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Initial ChunkStay code.

This commit is contained in:
madmaxoft 2014-02-08 21:55:21 +01:00
parent 169b918222
commit ea71bfa9b6
11 changed files with 573 additions and 419 deletions

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@ -422,7 +422,6 @@ 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);

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@ -85,10 +85,10 @@ public:
void MarkLoaded(void); // Marks the chunk as freshly loaded. Fails if the chunk is already valid
void MarkLoadFailed(void); // Marks the chunk as failed to load. Ignored is the chunk is already valid
/// Gets all chunk data, calls the a_Callback's methods for each data type
/** Gets all chunk data, calls the a_Callback's methods for each data type */
void GetAllData(cChunkDataCallback & a_Callback);
/// Sets all chunk data
/** Sets all chunk data */
void SetAllData(
const BLOCKTYPE * a_BlockTypes,
const NIBBLETYPE * a_BlockMeta,
@ -104,27 +104,29 @@ public:
const cChunkDef::BlockNibbles & a_SkyLight
);
/// Copies m_BlockData into a_BlockTypes, only the block types
/** Copies m_BlockData into a_BlockTypes, only the block types */
void GetBlockTypes(BLOCKTYPE * a_BlockTypes);
/// Writes the specified cBlockArea at the coords specified. Note that the coords may extend beyond the chunk!
/** Writes the specified cBlockArea at the coords specified. Note that the coords may extend beyond the chunk! */
void WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes);
/// Returns true if there is a block entity at the coords specified
/** 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
/** Sets or resets the internal flag that prevents chunk from being unloaded.
The flag is cumulative - it can be set multiple times and then needs to be un-set that many times
before the chunk is unloadable again. */
void Stay(bool a_Stay = true);
/// Recence all mobs proximities to players in order to know what to do with them
/** Recence all mobs proximities to players in order to know what to do with them */
void CollectMobCensus(cMobCensus& toFill);
/// Try to Spawn Monsters inside chunk
/** Try to Spawn Monsters inside chunk */
void SpawnMobs(cMobSpawner& a_MobSpawner);
void Tick(float a_Dt);
/// Ticks a single block. Used by cWorld::TickQueuedBlocks() to tick the queued blocks
/** Ticks a single block. Used by cWorld::TickQueuedBlocks() to tick the queued blocks */
void TickBlock(int a_RelX, int a_RelY, int a_RelZ);
int GetPosX(void) const { return m_PosX; }
@ -137,13 +139,13 @@ public:
// SetBlock() does a lot of work (heightmap, tickblocks, blockentities) so a BlockIdx version doesn't make sense
void SetBlock( const Vector3i & a_RelBlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) { SetBlock( a_RelBlockPos.x, a_RelBlockPos.y, a_RelBlockPos.z, a_BlockType, a_BlockMeta ); }
/// Queues a block change till the specified world tick
/** Queues a block change till the specified world tick */
void QueueSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Int64 a_Tick, BLOCKTYPE a_PreviousBlockType = E_BLOCK_AIR);
/// Queues block for ticking (m_ToTickQueue)
/** Queues block for ticking (m_ToTickQueue) */
void QueueTickBlock(int a_RelX, int a_RelY, int a_RelZ);
/// Queues all 6 neighbors of the specified block for ticking (m_ToTickQueue). If any are outside the chunk, relays the checking to the proper neighboring chunk
/** Queues all 6 neighbors of the specified block for ticking (m_ToTickQueue). If any are outside the chunk, relays the checking to the proper neighboring chunk */
void QueueTickBlockNeighbors(int a_RelX, int a_RelY, int a_RelZ);
void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta ); // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc.
@ -175,14 +177,14 @@ public:
void CollectPickupsByPlayer(cPlayer * a_Player);
/// Sets the sign text. Returns true if successful. Also sends update packets to all clients in the chunk
/** Sets the sign text. Returns true if successful. Also sends update packets to all clients in the chunk */
bool SetSignLines(int a_RelX, int a_RelY, int a_RelZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4);
int GetHeight( int a_X, int a_Z );
void SendBlockTo(int a_RelX, int a_RelY, int a_RelZ, cClientHandle * a_Client);
/// Adds a client to the chunk; returns true if added, false if already there
/** Adds a client to the chunk; returns true if added, false if already there */
bool AddClient (cClientHandle* a_Client );
void RemoveClient (cClientHandle* a_Client );
@ -193,55 +195,55 @@ public:
void RemoveEntity(cEntity * a_Entity);
bool HasEntity(int a_EntityID);
/// Calls the callback for each entity; returns true if all entities processed, false if the callback aborted by returning true
/** Calls the callback for each entity; 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.
