diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index b8780e8a6..29337cb2e 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -56,6 +56,7 @@ SET (SRCS Root.cpp Scoreboard.cpp Server.cpp + SetChunkData.cpp Statistics.cpp StringCompression.cpp StringUtils.cpp @@ -124,6 +125,7 @@ SET (HDRS Root.h Scoreboard.h Server.h + SetChunkData.h StackWalker.h Statistics.h StringCompression.h diff --git a/src/Chunk.cpp b/src/Chunk.cpp index 60987b070..10bc2ff23 100644 --- a/src/Chunk.cpp +++ b/src/Chunk.cpp @@ -34,6 +34,7 @@ #include "MobCensus.h" #include "MobSpawner.h" #include "BlockInServerPluginInterface.h" +#include "SetChunkData.h" #include "json/json.h" @@ -265,41 +266,34 @@ void cChunk::GetAllData(cChunkDataCallback & a_Callback) -void cChunk::SetAllData( - const BLOCKTYPE * a_BlockTypes, - const NIBBLETYPE * a_BlockMeta, - const NIBBLETYPE * a_BlockLight, - const NIBBLETYPE * a_BlockSkyLight, - const HeightMap * a_HeightMap, - const BiomeMap & a_BiomeMap, - cBlockEntityList & a_BlockEntities -) +void cChunk::SetAllData(cSetChunkData & a_SetChunkData) { - memcpy(m_BiomeMap, a_BiomeMap, sizeof(m_BiomeMap)); - - if (a_HeightMap != NULL) - { - memcpy(m_HeightMap, a_HeightMap, sizeof(m_HeightMap)); - } - - if (a_HeightMap == NULL) - { - CalculateHeightmap(a_BlockTypes); - } - - m_ChunkData.SetBlockTypes(a_BlockTypes); - m_ChunkData.SetMetas(a_BlockMeta); - m_ChunkData.SetBlockLight(a_BlockLight); - m_ChunkData.SetSkyLight(a_BlockSkyLight); + ASSERT(a_SetChunkData.IsHeightMapValid()); + ASSERT(a_SetChunkData.AreBiomesValid()); - m_IsLightValid = (a_BlockLight != NULL) && (a_BlockSkyLight != NULL); + memcpy(m_BiomeMap, a_SetChunkData.GetBiomes(), sizeof(m_BiomeMap)); + memcpy(m_HeightMap, a_SetChunkData.GetHeightMap(), sizeof(m_HeightMap)); + + m_ChunkData.SetBlockTypes(a_SetChunkData.GetBlockTypes()); + m_ChunkData.SetMetas(a_SetChunkData.GetBlockMetas()); + if (a_SetChunkData.IsLightValid()) + { + m_ChunkData.SetBlockLight(a_SetChunkData.GetBlockLight()); + m_ChunkData.SetSkyLight(a_SetChunkData.GetSkyLight()); + m_IsLightValid = true; + } + else + { + m_IsLightValid = false; + } // Clear the block entities present - either the loader / saver has better, or we'll create empty ones: for (cBlockEntityList::iterator itr = m_BlockEntities.begin(); itr != m_BlockEntities.end(); ++itr) { delete *itr; } - std::swap(a_BlockEntities, m_BlockEntities); + m_BlockEntities.clear(); + std::swap(a_SetChunkData.GetBlockEntities(), m_BlockEntities); // Set all block entities' World variable: for (cBlockEntityList::iterator itr = m_BlockEntities.begin(); itr != m_BlockEntities.end(); ++itr) diff --git a/src/Chunk.h b/src/Chunk.h index 9ab39a0a2..5d50f9717 100644 --- a/src/Chunk.h +++ b/src/Chunk.h @@ -95,16 +95,10 @@ public: /** Gets all chunk data, calls the a_Callback's methods for each data type */ void GetAllData(cChunkDataCallback & a_Callback); - /** Sets all chunk data */ - void SetAllData( - const BLOCKTYPE * a_BlockTypes, - const NIBBLETYPE * a_BlockMeta, - const NIBBLETYPE * a_BlockLight, - const NIBBLETYPE * a_BlockSkyLight, - const cChunkDef::HeightMap * a_HeightMap, - const cChunkDef::BiomeMap & a_BiomeMap, - cBlockEntityList & a_BlockEntities - ); + /** Sets all chunk data as either loaded from the storage or generated. + BlockLight