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New cChunkStay class for temporarily keeping chunks loaded even when then have no clients. For now unused, will be used by generator and lighting in the future.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@330 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-02-26 16:15:09 +00:00
parent 7268a70902
commit b902546863
6 changed files with 152 additions and 1 deletions

View File

@ -85,6 +85,7 @@ cChunk::cChunk(int a_X, int a_Y, int a_Z, cChunkMap * a_ChunkMap, cWorld * a_Wor
, m_IsValid(false)
, m_IsDirty(false)
, m_IsSaving(false)
, m_StayCount(0)
{
// LOGINFO("### new cChunk (%i, %i) at %p, thread 0x%x ###", a_X, a_Z, this, GetCurrentThreadId());
}
@ -164,7 +165,7 @@ void cChunk::SetValid(bool a_SendToClients)
bool cChunk::CanUnload(void)
{
return m_LoadedByClient.empty() && !m_IsDirty;
return m_LoadedByClient.empty() && !m_IsDirty && (m_StayCount == 0);
}
@ -298,6 +299,17 @@ bool cChunk::HasBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ)
/// Sets or resets the internal flag that prevents chunk from being unloaded
void cChunk::Stay(bool a_Stay)
{
m_StayCount += (a_Stay ? 1 : -1);
ASSERT(m_StayCount >= 0);
}
void cChunk::Tick(float a_Dt, MTRand & a_TickRandom)
{
if (m_bCalculateLighting)

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@ -146,6 +146,9 @@ public:
/// Returns true if there is a block entity at the coords specified
bool HasBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ);
/// Sets or resets the internal flag that prevents chunk from being unloaded
void Stay(bool a_Stay = true);
void Tick(float a_Dt, MTRand & a_TickRandom);
int GetPosX() { return m_PosX; }
@ -238,6 +241,9 @@ private:
cClientHandleList m_UnloadQuery;
cEntityList m_Entities;
cBlockEntityList m_BlockEntities;
/// Number of times the chunk has been requested to stay (by various cChunkStay objects); if zero, the chunk can be unloaded
int m_StayCount;
bool m_bCalculateLighting;

View File

@ -755,6 +755,21 @@ void cChunkMap::UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, c
void cChunkMap::ChunkStay(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Stay)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return;
}
Chunk->Stay(a_Stay);
}
void cChunkMap::Tick( float a_Dt, MTRand & a_TickRandom )
{
cCSLock Lock(m_CSLayers);
@ -939,3 +954,79 @@ void cChunkMap::ChunkValidated(void)
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cChunkStay:
cChunkStay::cChunkStay(cWorld * a_World) :
m_World(a_World)
{
}
cChunkStay::~cChunkStay()
{
Clear();
}
void cChunkStay::Clear(void)
{
cChunkCoordsList Chunks;
{
cCSLock Lock(m_CS);
std::swap(Chunks, m_Chunks);
}
// Un-"stay" all chunks:
for (cChunkCoordsList::const_iterator itr = Chunks.begin(); itr != Chunks.end(); ++itr)
{
m_World->ChunkStay(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ, false);
} // for itr - Chunks[]
}
void cChunkStay::Add(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CS);
for (cChunkCoordsList::const_iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
{
// Already "stayed"
return;
}
} // for itr - Chunks[]
m_World->ChunkStay(a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cChunkStay::Remove(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CS);
for (cChunkCoordsList::const_iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
{
// Found, un-"stay"
m_World->ChunkStay(a_ChunkX, a_ChunkY, a_ChunkZ, false);
return;
}
} // for itr - Chunks[]
}

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@ -15,6 +15,7 @@ class cWorld;
class cEntity;
class cItem;
class MTRand;
class cChunkStay;
@ -83,6 +84,9 @@ public:
void TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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);
/// Marks (a_Stay == true) or unmarks (a_Stay == false) a chunk as non-unloadable; to be used only by cChunkStay!
void ChunkStay(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Stay = true);
void Tick( float a_Dt, MTRand & a_TickRand );
@ -173,3 +177,29 @@ private:
/** Makes chunks stay loaded until this object is cleared or destroyed
Works by setting internal flags in the cChunk that it should not be unloaded
*/
class cChunkStay
{
public:
cChunkStay(cWorld * a_World);
~cChunkStay();
void Clear(void);
void Add(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
void Remove(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
protected:
cWorld * m_World;
cCriticalSection m_CS;
cChunkCoordsList m_Chunks;
} ;

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@ -1297,6 +1297,15 @@ void cWorld::UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, cons
void cWorld::ChunkStay(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Stay)
{
m_ChunkMap->ChunkStay(a_ChunkX, a_ChunkY, a_ChunkZ, a_Stay);
}
void cWorld::SaveAllChunks()
{
LOG("Saving all chunks...");

View File

@ -129,6 +129,9 @@ public:
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);
/// Marks (a_Stay == true) or unmarks (a_Stay == false) a chunk as non-unloadable; to be used only by cChunkStay!
void ChunkStay(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Stay = true);
// TODO: Export to Lua
bool DoWithEntity( int a_UniqueID, cEntityCallback & a_Callback );