/** 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(int a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackResult); // Lua-accessible
/// Calls the callback for each block entity; returns true if all block entities processed, false if the callback aborted by returning true
/** Calls the callback for each block entity; returns true if all block entities processed, false if the callback aborted by returning true */
bool ForEachBlockEntity(cBlockEntityCallback & a_Callback); // Lua-accessible
/// Calls the callback for each chest; returns true if all chests processed, false if the callback aborted by returning true
/** Calls the callback for each chest; returns true if all chests processed, false if the callback aborted by returning true */
bool ForEachChest(cChestCallback & a_Callback); // Lua-accessible
/// Calls the callback for each dispenser; returns true if all dispensers processed, false if the callback aborted by returning true
/** Calls the callback for each dispenser; returns true if all dispensers processed, false if the callback aborted by returning true */
bool ForEachDispenser(cDispenserCallback & a_Callback);
/// Calls the callback for each dropper; returns true if all droppers processed, false if the callback aborted by returning true
/** Calls the callback for each dropper; returns true if all droppers processed, false if the callback aborted by returning true */
bool ForEachDropper(cDropperCallback & a_Callback);
/// Calls the callback for each dropspenser; returns true if all dropspensers processed, false if the callback aborted by returning true
/** Calls the callback for each dropspenser; returns true if all dropspensers processed, false if the callback aborted by returning true */
bool ForEachDropSpenser(cDropSpenserCallback & a_Callback);
/// Calls the callback for each furnace; returns true if all furnaces processed, false if the callback aborted by returning true
/** Calls the callback for each furnace; returns true if all furnaces processed, false if the callback aborted by returning true */
bool ForEachFurnace(cFurnaceCallback & a_Callback); // Lua-accessible
/// Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found
/** Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found */
bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback); // Lua-acessible
/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
/** Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found */
bool DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Lua-acessible
/// Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found
/** Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found */
bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback);
/// Calls the callback for the dispenser at the specified coords; returns false if there's no dropper at those coords or callback returns true, returns true if found
/** Calls the callback for the dispenser at the specified coords; returns false if there's no dropper at those coords or callback returns true, returns true if found */
bool DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback);
/// Calls the callback for the dispenser at the specified coords; returns false if there's no dropspenser at those coords or callback returns true, returns true if found
/** Calls the callback for the dispenser at the specified coords; returns false if there's no dropspenser at those coords or callback returns true, returns true if found */
bool DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback);
/// Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords or callback returns true, returns true if found
/** Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords or callback returns true, returns true if found */
bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Lua-accessible
/// Calls the callback for the noteblock at the specified coords; returns false if there's no noteblock at those coords or callback returns true, returns true if found
/** Calls the callback for the noteblock at the specified coords; returns false if there's no noteblock at those coords or callback returns true, returns true if found */
bool DoWithNoteBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cNoteBlockCallback & a_Callback);
/// Calls the callback for the command block at the specified coords; returns false if there's no command block at those coords or callback returns true, returns true if found
/** Calls the callback for the command block at the specified coords; returns false if there's no command block at those coords or callback returns true, returns true if found */
bool DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cCommandBlockCallback & a_Callback);
/// Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found
/** Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found */
bool GetSignLines (int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4); // Lua-accessible
void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z); // [x, y, z] in world block coords
@ -292,7 +294,7 @@ public:
m_IsSaving = false;
}
/// Sets the blockticking to start at the specified block. Only one blocktick may be set, second call overwrites the first call
/** Sets the blockticking to start at the specified block. Only one blocktick may be set, second call overwrites the first call */
inline void SetNextBlockTick(int a_RelX, int a_RelY, int a_RelZ)
{
m_BlockTickX = a_RelX;
@ -310,34 +312,34 @@ public:
inline NIBBLETYPE GetBlockLight(int a_Idx) const {return cChunkDef::GetNibble(m_BlockLight, a_Idx); }
inline NIBBLETYPE GetSkyLight (int a_Idx) const {return cChunkDef::GetNibble(m_BlockSkyLight, a_Idx); }
/// Same as GetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
/** Same as GetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
bool UnboundedRelGetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
/// Same as GetBlockType(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
/** Same as GetBlockType(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
bool UnboundedRelGetBlockType(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType) const;
/// Same as GetBlockMeta(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
/** Same as GetBlockMeta(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
bool UnboundedRelGetBlockMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockMeta) const;
/// Same as GetBlockBlockLight(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
/** Same as GetBlockBlockLight(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
bool UnboundedRelGetBlockBlockLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockLight) const;
/// Same as GetBlockSkyLight(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
/** Same as GetBlockSkyLight(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
bool UnboundedRelGetBlockSkyLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_SkyLight) const;
/// Queries both BlockLight and SkyLight, relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
/** Queries both BlockLight and SkyLight, relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
bool UnboundedRelGetBlockLights(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockLight, NIBBLETYPE & a_SkyLight) const;
/// Same as SetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
/** Same as SetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
bool UnboundedRelSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
/// Same as FastSetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success
/** Same as FastSetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
bool UnboundedRelFastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
/// Same as QueueTickBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s in such a case), ignores unsuccessful attempts
/** Same as QueueTickBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s in such a case), ignores unsuccessful attempts */
void UnboundedQueueTickBlock(int a_RelX, int a_RelY, int a_RelZ);
/// Light alterations based on time
/** Light alterations based on time */
NIBBLETYPE GetTimeAlteredLight(NIBBLETYPE a_Skylight) const;
@ -389,7 +391,7 @@ private:
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
/** Number of times the chunk has been requested to stay (by various cChunkStay objects); if zero, the chunk can be unloaded */
int m_StayCount;
int m_PosX, m_PosY, m_PosZ;
@ -427,40 +429,40 @@ private:
void RemoveBlockEntity(cBlockEntity * a_BlockEntity);
void AddBlockEntity (cBlockEntity * a_BlockEntity);
/// Creates a block entity for each block that needs a block entity and doesn't have one in the list
/** Creates a block entity for each block that needs a block entity and doesn't have one in the list */
void CreateBlockEntities(void);
/// Wakes up each simulator for its specific blocks; through all the blocks in the chunk
/** Wakes up each simulator for its specific blocks; through all the blocks in the chunk */
void WakeUpSimulators(void);
// Makes a copy of the list
cClientHandleList GetAllClients(void) const {return m_LoadedByClient; }