and BlockSkyLight are optional, if not present, chunk will be marked as unlighted. + Modifies the BlockEntity list in a_SetChunkData - moves the block entities into the chunk. */ + void SetAllData(cSetChunkData & a_SetChunkData); void SetLight( const cChunkDef::BlockNibbles & a_BlockLight, diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index 3ef981e94..05d219918 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -16,6 +16,7 @@ #include "MobCensus.h" #include "MobSpawner.h" #include "BoundingBox.h" +#include "SetChunkData.h" #include "Entities/Pickup.h" @@ -912,28 +913,20 @@ void cChunkMap::MarkChunkSaved (int a_ChunkX, int a_ChunkZ) -void cChunkMap::SetChunkData( - int a_ChunkX, int a_ChunkZ, - const BLOCKTYPE * a_BlockTypes, - const NIBBLETYPE * a_BlockMeta, - const NIBBLETYPE * a_BlockLight, - const NIBBLETYPE * a_BlockSkyLight, - const cChunkDef::HeightMap * a_HeightMap, - const cChunkDef::BiomeMap & a_BiomeMap, - cBlockEntityList & a_BlockEntities, - bool a_MarkDirty -) +void cChunkMap::SetChunkData(cSetChunkData & a_SetChunkData) { + int ChunkX = a_SetChunkData.GetChunkX(); + int ChunkZ = a_SetChunkData.GetChunkZ(); { cCSLock Lock(m_CSLayers); - cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ); if (Chunk == NULL) { return; } - Chunk->SetAllData(a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight, a_HeightMap, a_BiomeMap, a_BlockEntities); + Chunk->SetAllData(a_SetChunkData); - if (a_MarkDirty) + if (a_SetChunkData.ShouldMarkDirty()) { Chunk->MarkDirty(); } @@ -942,7 +935,7 @@ void cChunkMap::SetChunkData( cChunkStays ToBeDisabled; for (cChunkStays::iterator itr = m_ChunkStays.begin(), end = m_ChunkStays.end(); itr != end; ++itr) { - if ((*itr)->ChunkAvailable(a_ChunkX, a_ChunkZ)) + if ((*itr)->ChunkAvailable(ChunkX, ChunkZ)) { // The chunkstay wants to be disabled, add it to a list of to-be-disabled chunkstays for later processing: ToBeDisabled.push_back(*itr); @@ -957,7 +950,7 @@ void cChunkMap::SetChunkData( } // Notify plugins of the chunk becoming available - cPluginManager::Get()->CallHookChunkAvailable(m_World, a_ChunkX, a_ChunkZ); + cPluginManager::Get()->CallHookChunkAvailable(m_World, ChunkX, ChunkZ); } diff --git a/src/ChunkMap.h b/src/ChunkMap.h index 4be1a4752..e33d9f894 100644 --- a/src/ChunkMap.h +++ b/src/ChunkMap.h @@ -34,6 +34,7 @@ class cChunkDataSerializer; class cBlockArea; class cMobCensus; class cMobSpawner; +class cSetChunkData; typedef std::list cClientHandleList; typedef cChunk * cChunkPtr; @@ -112,22 +113,11 @@ public: void MarkChunkSaved (int a_ChunkX, int a_ChunkZ); /** Sets the chunk data as either loaded from the storage or generated. - a_BlockLight and a_BlockSkyLight are optional, if not present, chunk will be marked as unlighted. - a_BiomeMap is optional, if not present, biomes will be calculated by the generator - a_HeightMap is optional, if not present, will be calculated. - If a_MarkDirty is set, the chunk is set as dirty (used after generating) + BlockLight and BlockSkyLight are optional, if not present, chunk will be marked as unlighted. + If MarkDirty is set, the chunk is set as dirty (used after generating) + Modifies the BlockEntity list in a_SetChunkData - moves the block entities into the chunk. */ - void SetChunkData( - int a_ChunkX, int