Added the skeleton of the cLightingThread object
git-svn-id: http://mc-server.googlecode.com/svn/trunk@286 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -553,6 +553,14 @@
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RelativePath="..\source\LeakFinder.h"
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>
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</File>
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<File
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RelativePath="..\source\LightingThread.cpp"
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>
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</File>
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<File
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RelativePath="..\source\LightingThread.h"
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>
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</File>
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<File
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RelativePath="..\source\LuaFunctions.h"
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>
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@ -399,6 +399,7 @@
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<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">NotUsing</PrecompiledHeader>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
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</ClCompile>
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<ClCompile Include="..\source\LightingThread.cpp" />
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<ClCompile Include="..\Source\ManualBindings.cpp" />
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<ClCompile Include="..\source\Matrix4f.cpp" />
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<ClCompile Include="..\source\md5\md5.cpp" />
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@ -572,6 +573,7 @@
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<ClInclude Include="..\Source\FileDefine.h" />
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<ClInclude Include="..\source\Globals.h" />
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<ClInclude Include="..\source\LeakFinder.h" />
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<ClInclude Include="..\source\LightingThread.h" />
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<ClInclude Include="..\Source\LuaFunctions.h" />
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<ClInclude Include="..\Source\ManualBindings.h" />
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<ClInclude Include="..\source\Matrix4f.h" />
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@ -911,6 +911,7 @@
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<ClCompile Include="..\source\WorldStorage.cpp" />
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<ClCompile Include="..\source\WSSCompact.cpp" />
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<ClCompile Include="..\source\StringCompression.cpp" />
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<ClCompile Include="..\source\LightingThread.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\source\cServer.h">
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@ -1406,6 +1407,7 @@
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<ClInclude Include="..\source\StackWalker.h" />
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<ClInclude Include="..\source\WorldStorage.h" />
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<ClInclude Include="..\source\StringCompression.h" />
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<ClInclude Include="..\source\LightingThread.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="..\source\AllToLua.pkg">
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114
source/LightingThread.cpp
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114
source/LightingThread.cpp
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// LightingThread.cpp
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// Implements the cLightingThread class representing the thread that processes requests for lighting
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#include "Globals.h"
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#include "LightingThread.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cLightingThread:
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cLightingThread::cLightingThread(void) :
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super("cLightingThread")
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{
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}
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cLightingThread::~cLightingThread()
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{
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Stop();
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}
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void cLightingThread::Stop(void)
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{
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{
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cCSLock Lock(m_CS);
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for (cLightingBufferQueue::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr)
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{
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delete *itr;
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} // for itr - m_Queue[]
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}
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mShouldTerminate = true;
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m_Event.Set();
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Wait();
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}
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void cLightingThread::QueueLighting(cWorld * a_World, int a_MinX, int a_MaxX, int a_MinY, int a_MaxY, int a_MinZ, int a_MaxZ)
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{
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// TODO
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}
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void cLightingThread::Execute(void)
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{
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// TODO
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cLightingThread::cLightingBuffer:
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cLightingThread::cLightingBuffer::cLightingBuffer(int a_MinX, int a_MaxX, int a_MinY, int a_MaxY, int a_MinZ, int a_MaxZ) :
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m_MinX(a_MinX),
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m_MaxX(a_MaxX),
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m_MinY(a_MinY),
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m_MaxY(a_MaxY),
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m_MinZ(a_MinZ),
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m_MaxZ(a_MaxZ)
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{
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// TODO: initialize strides
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}
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void cLightingThread::cLightingBuffer::GetFromWorld(cWorld * a_World)
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{
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// TODO: Set m_BlockData, m_SkyLight and m_BlockLight from the world's chunks
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}
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void cLightingThread::cLightingBuffer::SetToWorld (cWorld * a_World)
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{
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// TODO: Set world's chunks from m_BlockData, m_SkyLight and m_BlockLight
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}
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void cLightingThread::cLightingBuffer::Process(void)
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{
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// TODO: Does the actual lighting on this buffer
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}
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82
source/LightingThread.h
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82
source/LightingThread.h
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// LightingThread.h
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// Interfaces to the cLightingThread class representing the thread that processes requests for lighting
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// Note that the world generators need direct access to the lighting methods so that they can light the generated chunk
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#pragma once
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#include "cIsThread.h"
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// fwd:
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class cWorld;
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class cLightingThread :
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public cIsThread
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{
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typedef cIsThread super;
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public:
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class cLightingBuffer
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{
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public:
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cLightingBuffer(int m_MinX, int m_MaxX, int m_MinY, int m_MaxY, int m_MinZ, int m_MaxZ);
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/// Copies the world's existing chunks into m_BlockData, m_Skylight and m_BlockLight
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void GetFromWorld(cWorld * a_World);
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void SetToWorld (cWorld * a_World);
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void Process(void); // Does the actual lighting on this buffer
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protected:
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// Block coords:
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int m_MinX, m_MaxX;
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int m_MinY, m_MaxY;
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int m_MinZ, m_MaxZ;
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int m_StrideX; // = OffsetOfBlock(x, y, z) - OffsetOfBlock(x + 1, y, z)
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int m_StrideZ; // = OffsetOfBlock(x, y, z) - OffsetOfBlock(x, y, z + 1)
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// These buffers actually store 1 block in each direction more than is specified in the coords
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// This way we can throw out a lot of conditions inside the processing cycles
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// And it allows us to light a chunk with regard to its surrounding chunks without much work
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// (So if m_MinX is 16 and m_MaxX is 32, the buffers actually contain data for X in range from 15 to 33 (18 items)
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char * m_BlockData;
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char * m_SkyLight;
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char * m_BlockLight;
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} ;
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cLightingThread(void);
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~cLightingThread();
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void Stop(void);
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void QueueLighting(cWorld * a_World, int a_MinX, int a_MaxX, int a_MinY, int a_MaxY, int a_MinZ, int a_MaxZ); // queues the request
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protected:
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typedef std::list<cLightingBuffer *> cLightingBufferQueue;
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cCriticalSection m_CS;
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cLightingBufferQueue m_Queue;
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cEvent m_Event; // Set when queue is appended or to stop the thread
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virtual void Execute(void) override;
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} ;
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