/// Sends m_PendingSendBlocks to all clients
/** Sends m_PendingSendBlocks to all clients */
void BroadcastPendingBlockChanges(void);
/// Checks the block scheduled for checking in m_ToTickBlocks[]
/** Checks the block scheduled for checking in m_ToTickBlocks[] */
void CheckBlocks();
/// Ticks several random blocks in the chunk
/** Ticks several random blocks in the chunk */
void TickBlocks(void);
/// Adds snow to the top of snowy biomes and hydrates farmland / fills cauldrons in rainy biomes
/** Adds snow to the top of snowy biomes and hydrates farmland / fills cauldrons in rainy biomes */
void ApplyWeatherToTop(void);
/// Grows sugarcane by the specified number of blocks, but no more than 3 blocks high (used by both bonemeal and ticking)
/** Grows sugarcane by the specified number of blocks, but no more than 3 blocks high (used by both bonemeal and ticking) */
void GrowSugarcane (int a_RelX, int a_RelY, int a_RelZ, int a_NumBlocks);
/// Grows cactus by the specified number of blocks, but no more than 3 blocks high (used by both bonemeal and ticking)
/** Grows cactus by the specified number of blocks, but no more than 3 blocks high (used by both bonemeal and ticking) */
void GrowCactus (int a_RelX, int a_RelY, int a_RelZ, int a_NumBlocks);
/// Grows a melon or a pumpkin next to the block specified (assumed to be the stem)
/** Grows a melon or a pumpkin next to the block specified (assumed to be the stem) */
void GrowMelonPumpkin(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, MTRand & a_Random);
/// Called by Tick() when an entity moves out of this chunk into a neighbor; moves the entity and sends spawn / despawn packet to clients
/** Called by Tick() when an entity moves out of this chunk into a neighbor; moves the entity and sends spawn / despawn packet to clients */
void MoveEntityToNewChunk(cEntity * a_Entity);
/// Processes all blocks that have been scheduled for replacement by the QueueSetBlock() function
/** Processes all blocks that have been scheduled for replacement by the QueueSetBlock() function */
void ProcessQueuedSetBlocks(void);
};

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@ -481,6 +481,7 @@ public:
} ;
typedef std::list<cChunkCoords> cChunkCoordsList;
typedef std::vector<cChunkCoords> cChunkCoordsVector;

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@ -134,7 +134,7 @@ cChunkMap::cChunkLayer * cChunkMap::GetLayerForChunk(int a_ChunkX, int a_ChunkZ)
cChunkPtr cChunkMap::GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
cChunkPtr cChunkMap::GetChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
// No need to lock m_CSLayers, since it's already locked by the operation that called us
ASSERT(m_CSLayers.IsLockedByCurrentThread());
@ -897,17 +897,25 @@ void cChunkMap::SetChunkData(
bool a_MarkDirty
)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
if (Chunk == NULL)
{
return;
}
Chunk->SetAllData(a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight, a_HeightMap, a_BiomeMap, a_BlockEntities);
if (a_MarkDirty)
{
Chunk->MarkDirty();
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
if (Chunk == NULL)
{
return;
}
Chunk->SetAllData(a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight, a_HeightMap, a_BiomeMap, a_BlockEntities);
if (a_MarkDirty)
{
Chunk->MarkDirty();
}
// Notify relevant ChunkStays:
for (cChunkStays::iterator itr = m_ChunkStays.begin(), end = m_ChunkStays.end(); itr != end; ++itr)
{
(*itr)->ChunkAvailable(a_ChunkX, a_ChunkZ);
} // for itr - m_ChunkStays[]
}
// Notify plugins of the chunk becoming available
@ -2206,24 +2214,6 @@ bool cChunkMap::SetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, const ASt
void cChunkMap::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
{
cCSLock Lock(m_CSLayers);
for (cChunkCoordsList::const_iterator itr = a_Chunks.begin(); itr != a_Chunks.end(); ++itr)
{
cChunkPtr Chunk = GetChunkNoLoad(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
if (Chunk == NULL)
{
continue;
}
Chunk->Stay(a_Stay);
}
}
void cChunkMap::MarkChunkRegenerating(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
@ -2810,12 +2800,16 @@ void cChunkMap::cChunkLayer::UnloadUnusedChunks(void)
void cChunkMap::FastSetBlock(int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
void cChunkMap::FastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
cCSLock Lock(m_CSFastSetBlock);
m_FastSetBlockQueue.push_back(sSetBlock(a_X, a_Y, a_Z, a_BlockType, a_BlockMeta));
m_FastSetBlockQueue.push_back(sSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta));
}
void cChunkMap::FastSetQueuedBlocks()
{
// Asynchronously set blocks:
@ -2834,110 +2828,75 @@ void cChunkMap::FastSetQueuedBlocks()
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cChunkStay:
cChunkStay::cChunkStay(cWorld * a_World) :
m_World(a_World),
m_IsEnabled(false)
void cChunkMap::AddChunkStay(cChunkStay & a_ChunkStay)
{
}
cChunkStay::~cChunkStay()
{
Clear();
}
void cChunkStay::Clear(void)
{
if (m_IsEnabled)
cCSLock Lock(m_CSLayers);
// Add it to the list:
ASSERT(std::find(m_ChunkStays.begin(), m_ChunkStays.end(), &a_ChunkStay) == m_ChunkStays.end()); // Has not yet been added
m_ChunkStays.push_back(&a_ChunkStay);
// Schedule all chunks to be loaded / generated, and mark each as locked:
const cChunkCoordsVector & WantedChunks = a_ChunkStay.GetChunks();
for (cChunkCoordsVector::const_iterator itr = WantedChunks.begin(); itr != WantedChunks.end(); ++itr)
{
Disable();
cChunkPtr Chunk = GetChunk(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
if (Chunk == NULL)
{
continue;
}
Chunk->Stay(true);
if (Chunk->IsValid())
{
a_ChunkStay.ChunkAvailable(itr->m_ChunkX, itr->m_ChunkZ);
}
} // for itr - WantedChunks[]
}
/** Removes the specified cChunkStay descendant from the internal list of ChunkStays. */
void cChunkMap::DelChunkStay(cChunkStay & a_ChunkStay)
{
cCSLock Lock(m_CSLayers);
// Remove from the list of active chunkstays:
bool HasFound = false;
for (cChunkStays::iterator itr = m_ChunkStays.begin(), end = m_ChunkStays.end(); itr != end; ++itr)
{
if (*itr == &a_ChunkStay)
{
m_ChunkStays.erase(itr);
HasFound = true;
break;
}
} // for itr - m_ChunkStays[]
if (!HasFound)
{
ASSERT(!"Removing a cChunkStay that hasn't been added!");
return;
}
m_Chunks.clear();
}
void cChunkStay::Add(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
ASSERT(!m_IsEnabled);
for (cChunkCoordsList::const_iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
// Unmark all contained chunks:
const cChunkCoordsVector & Chunks = a_ChunkStay.GetChunks();
for (cChunkCoordsVector::const_iterator itr = Chunks.begin(), end = Chunks.end(); itr != end; ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
cChunkPtr Chunk = GetChunkNoLoad(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
if (Chunk == NULL)
{
// Already present
return;
continue;
}
Chunk->Stay(false);
} // for itr - Chunks[]
m_Chunks.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
void cChunkStay::Remove(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
ASSERT(!m_IsEnabled);
for (cChunkCoordsList::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_Chunks.erase(itr);
return;
}
} // for itr - m_Chunks[]
}
void cChunkStay::Enable(void)
{
ASSERT(!m_IsEnabled);
m_World->ChunksStay(*this, true);
m_IsEnabled = true;
}
void cChunkStay::Load(void)
{
for (cChunkCoordsList::iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
{
m_World->TouchChunk(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
} // for itr - m_Chunks[]
}
void cChunkStay::Disable(void)
{
ASSERT(m_IsEnabled);
m_World->ChunksStay(*this, false);
m_IsEnabled = false;
}

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@ -85,19 +85,19 @@ public:
void BroadcastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = NULL);
void BroadcastUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
/// Sends the block entity, if it is at the coords specified, to a_Client
/** Sends the block entity, if it is at the coords specified, to a_Client */
void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
/// a_Player rclked block entity at the coords specified, handle it
/** a_Player rclked block entity at the coords specified, handle it */
void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z);
/// Calls the callback for the chunk specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback
/** Calls the callback for the chunk specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback */
bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback);
/// Wakes up simulators for the specified block
/** Wakes up simulators for the specified block */
void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ);
/// Wakes up the simulators for the specified area of blocks
/** Wakes up the simulators for the specified area of blocks */
void WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ);
void MarkChunkDirty (int a_ChunkX, int a_ChunkZ);
@ -130,7 +130,7 @@ public:
bool GetChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataCallback & a_Callback);