a_ChunkZ, - const BLOCKTYPE * a_BlockTypes, - const NIBBLETYPE * a_BlockMeta, - const NIBBLETYPE * a_BlockLight, - const NIBBLETYPE * a_BlockSkyLight, - const cChunkDef::HeightMap * a_HeightMap, - const cChunkDef::BiomeMap & a_BiomeMap, - cBlockEntityList & a_BlockEntities, - bool a_MarkDirty - ); + void SetChunkData(cSetChunkData & a_SetChunkData); void ChunkLighted( int a_ChunkX, int a_ChunkZ, diff --git a/src/SetChunkData.cpp b/src/SetChunkData.cpp new file mode 100644 index 000000000..6e0c2733e --- /dev/null +++ b/src/SetChunkData.cpp @@ -0,0 +1,115 @@ + +// SetChunkData.cpp + +// Implements the cSetChunkData class used for sending loaded / generated chunk + +#include "Globals.h" +#include "SetChunkData.h" + + + + + +cSetChunkData::cSetChunkData(int a_ChunkX, int a_ChunkZ, bool a_ShouldMarkDirty) : + m_ChunkX(a_ChunkX), + m_ChunkZ(a_ChunkZ), + m_ShouldMarkDirty(a_ShouldMarkDirty) +{ +} + + + + + +cSetChunkData::cSetChunkData( + int a_ChunkX, int a_ChunkZ, + const BLOCKTYPE * a_BlockTypes, + const NIBBLETYPE * a_BlockMetas, + const NIBBLETYPE * a_BlockLight, + const NIBBLETYPE * a_SkyLight, + const cChunkDef::HeightMap * a_HeightMap, + const cChunkDef::BiomeMap * a_Biomes, + cEntityList & a_Entities, + cBlockEntityList & a_BlockEntities, + bool a_ShouldMarkDirty +) : + m_ChunkX(a_ChunkX), + m_ChunkZ(a_ChunkZ), + m_ShouldMarkDirty(a_ShouldMarkDirty) +{ + // Check the params' validity: + ASSERT(a_BlockTypes != NULL); + ASSERT(a_BlockMetas != NULL); + ASSERT(a_Biomes != NULL); + + // Copy block types and metas: + memcpy(m_BlockTypes, a_BlockTypes, sizeof(cChunkDef::BlockTypes)); + memcpy(m_BlockMetas, a_BlockMetas, sizeof(cChunkDef::BlockNibbles)); + + // Copy lights, if both given: + if ((a_BlockLight != NULL) && (a_SkyLight != NULL)) + { + memcpy(m_BlockLight, a_BlockLight, sizeof(m_BlockLight)); + memcpy(m_SkyLight, a_SkyLight, sizeof(m_SkyLight)); + m_IsLightValid = true; + } + else + { + m_IsLightValid = false; + } + + // Copy the heightmap, if available: + if (a_HeightMap != NULL) + { + memcpy(m_HeightMap, a_HeightMap, sizeof(m_HeightMap)); + m_IsHeightMapValid = true; + } + else + { + m_IsHeightMapValid = false; + } + + // Copy biomes, if available: + if (a_Biomes != NULL) + { + memcpy(m_Biomes, a_Biomes, sizeof(m_Biomes)); + m_AreBiomesValid = true; + } + else + { + m_AreBiomesValid = false; + } + + // Move entities and blockentities: + std::swap(m_Entities, a_Entities); + std::swap(m_BlockEntities, a_BlockEntities); +} + + + + + +void cSetChunkData::CalculateHeightMap(void) +{ + for (int x = 0; x < cChunkDef::Width; x++) + { + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int y = cChunkDef::Height - 1; y > -1; y--) + { + int index = cChunkDef::MakeIndexNoCheck(x, y, z); + if (m_BlockTypes[index] != E_BLOCK_AIR) + { + m_HeightMap[x + z * cChunkDef::Width] = (HEIGHTTYPE)y; + break; + } + } // for y + } // for z + } // for x + m_IsHeightMapValid = true; +} + + + + + diff --git a/src/SetChunkData.h b/src/SetChunkData.h new file mode 100644 index 000000000..a2f776f6b --- /dev/null +++ b/src/SetChunkData.h @@ -0,0 +1,120 @@ + +// SetChunkData.h + +// Declares the cSetChunkData class used for sending loaded / generated chunk data into cWorld + + + + + +#pragma once + + + + + +class cSetChunkData +{ +public: + /** Constructs a new instance with empty data. + Allocates new buffers for the block data. + Prefer to use this constructor, then fill the object with data and then send it to cWorld, as this will + reduce the copying required to queue the set operation. */ + cSetChunkData(int a_ChunkX, int a_ChunkZ, bool a_ShouldMarkDirty); + + /** Constructs a new instance based on data existing elsewhere, will copy all the memory. Prefer to use the + other constructor as much as possible. + Will move the entity and blockentity lists into the internal storage, and empty the a_Entities and + a_BlockEntities lists. + a_BlockTypes and a_BlockMetas must always be valid. + If either of the light arrays are NULL, the chunk data will be marked as not having any light at all and + will be scheduled for re-lighting once it is set into the chunkmap. + If a_Biomes is not valid, the internal flag is set and the world will calculate the biomes using the chunk + generator when setting the chunk data. + If a_HeightMap is not assigned, the world will calculate the heightmap based on the blocktypes when setting + the chunk data. */ + cSetChunkData( + int a_ChunkX, int a_ChunkZ, + const BLOCKTYPE * a_BlockTypes, + const NIBBLETYPE * a_BlockMetas, + const NIBBLETYPE * a_BlockLight, + const NIBBLETYPE * a_SkyLight, + const cChunkDef::HeightMap * a_HeightMap, + const cChunkDef::BiomeMap * a_Biomes, + cEntityList & a_Entities, + cBlockEntityList & a_BlockEntities, + bool a_ShouldMarkDirty + ); + + int GetChunkX(void) const { return m_ChunkX; } + int GetChunkZ(void) const { return m_ChunkZ; } + + /** Returns the internal storage of the block types, read-only. */ + const cChunkDef::BlockTypes & GetBlockTypes(void) const { return m_BlockTypes; } + + /** Returns the internal storage of the block types, read-only. */ + const cChunkDef::BlockNibbles & GetBlockMetas(void) const { return m_BlockMetas; } + + /** Returns the internal storage of the block light, read-only. */ + const cChunkDef::BlockNibbles & GetBlockLight(void) const { return m_BlockLight; } + + /** Returns the internal storage of the block types, read-only. */ + const cChunkDef::BlockNibbles & GetSkyLight(void) const { return m_SkyLight; } + + /** Returns the internal storage for heightmap, read-only. */ + const cChunkDef::HeightMap & GetHeightMap(void) const { return m_HeightMap; } + + /** Returns the internal storage for biomes, read-write. */ + cChunkDef::BiomeMap & GetBiomes(void) { return m_Biomes; } + + /** Returns the internal storage for entities, read-write. */ + cEntityList & GetEntities(void) { return m_Entities; } + + /** Returns the internal storage for block entities, read-write. */ + cBlockEntityList & GetBlockEntities(void) { return m_BlockEntities; } + + /** Returns whether both light arrays stored in this object are valid. */ + bool IsLightValid(void) const { return m_IsLightValid; } + + /** Returns whether the heightmap stored in this object is valid. */ + bool IsHeightMapValid(void) const { return m_IsHeightMapValid; } + + /** Returns whether the biomes stored in this object are valid. */ + bool AreBiomesValid(void) const { return m_AreBiomesValid; } + + /** Returns whether the chunk should be marked as dirty after its data is set. + Used by the generator to save chunks after