std::list<cChunkStay *> cChunkStays;
/** Finds the cChunkLayer object responsible for the specified chunk; returns nullptr if not found. Assumes m_CSLayers is locked. */
cChunkLayer * FindLayerForChunk(int a_ChunkX, int a_ChunkZ);
cCriticalSection m_CSChunks;
/** Returns the specified cChunkLayer object; returns nullptr if not found. Assumes m_CSLayers is locked. */
cChunkLayer * FindLayer(int a_LayerX, int a_LayerZ);
/** A map of chunk coordinates to chunk pointers
Uses a map (as opposed to unordered_map) because sorted maps are apparently faster */
std::map<ChunkCoordinate, std::unique_ptr<cChunk>, ChunkCoordinate::Comparer> m_Chunks;
/** Returns the cChunkLayer object responsible for the specified chunk; creates it if not found. */
cChunkLayer * GetLayerForChunk (int a_ChunkX, int a_ChunkZ);
/** Returns the specified cChunkLayer object; creates it if not found. */
cChunkLayer * GetLayer(int a_LayerX, int a_LayerZ);
void RemoveLayer(cChunkLayer * a_Layer);
cCriticalSection m_CSLayers;
std::map<std::pair<int, int>, cChunkLayer> m_Layers;
cEvent m_evtChunkValid; // Set whenever any chunk becomes valid, via ChunkValidated()
cEvent m_evtChunkValid; // Set whenever any chunk becomes valid, via ChunkValidated()
cWorld * m_World;
@ -521,9 +462,19 @@ private:
std::unique_ptr<cAllocationPool<cChunkData::sChunkSection> > m_Pool;
cChunkPtr GetChunk (int a_ChunkX, int a_ChunkZ); // Also queues the chunk for loading / generating if not valid
cChunkPtr GetChunkNoGen (int a_ChunkX, int a_ChunkZ); // Also queues the chunk for loading if not valid; doesn't generate
cChunkPtr GetChunkNoLoad(int a_ChunkX, int a_ChunkZ); // Doesn't load, doesn't generate
/** Returns or creates and returns a chunk pointer corresponding to the given chunk coordinates.
Emplaces this chunk in the chunk map.
Developers SHOULD use the GetChunk variants instead of this function. */
cChunkPtr ConstructChunk(int a_ChunkX, int a_ChunkZ);
/** Constructs a chunk and queues it for loading / generating if not valid, returning it */
cChunkPtr GetChunk(int a_ChunkX, int a_ChunkZ);
/** Constructs a chunk and queues the chunk for loading if not valid, returning it; doesn't generate */
cChunkPtr GetChunkNoGen(int a_ChunkX, int a_ChunkZ);
/** Constructs a chunk, returning it. Doesn't load, doesn't generate */
cChunkPtr GetChunkNoLoad(int a_ChunkX, int a_ChunkZ);
/** Gets a block in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load) */
bool LockedGetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
@ -540,7 +491,7 @@ private:
/** Fast-sets a block in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load) */
bool LockedFastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
/** Locates a chunk ptr in the chunkmap; doesn't create it when not found; assumes m_CSLayers is locked. To be called only from cChunkMap. */
/** Locates a chunk ptr in the chunkmap; doesn't create it when not found; assumes m_CSChunks is locked. To be called only from cChunkMap. */
cChunk * FindChunk(int a_ChunkX, int a_ChunkZ);
/** Adds a new cChunkStay descendant to the internal list of ChunkStays; loads its chunks.