/// Copies the chunk's blocktypes into a_Blocks; returns true if successful
/** Copies the chunk's blocktypes into a_Blocks; returns true if successful */
bool GetChunkBlockTypes (int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_Blocks);
bool IsChunkValid (int a_ChunkX, int a_ChunkZ);
@ -153,154 +153,151 @@ public:
bool GetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
bool GetBlockInfo (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight);
/// Replaces world blocks with a_Blocks, if they are of type a_FilterBlockType
/** Replaces world blocks with a_Blocks, if they are of type a_FilterBlockType */
void ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType);
/// Special function used for growing trees, replaces only blocks that tree may overwrite
/** Special function used for growing trees, replaces only blocks that tree may overwrite */
void ReplaceTreeBlocks(const sSetBlockVector & a_Blocks);
EMCSBiome GetBiomeAt (int a_BlockX, int a_BlockZ);
/// Retrieves block types of the specified blocks. If a chunk is not loaded, doesn't modify the block. Returns true if all blocks were read.
/** Retrieves block types of the specified blocks. If a chunk is not loaded, doesn't modify the block. Returns true if all blocks were read. */
bool GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure);
bool DigBlock (int a_X, int a_Y, int a_Z);
void SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player);
/// Compares clients of two chunks, calls the callback accordingly
/** Compares clients of two chunks, calls the callback accordingly */
void CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback);
/// Compares clients of two chunks, calls the callback accordingly
/** Compares clients of two chunks, calls the callback accordingly */
void CompareChunkClients(cChunk * a_Chunk1, cChunk * a_Chunk2, cClientDiffCallback & a_Callback);
/// Adds client to a chunk, if not already present; returns true if added, false if present
/** Adds client to a chunk, if not already present; returns true if added, false if present */
bool AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
/// Removes the client from the chunk
/** Removes the client from the chunk */
void RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
/// Removes the client from all chunks it is present in
/** Removes the client from all chunks it is present in */
void RemoveClientFromChunks(cClientHandle * a_Client);
/// Adds the entity to its appropriate chunk, takes ownership of the entity pointer
/** Adds the entity to its appropriate chunk, takes ownership of the entity pointer */
void AddEntity(cEntity * a_Entity);
/// Returns true if the entity with specified ID is present in the chunks
/** Returns true if the entity with specified ID is present in the chunks */
bool HasEntity(int a_EntityID);
/// Removes the entity from its appropriate chunk
/** Removes the entity from its appropriate chunk */
void RemoveEntity(cEntity * a_Entity);
/// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true
/** 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 for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true
/** Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true */
bool ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback); // Lua-accessible
/// Destroys and returns a list of blocks destroyed in the explosion at the specified coordinates
/** Destroys and returns a list of blocks destroyed in the explosion at the specified coordinates */
void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, cVector3iArray & a_BlockAffected);
/// 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 and callback returned false.
/** 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 and callback returned false. */
bool DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback); // Lua-accessible
/// Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true
/** Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true */
bool ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback); // Lua-accessible
/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
/** Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true */
bool ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Lua-accessible
/// Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true
/** Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true */
bool ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback);
/// Calls the callback for each dropper in the specified chunk; returns true if all droppers processed, false if the callback aborted by returning true
/** Calls the callback for each dropper in the specified chunk; returns true if all droppers processed, false if the callback aborted by returning true */
bool ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback);
/// Calls the callback for each dropspenser in the specified chunk; returns true if all dropspensers processed, false if the callback aborted by returning true
/** Calls the callback for each dropspenser in the specified chunk; returns true if all dropspensers processed, false if the callback aborted by returning true */
bool ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & a_Callback);
/// Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true
/** Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true */
bool ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback); // Lua-accessible
/// Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found
/** Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found */
bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback); // Lua-acessible
/// Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found
/** Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found */
bool DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Lua-acessible
/// Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found
/** Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found */
bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); // Lua-accessible
/// Calls the callback for the dropper at the specified coords; returns false if there's no dropper at those coords or callback returns true, returns true if found
/** Calls the callback for the dropper at the specified coords; returns false if there's no dropper at those coords or callback returns true, returns true if found */
bool DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback); // Lua-accessible
/// Calls the callback for the dropspenser at the specified coords; returns false if there's no dropspenser at those coords or callback returns true, returns true if found
/** Calls the callback for the dropspenser at the specified coords; returns false if there's no dropspenser at those coords or callback returns true, returns true if found */
bool DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback); // Lua-accessible
/// Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords or callback returns true, returns true if found
/** Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords or callback returns true, returns true if found */
bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Lua-accessible
/// Calls the callback for the noteblock at the specified coords; returns false if there's no noteblock at those coords or callback returns true, returns true if found
/** Calls the callback for the noteblock at the specified coords; returns false if there's no noteblock at those coords or callback returns true, returns true if found */
bool DoWithNoteBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cNoteBlockCallback & a_Callback); // Lua-accessible
/// Calls the callback for the command block at the specified coords; returns false if there's no command block at those coords or callback returns true, returns true if found
/** Calls the callback for the command block at the specified coords; returns false if there's no command block at those coords or callback returns true, returns true if found */
bool DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cCommandBlockCallback & a_Callback); // Lua-accessible
/// Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found
/** Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found */
bool GetSignLines (int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4); // Lua-accessible
/// Touches the chunk, causing it to be loaded or generated
/** Touches the chunk, causing it to be loaded or generated */
void TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
/// Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before)
/** Loads the chunk, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before) */
bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
/// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid()
/** Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid() */
void LoadChunks(const cChunkCoordsList & a_Chunks);
/// Marks the chunk as failed-to-load
/** Marks the chunk as failed-to-load */
void ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
/// Sets the sign text. Returns true if sign text changed.