generating. */ + bool ShouldMarkDirty(void) const { return m_ShouldMarkDirty; } + + /** Marks the biomes stored in this object as valid. */ + void MarkBiomesValid(void) { m_AreBiomesValid = true; } + + /** Calculates the heightmap based on the contained blocktypes and marks it valid. */ + void CalculateHeightMap(void); + +protected: + int m_ChunkX; + int m_ChunkZ; + + cChunkDef::BlockTypes m_BlockTypes; + cChunkDef::BlockNibbles m_BlockMetas; + cChunkDef::BlockNibbles m_BlockLight; + cChunkDef::BlockNibbles m_SkyLight; + cChunkDef::HeightMap m_HeightMap; + cChunkDef::BiomeMap m_Biomes; + cEntityList m_Entities; + cBlockEntityList m_BlockEntities; + + bool m_IsLightValid; + bool m_IsHeightMapValid; + bool m_AreBiomesValid; + bool m_ShouldMarkDirty; +}; + +typedef SharedPtr cSetChunkDataPtr; // TODO: Change to unique_ptr once we go C++11 +typedef std::vector cSetChunkDataPtrs; + + + + + diff --git a/src/World.cpp b/src/World.cpp index 104805209..7ad350e24 100644 --- a/src/World.cpp +++ b/src/World.cpp @@ -11,6 +11,7 @@ #include "ChunkMap.h" #include "Generating/ChunkDesc.h" #include "OSSupport/Timer.h" +#include "SetChunkData.h" // Serializers #include "WorldStorage/ScoreboardSerializer.h" @@ -719,6 +720,17 @@ void cWorld::Tick(float a_Dt, int a_LastTickDurationMSec) // Call the plugins cPluginManager::Get()->CallHookWorldTick(*this, a_Dt, a_LastTickDurationMSec); + // Set any chunk data that has been queued for setting: + cSetChunkDataPtrs SetChunkDataQueue; + { + cCSLock Lock(m_CSSetChunkDataQueue); + std::swap(SetChunkDataQueue, m_SetChunkDataQueue); + } + for (cSetChunkDataPtrs::iterator itr = SetChunkDataQueue.begin(), end = SetChunkDataQueue.end(); itr != end; ++itr) + { + SetChunkData(**itr); + } // for itr - SetChunkDataQueue[] + // We need sub-tick precision here, that's why we store the time in seconds and calculate ticks off of it m_WorldAgeSecs += (double)a_Dt / 1000.0; m_TimeOfDaySecs += (double)a_Dt / 1000.0; @@ -2217,47 +2229,59 @@ void cWorld::MarkChunkSaved (int a_ChunkX, int a_ChunkZ) -void cWorld::SetChunkData( - int a_ChunkX, int a_ChunkZ, - const BLOCKTYPE * a_BlockTypes, - const NIBBLETYPE * a_BlockMeta, - const NIBBLETYPE * a_BlockLight, - const NIBBLETYPE * a_BlockSkyLight, - const cChunkDef::HeightMap * a_HeightMap, - const cChunkDef::BiomeMap * a_BiomeMap, - cEntityList & a_Entities, - cBlockEntityList & a_BlockEntities, - bool a_MarkDirty -) +void cWorld::QueueSetChunkData(const cSetChunkDataPtr & a_SetChunkData) { // Validate biomes, if needed: - cChunkDef::BiomeMap BiomeMap; - const cChunkDef::BiomeMap * Biomes = a_BiomeMap; - if (a_BiomeMap == NULL) + if (!a_SetChunkData->AreBiomesValid()) { // The biomes are not assigned, get them from the generator: - Biomes = &BiomeMap; - m_Generator.GenerateBiomes(a_ChunkX, a_ChunkZ, BiomeMap); + m_Generator.GenerateBiomes(a_SetChunkData->GetChunkX(), a_SetChunkData->GetChunkZ(), a_SetChunkData->GetBiomes()); + a_SetChunkData->MarkBiomesValid(); } - m_ChunkMap->SetChunkData( - a_ChunkX, a_ChunkZ, - a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight, - a_HeightMap, *Biomes, - a_BlockEntities, - a_MarkDirty - ); + // Validate heightmap, if needed: + if (!a_SetChunkData->IsHeightMapValid()) + { + a_SetChunkData->CalculateHeightMap(); + } + + // Store a copy of the data in the queue: + // TODO: If the queue is too large, wait for it to get processed. Not likely, though. + cCSLock Lock(m_CSSetChunkDataQueue); + m_SetChunkDataQueue.push_back(a_SetChunkData); +} + + + + + +void cWorld::SetChunkData(cSetChunkData & a_SetChunkData) +{ + ASSERT(a_SetChunkData.AreBiomesValid()); + ASSERT(a_SetChunkData.IsHeightMapValid()); + + m_ChunkMap->SetChunkData(a_SetChunkData); // Initialize the entities (outside the m_ChunkMap's CS, to fix FS #347): - for (cEntityList::iterator itr = a_Entities.begin(), end = a_Entities.end(); itr != end; ++itr) + cEntityList Entities; + std::swap(a_SetChunkData.GetEntities(), Entities); + for (cEntityList::iterator itr = Entities.begin(), end = Entities.end(); itr != end; ++itr) { (*itr)->Initialize(*this); } // If a client is requesting this chunk, send it to them: - if (m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkZ)) + int ChunkX = a_SetChunkData.GetChunkX(); + int ChunkZ = a_SetChunkData.GetChunkZ(); + if (m_ChunkMap->HasChunkAnyClients(ChunkX, ChunkZ)) { - m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkZ); + m_ChunkSender.ChunkReady(ChunkX, ChunkZ); + } + + // Save the chunk right after generating, so that we don't have to generate it again on next run + if (a_SetChunkData.ShouldMarkDirty()) + { + m_Storage.QueueSaveChunk(ChunkX, 0, ChunkZ); } } @@ -3295,17 +3319,14 @@ void cWorld::cChunkGeneratorCallbacks::OnChunkGenerated(cChunkDesc & a_ChunkDesc cChunkDef::BlockNibbles BlockMetas; a_ChunkDesc.CompressBlockMetas(BlockMetas); - m_World->SetChunkData( + m_World->QueueSetChunkData(cSetChunkDataPtr(new cSetChunkData( a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), a_ChunkDesc.GetBlockTypes(), BlockMetas, NULL, NULL, // We don't have lighting, chunk will be lighted when needed &a_ChunkDesc.GetHeightMap(), &a_ChunkDesc.GetBiomeMap(), a_ChunkDesc.GetEntities(), a_ChunkDesc.GetBlockEntities(), true - ); - - // Save the chunk right after generating, so that we don't have to generate it again on next run - m_World->GetStorage().QueueSaveChunk(a_ChunkDesc.GetChunkX(), 0, a_ChunkDesc.GetChunkZ()); + ))); } diff --git a/src/World.h b/src/World.h index 2346ac523..6613b495a 100644 --- a/src/World.h +++ b/src/World.h @@ -49,9 +49,14 @@ class cNoteEntity; class cMobHeadEntity; class cCompositeChat; class cCuboid; +class cSetChunkData; + typedef std::list< cPlayer * > cPlayerList; +typedef SharedPtr cSetChunkDataPtr; // TODO: Change to unique_ptr once we go C++11 +typedef std::vector cSetChunkDataPtrs; + typedef cItemCallback cPlayerListCallback; typedef cItemCallback cEntityCallback; typedef cItemCallback cChestCallback; @@ -246,24 +251,9 @@ public: void MarkChunkSaving(int a_ChunkX, int a_ChunkZ); void MarkChunkSaved (int a_ChunkX, int a_ChunkZ); - /** Sets the chunk data as either loaded from the storage or generated. - a_BlockLight and a_BlockSkyLight are optional, if not present, chunk will be marked as unlighted. - a_BiomeMap is optional, if not present, biomes will be calculated by the generator - a_HeightMap is optional, if not present, will be calculated. - If a_MarkDirty is set, the chunk is set as dirty (used after generating) - */ - void SetChunkData( - int a_ChunkX, int a_ChunkZ, - const BLOCKTYPE * a_BlockTypes, - const