/** Sets the sign text. Returns true if sign text changed. */
bool SetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, 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) chunks as non-unloadable; to be used only by cChunkStay!
void ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay = true);
/// Marks the chunk as being regenerated - all its clients want that chunk again (used by cWorld::RegenerateChunk() )
/** Marks the chunk as being regenerated - all its clients want that chunk again (used by cWorld::RegenerateChunk() ) */
void MarkChunkRegenerating(int a_ChunkX, int a_ChunkZ);
bool IsChunkLighted(int a_ChunkX, int a_ChunkZ);
/// Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully
/** Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully */
bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback);
/// Writes the block area into the specified coords. Returns true if all chunks have been processed. Prefer cBlockArea::Write() instead.
/** Writes the block area into the specified coords. Returns true if all chunks have been processed. Prefer cBlockArea::Write() instead. */
bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes);
/// Returns the number of valid chunks and the number of dirty chunks
/** Returns the number of valid chunks and the number of dirty chunks */
void GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty);
/// Grows a melon or a pumpkin next to the block specified (assumed to be the stem)
/** Grows a melon or a pumpkin next to the block specified (assumed to be the stem) */
void GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, MTRand & a_Rand);
/// Grows a sugarcane present at the block specified by the amount of blocks specified, up to the max height specified in the config
/** Grows a sugarcane present at the block specified by the amount of blocks specified, up to the max height specified in the config */
void GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow);
/// Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config
/** Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config */
void GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow);
/// Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call
/** Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call */
void SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ);
/// Make a Mob census, of all mobs, their family, their chunk and theyr distance to closest player
/** Make a Mob census, of all mobs, their family, their chunk and theyr distance to closest player */
void CollectMobCensus(cMobCensus& a_ToFill);
/// Try to Spawn Monsters inside all Chunks
/** Try to Spawn Monsters inside all Chunks */
void SpawnMobs(cMobSpawner& a_MobSpawner);
void Tick(float a_Dt);
/// Ticks a single block. Used by cWorld::TickQueuedBlocks() to tick the queued blocks
/** Ticks a single block. Used by cWorld::TickQueuedBlocks() to tick the queued blocks */
void TickBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
void UnloadUnusedChunks(void);
@ -312,15 +309,20 @@ public:
void ChunkValidated(void); // Called by chunks that have become valid
/// Queues the specified block for ticking (block update)
/** Queues the specified block for ticking (block update) */
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!
/** Returns the CS for locking the chunkmap; only cWorld::cLock may use this function! */
cCriticalSection & GetCS(void) { return m_CSLayers; }
private:
friend class cChunk; // The chunks can manipulate neighbors while in their Tick() method, using LockedGetBlock() and LockedSetBlock()
// The chunks can manipulate neighbors while in their Tick() method, using LockedGetBlock() and LockedSetBlock()
friend class cChunk;
// The chunkstay can (de-)register itself using AddChunkStay() and DelChunkStay()
friend class cChunkStay;
class cChunkLayer
{
@ -328,10 +330,10 @@ private:
cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Parent);
~cChunkLayer();
/// Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check
/** Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check */
cChunkPtr GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ );
/// Returns the specified chunk, or NULL if not created yet
/** Returns the specified chunk, or NULL if not created yet */
cChunk * FindChunk(int a_ChunkX, int a_ChunkZ);
int GetX(void) const {return m_LayerX; }
@ -344,22 +346,22 @@ private:
void Save(void);
void UnloadUnusedChunks(void);
/// Collect a mob census, of all mobs, their megatype, their chunk and their distance o closest player
/** 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
/** Try to Spawn Monsters inside all Chunks */
void SpawnMobs(cMobSpawner& a_MobSpawner);
void Tick(float 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
/** 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.
/** 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(int 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
/** Returns true if there is an entity with the specified ID within this layer's chunks */
bool HasEntity(int a_EntityID);
protected:
@ -372,17 +374,19 @@ private:
};
typedef std::list<cChunkLayer *> cChunkLayerList;
typedef std::list<cChunkStay *> cChunkStays;
/// Finds the cChunkLayer object responsible for the specified chunk; returns NULL if not found. Assumes m_CSLayers is locked.
/** Finds the cChunkLayer object responsible for the specified chunk; returns NULL if not found. Assumes m_CSLayers is locked. */
cChunkLayer * FindLayerForChunk(int a_ChunkX, int a_ChunkZ);
/// Returns the specified cChunkLayer object; returns NULL if not found. Assumes m_CSLayers is locked.
/** Returns the specified cChunkLayer object; returns NULL if not found. Assumes m_CSLayers is locked. */
cChunkLayer * FindLayer(int a_LayerX, int a_LayerZ);
/// Returns the cChunkLayer object responsible for the specified chunk; creates it if not found.
/** 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.
/** Returns the specified cChunkLayer object; creates it if not found. */
cChunkLayer * GetLayer(int a_LayerX, int a_LayerZ);
void RemoveLayer(cChunkLayer * a_Layer);
@ -395,68 +399,43 @@ private:
cCriticalSection m_CSFastSetBlock;
sSetBlockList m_FastSetBlockQueue;
/** The cChunkStay descendants that are currently enabled in this chunkmap */
cChunkStays m_ChunkStays;
cChunkPtr GetChunk (int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Also queues the chunk for loading / generating if not valid
cChunkPtr GetChunkNoGen (int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Also queues the chunk for loading if not valid; doesn't generate
cChunkPtr GetChunkNoLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Doesn't load, doesn't generate
/// 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)
/** 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);
/// Gets a block type in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load)
/** Gets a block type in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load) */
bool LockedGetBlockType(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType);
/// Gets a block meta in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load)
/** Gets a block meta in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load) */
bool LockedGetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE & a_BlockMeta);
/// 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)
/** 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 LockedSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
/// 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)
/** 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_CSLayers 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.