NIBBLETYPE * a_BlockMeta, - const NIBBLETYPE * a_BlockLight, - const NIBBLETYPE * a_BlockSkyLight, - const cChunkDef::HeightMap * a_HeightMap, - const cChunkDef::BiomeMap * a_BiomeMap, - cEntityList & a_Entities, - cBlockEntityList & a_BlockEntities, - bool a_MarkDirty - ); + /** Puts the chunk data into a queue to be set into the chunkmap in the tick thread. + If the chunk data doesn't contain valid biomes, the biomes are calculated before adding the data into the queue. */ + void QueueSetChunkData(const cSetChunkDataPtr & a_SetChunkData); void ChunkLighted( int a_ChunkX, int a_ChunkZ, @@ -969,6 +959,12 @@ private: /** List of players that are scheduled for adding, waiting for the Tick thread to add them. */ cPlayerList m_PlayersToAdd; + + /** CS protecting m_SetChunkDataQueue. */ + cCriticalSection m_CSSetChunkDataQueue; + + /** Queue for the chunk data to be set into m_ChunkMap by the tick thread. Protected by m_CSSetChunkDataQueue */ + cSetChunkDataPtrs m_SetChunkDataQueue; cWorld(const AString & a_WorldName); @@ -1011,6 +1007,10 @@ private: /** Adds the players queued in the m_PlayersToAdd queue into the m_Players list. Assumes it is called from the Tick thread. */ void AddQueuedPlayers(void); + + /** Sets the specified chunk data into the chunkmap. Called in the tick thread. + Modifies the a_SetChunkData - moves the entities contained in it into the chunk. */ + void SetChunkData(cSetChunkData & a_SetChunkData); }; // tolua_export diff --git a/src/WorldStorage/WSSAnvil.cpp b/src/WorldStorage/WSSAnvil.cpp index 663d489bc..2851647fe 100644 --- a/src/WorldStorage/WSSAnvil.cpp +++ b/src/WorldStorage/WSSAnvil.cpp @@ -14,6 +14,7 @@ #include "../Item.h" #include "../ItemGrid.h" #include "../StringCompression.h" +#include "../SetChunkData.h" #include "../BlockEntities/ChestEntity.h" #include "../BlockEntities/CommandBlockEntity.h" @@ -391,7 +392,7 @@ bool cWSSAnvil::LoadChunkFromNBT(const cChunkCoords & a_Chunk, const cParsedNBT } // for y //*/ - m_World->SetChunkData( + m_World->QueueSetChunkData(cSetChunkDataPtr(new cSetChunkData( a_Chunk.m_ChunkX, a_Chunk.m_ChunkZ, BlockTypes, MetaData, IsLightValid ? BlockLight : NULL, @@ -399,7 +400,7 @@ bool cWSSAnvil::LoadChunkFromNBT(const cChunkCoords & a_Chunk, const cParsedNBT NULL, Biomes, Entities, BlockEntities, false - ); + ))); return true; } diff --git a/src/WorldStorage/WSSCompact.cpp b/src/WorldStorage/WSSCompact.cpp index 5382a3e01..ee47047a0 100644 --- a/src/WorldStorage/WSSCompact.cpp +++ b/src/WorldStorage/WSSCompact.cpp @@ -18,6 +18,7 @@ #include "../BlockEntities/MobHeadEntity.h" #include "../BlockEntities/NoteEntity.h" #include "../BlockEntities/SignEntity.h" +#include "../SetChunkData.h" @@ -911,7 +912,7 @@ bool cWSSCompact::LoadChunkFromData(const cChunkCoords & a_Chunk, int a_Uncompre NIBBLETYPE * BlockLight = (NIBBLETYPE *)(BlockData + LightOffset); NIBBLETYPE * SkyLight = (NIBBLETYPE *)(BlockData + SkyLightOffset); - a_World->SetChunkData( + a_World->QueueSetChunkData(cSetChunkDataPtr(new cSetChunkData( a_Chunk.m_ChunkX, a_Chunk.m_ChunkZ, BlockData, MetaData, IsLightValid ? BlockLight : NULL, @@ -919,7 +920,7 @@ bool cWSSCompact::LoadChunkFromData(const cChunkCoords & a_Chunk, int a_Uncompre NULL, NULL, Entities, BlockEntities, false - ); + ))); return true; }