To be used only by cChunkStay; others should use cChunkStay::Enable() instead */
void AddChunkStay(cChunkStay & a_ChunkStay);
/** Removes the specified cChunkStay descendant from the internal list of ChunkStays.
To be used only by cChunkStay; others should use cChunkStay::Disable() instead */
void DelChunkStay(cChunkStay & a_ChunkStay);
};
/** 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.
To optimize for speed, cChunkStay has an Enabled flag, it will "stay" the chunks only when enabled and it will refuse manipulations when enabled
The object itself is not made thread-safe, it's supposed to be used from a single thread only.
*/
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);
void Enable(void);
void Disable(void);
/// Queues each chunk in m_Chunks[] for loading / generating
void Load(void);
// Allow cChunkStay be passed to functions expecting a const cChunkCoordsList &
operator const cChunkCoordsList(void) const {return m_Chunks; }
protected:
cWorld * m_World;
bool m_IsEnabled;
cChunkCoordsList m_Chunks;
} ;

136
src/ChunkStay.cpp Normal file
View File

@ -0,0 +1,136 @@
// ChunkStay.cpp
// Implements the cChunkStay class representing a base for classes that keep chunks loaded
#include "Globals.h"
#include "ChunkStay.h"
#include "ChunkMap.h"
cChunkStay::cChunkStay(void) :
m_ChunkMap(NULL)
{
}
cChunkStay::~cChunkStay()
{
Clear();
}
void cChunkStay::Clear(void)
{
if (m_ChunkMap != NULL)
{
Disable();
}
m_Chunks.clear();
}
void cChunkStay::Add(int a_ChunkX, int a_ChunkZ)
{
ASSERT(m_ChunkMap == NULL);
for (cChunkCoordsVector::const_iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ))
{
// Already present
return;
}
} // for itr - Chunks[]
m_Chunks.push_back(cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ));
}
void cChunkStay::Remove(int a_ChunkX, int a_ChunkZ)
{
ASSERT(m_ChunkMap == NULL);
for (cChunkCoordsVector::iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ))
{
// Found, un-"stay"
m_Chunks.erase(itr);
return;
}
} // for itr - m_Chunks[]
}
void cChunkStay::Enable(cChunkMap & a_ChunkMap)
{
ASSERT(m_ChunkMap == NULL);
m_ChunkMap = &a_ChunkMap;
a_ChunkMap.AddChunkStay(*this);
m_OutstandingChunks = m_Chunks;
}
void cChunkStay::Disable(void)
{
ASSERT(m_ChunkMap != NULL);
m_ChunkMap->DelChunkStay(*this);
m_ChunkMap = NULL;
}
void cChunkStay::ChunkAvailable(int a_ChunkX, int a_ChunkZ)
{
// Check if this is a chunk that we want:
bool IsMine = false;
for (cChunkCoordsVector::const_iterator itr = m_OutstandingChunks.begin(), end = m_OutstandingChunks.end(); itr != end; ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ))
{
m_OutstandingChunks.erase(itr);
IsMine = true;
break;
}
} // for itr - m_OutstandingChunks[]
if (!IsMine)
{
return;
}
// Call the appropriate callbacks:
OnChunkAvailable(a_ChunkX, a_ChunkZ);
if (m_OutstandingChunks.empty())
{
OnAllChunksAvailable();
}
}

92
src/ChunkStay.h Normal file
View File

@ -0,0 +1,92 @@
// ChunkStay.h
/* Declares the cChunkStay class representing a base for classes that want to wait for certain chunks to load,
then do some action on them. While the object is enabled, the chunks contained within are locked and will
not unload
*/
#pragma once
// fwd
class cChunkMap;
/** 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.
To optimize for speed, cChunkStay has an Enabled flag, it will "stay" the chunks only when enabled
and it will refuse chunk-list manipulations when enabled.
The object itself is not made thread-safe, it's supposed to be used from a single thread only.
This class is abstract, the descendants are expected to provide the OnChunkAvailable() and
the OnAllChunksAvailable() callback implementations. Note that those are called from the contexts of
different threads' - the caller, the Loader or the Generator thread.
*/
class cChunkStay
{
public:
cChunkStay(void);
~cChunkStay();
void Clear(void);
/** Adds a chunk to be locked from unloading.
To be used only while the ChunkStay object is not enabled. */
void Add (int a_ChunkX, int a_ChunkZ);
/** Releases the chunk so that it's no longer locked from unloading.
To be used only while the ChunkStay object is not enabled. */
void Remove(int a_ChunkX, int a_ChunkZ);
/** Enables the ChunkStay on the specified chunkmap, causing it to load and generate chunks.
All the contained chunks are queued for loading / generating. */
void Enable (cChunkMap & a_ChunkMap);
/** Disables the ChunkStay, the chunks are released and the ChunkStay
object can be edited with Add() and Remove() again*/
void Disable(void);
/** Returns all the chunks that should be kept */
const cChunkCoordsVector & GetChunks(void) const { return m_Chunks; }
/** Called when a specific chunk become available. */
virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkZ) = 0;
/** Caled once all of the contained chunks are available. */
virtual void OnAllChunksAvailable(void) = 0;
protected:
friend class cChunkMap;
/** The chunkmap where the object is enabled.
Valid only after call to Enable() and before Disable(). */
cChunkMap * m_ChunkMap;
/** The list of chunks to lock from unloading. */
cChunkCoordsVector m_Chunks;
/** The chunks that still need loading */
cChunkCoordsVector m_OutstandingChunks;
/** Called by cChunkMap when a chunk is available, checks m_NumLoaded and triggers the appropriate callbacks.
May be called for chunks outside this ChunkStay. */
void ChunkAvailable(int a_ChunkX, int a_ChunkZ);
} ;

View File

@ -6,6 +6,7 @@
#include "Globals.h"
#include "LightingThread.h"
#include "ChunkMap.h"
#include "ChunkStay.h"
#include "World.h"
@ -109,9 +110,14 @@ void cLightingThread::Stop(void)
{
{
cCSLock Lock(m_CS);
for (sItems::iterator itr = m_Queue.begin(), end = m_Queue.end(); itr != end; ++itr)
for (cChunkStays::iterator itr = m_PendingQueue.begin(), end = m_PendingQueue.end(); itr != end; ++itr)
{
delete itr->m_ChunkStay;
delete *itr;
}
m_PendingQueue.clear();
for (cChunkStays::iterator itr = m_Queue.begin(), end = m_Queue.end(); itr != end; ++itr)
{
delete *itr;
}
m_Queue.clear();
}
@ -129,25 +135,12 @@ void cLightingThread::QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback
{
ASSERT(m_World != NULL); // Did you call Start() properly?
cChunkStay * ChunkStay = new cChunkStay(m_World);
ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ + 1);
ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ);
ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ - 1);
ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ + 1);
ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ - 1);
ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ + 1);
ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ);
ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ - 1);
ChunkStay->Enable();
ChunkStay->Load();
cChunkStay * ChunkStay = new cLightingChunkStay(*this, a_ChunkX, a_ChunkZ, a_CallbackAfter);
ChunkStay->Enable(*m_World->GetChunkMap());
// The ChunkStay will enqueue itself using the QueueChunkStay() once it is fully loaded
// In the meantime, put it into the PendingQueue so that it can be removed when stopping the thread
cCSLock Lock(m_CS);
m_Queue.push_back(sItem(a_ChunkX, a_ChunkZ, ChunkStay, a_CallbackAfter));
if (m_Queue.size() > WARN_ON_QUEUE_SIZE)
{
LOGINFO("Lighting thread overloaded, %d items in queue", m_Queue.size());
}
m_evtItemAdded.Set();
m_PendingQueue.push_back(ChunkStay);
}
@ -157,7 +150,7 @@ void cLightingThread::QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback
void cLightingThread::WaitForQueueEmpty(void)
{
cCSLock Lock(m_CS);
while (!m_ShouldTerminate && (!m_Queue.empty() || !m_PostponedQueue.empty()))
while (!m_ShouldTerminate && (!m_Queue.empty() || !m_PendingQueue.empty()))
{
cCSUnlock Unlock(Lock);
m_evtQueueEmpty.Wait();
@ -171,43 +164,7 @@ void cLightingThread::WaitForQueueEmpty(void)
size_t cLightingThread::GetQueueLength(void)
{
cCSLock Lock(m_CS);
return m_Queue.size() + m_PostponedQueue.size();
}
void cLightingThread::ChunkReady(int a_ChunkX, int a_ChunkZ)
{
// Check all the items in the m_PostponedQueue, if the chunk is their neighbor, move the item to m_Queue
bool NewlyAdded = false;
{
cCSLock Lock(m_CS);
for (sItems::iterator itr = m_PostponedQueue.begin(); itr != m_PostponedQueue.end(); )
{
if (
(itr->x - a_ChunkX >= -1) && (itr->x - a_ChunkX <= 1) &&
(itr->z - a_ChunkZ >= -1) && (itr->z - a_ChunkZ <= 1)
)
{
// It is a neighbor
m_Queue.push_back(*itr);
itr = m_PostponedQueue.erase(itr);
NewlyAdded = true;
}
else
{
++itr;
}
} // for itr - m_PostponedQueue[]
} // Lock(m_CS)
if (NewlyAdded)
{
m_evtItemAdded.Set(); // Notify the thread it has some work to do
}
return m_Queue.size() + m_PendingQueue.size();
}
@ -233,14 +190,14 @@ void cLightingThread::Execute(void)
}
// Process one items from the queue:
sItem Item;
cLightingChunkStay * Item;
{
cCSLock Lock(m_CS);
if (m_Queue.empty())
{
continue;
}
Item = m_Queue.front();
Item = (cLightingChunkStay *)m_Queue.front();
m_Queue.pop_front();
if (m_Queue.empty())
{
@ -248,7 +205,7 @@ void cLightingThread::Execute(void)
}
} // CSLock(m_CS)
LightChunk(Item);
LightChunk(*Item);
}
}
@ -257,23 +214,11 @@ void cLightingThread::Execute(void)
void cLightingThread::LightChunk(cLightingThread::sItem & a_Item)
void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
{
cChunkDef::BlockNibbles BlockLight, SkyLight;
if (!ReadChunks(a_Item.x, a_Item.z))
{
// Neighbors not available. Re-queue in the postponed queue
cCSLock Lock(m_CS);
m_PostponedQueue.push_back(a_Item);
return;
}
/*
// DEBUG: torch somewhere:
m_BlockTypes[19 + 24 * cChunkDef::Width * 3 + (m_HeightMap[24 + 24 * cChunkDef::Width * 3] / 2) * BlocksPerYLayer] = E_BLOCK_TORCH;
// m_HeightMap[24 + 24 * cChunkDef::Width * 3]++;
*/
ReadChunks(a_Item.m_ChunkX, a_Item.m_ChunkZ);
PrepareBlockLight();
CalcLight(m_BlockLight);
@ -339,13 +284,13 @@ void cLightingThread::LightChunk(cLightingThread::sItem & a_Item)
CompressLight(m_BlockLight, BlockLight);
CompressLight(m_SkyLight, SkyLight);
m_World->ChunkLighted(a_Item.x, a_Item.z, BlockLight, SkyLight);
m_World->ChunkLighted(a_Item.m_ChunkX, a_Item.m_ChunkZ, BlockLight, SkyLight);
if (a_Item.m_Callback != NULL)
if (a_Item.m_CallbackAfter != NULL)
{
a_Item.m_Callback->Call(a_Item.x, a_Item.z);
a_Item.m_CallbackAfter->Call(a_Item.m_ChunkX, a_Item.m_ChunkZ);
}
delete a_Item.m_ChunkStay;
delete &a_Item;
}
@ -561,3 +506,51 @@ void cLightingThread::CompressLight(NIBBLETYPE * a_LightArray, NIBBLETYPE * a_Ch
void cLightingThread::QueueChunkStay(cLightingChunkStay & a_ChunkStay)
{
// Move the ChunkStay from the Pending queue to the lighting queue.
{
cCSLock Lock(m_CS);
m_PendingQueue.remove(&a_ChunkStay);
m_Queue.push_back(&a_ChunkStay);
}
m_evtItemAdded.Set();
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cLightingThread::cLightingChunkStay:
cLightingThread::cLightingChunkStay::cLightingChunkStay(cLightingThread & a_LightingThread, int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter) :
m_LightingThread(a_LightingThread),
m_ChunkX(a_ChunkX),
m_ChunkZ(a_ChunkZ),
m_CallbackAfter(a_CallbackAfter)
{
Add(a_ChunkX + 1, a_ChunkZ + 1);
Add(a_ChunkX + 1, a_ChunkZ);
Add(a_ChunkX + 1, a_ChunkZ - 1);
Add(a_ChunkX, a_ChunkZ + 1);
Add(a_ChunkX, a_ChunkZ);
Add(a_ChunkX, a_ChunkZ - 1);
Add(a_ChunkX - 1, a_ChunkZ + 1);
Add(a_ChunkX - 1, a_ChunkZ);
Add(a_ChunkX - 1, a_ChunkZ - 1);
}
void cLightingThread::cLightingChunkStay::OnAllChunksAvailable(void)
{
m_LightingThread.QueueChunkStay(*this);
}

View File

@ -33,6 +33,7 @@ Chunks from m_PostponedQueue are moved back into m_Queue when their neighbors ge
#include "OSSupport/IsThread.h"
#include "ChunkDef.h"
#include "ChunkStay.h"
@ -41,9 +42,6 @@ Chunks from m_PostponedQueue are moved back into m_Queue when their neighbors ge
// fwd: "cWorld.h"
class cWorld;
// fwd: "cChunkMap.h"
class cChunkStay;
@ -62,43 +60,49 @@ public:
void Stop(void);
/// Queues the entire chunk for lighting
/** Queues the entire chunk for lighting */
void QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter = NULL);
/// Blocks until the queue is empty or the thread is terminated
/** Blocks until the queue is empty or the thread is terminated */
void WaitForQueueEmpty(void);
size_t GetQueueLength(void);
/// Called from cWorld when a chunk gets valid. Chunks in m_PostponedQueue may need moving into m_Queue
void ChunkReady(int a_ChunkX, int a_ChunkZ);
protected:
struct sItem
class cLightingChunkStay :
public cChunkStay
{
int x, z;
cChunkStay * m_ChunkStay;
cChunkCoordCallback * m_Callback;
public:
cLightingThread & m_LightingThread;
int m_ChunkX;
int m_ChunkZ;
cChunkCoordCallback * m_CallbackAfter;
sItem(void) {} // empty default constructor needed
sItem(int a_X, int a_Z, cChunkStay * a_ChunkStay, cChunkCoordCallback * a_Callback) :
x(a_X),
z(a_Z),
m_ChunkStay(a_ChunkStay),
m_Callback(a_Callback)
{
}
cLightingChunkStay(cLightingThread & a_LightingThread, int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter);
protected:
virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkZ) override {}
virtual void OnAllChunksAvailable(void) override;
} ;
typedef std::list<sItem> sItems;
typedef std::list<cChunkStay *> cChunkStays;
cWorld * m_World;
cWorld * m_World;
/** The mutex to protect m_Queue and m_PendingQueue */
cCriticalSection m_CS;
sItems m_Queue;
sItems m_PostponedQueue; // Chunks that have been postponed due to missing neighbors
cEvent m_evtItemAdded; // Set when queue is appended, or to stop the thread
cEvent m_evtQueueEmpty; // Set when the queue gets empty
/** The ChunkStays that are loaded and are waiting to be lit. */
cChunkStays m_Queue;
/** The ChunkStays that are waiting for load. Used for stopping the thread. */
cChunkStays m_PendingQueue;
cEvent m_evtItemAdded; // Set when queue is appended, or to stop the thread
cEvent m_evtQueueEmpty; // Set when the queue gets empty
// Buffers for the 3x3 chunk data
// These buffers alone are 1.7 MiB in size, therefore they cannot be located on the stack safely - some architectures may have only 1 MiB for stack, or even less
@ -124,29 +128,29 @@ protected:
virtual void Execute(void) override;
/// Lights the entire chunk. If neighbor chunks don't exist, touches them and re-queues the chunk
void LightChunk(sItem & a_Item);
/** Lights the entire chunk. If neighbor chunks don't exist, touches them and re-queues the chunk */
void LightChunk(cLightingChunkStay & a_Item);
/// Prepares m_BlockTypes and m_HeightMap data; returns false if any of the chunks fail. Zeroes out the light arrays
/** Prepares m_BlockTypes and m_HeightMap data; returns false if any of the chunks fail. Zeroes out the light arrays */
bool ReadChunks(int a_ChunkX, int a_ChunkZ);
/// Uses m_HeightMap to initialize the m_SkyLight[] data; fills in seeds for the skylight
/** Uses m_HeightMap to initialize the m_SkyLight[] data; fills in seeds for the skylight */
void PrepareSkyLight(void);
/// Uses m_BlockTypes to initialize the m_BlockLight[] data; fills in seeds for the blocklight
/** Uses m_BlockTypes to initialize the m_BlockLight[] data; fills in seeds for the blocklight */
void PrepareBlockLight(void);
/// Calculates light in the light array specified, using stored seeds
/** Calculates light in the light array specified, using stored seeds */
void CalcLight(NIBBLETYPE * a_Light);
/// Does one step in the light calculation - one seed propagation and seed recalculation
/** Does one step in the light calculation - one seed propagation and seed recalculation */
void CalcLightStep(
NIBBLETYPE * a_Light,
int a_NumSeedsIn, unsigned char * a_IsSeedIn, unsigned int * a_SeedIdxIn,
int & a_NumSeedsOut, unsigned char * a_IsSeedOut, unsigned int * a_SeedIdxOut
);
/// Compresses from 1-block-per-byte (faster calc) into 2-blocks-per-byte (MC storage):
/** Compresses from 1-block-per-byte (faster calc) into 2-blocks-per-byte (MC storage): */
void CompressLight(NIBBLETYPE * a_LightArray, NIBBLETYPE * a_ChunkLight);
inline void PropagateLight(
@ -174,6 +178,10 @@ protected:
}
}
/** Queues a chunkstay that has all of its chunks loaded.
Called by cLightingChunkStay when all of its chunks are loaded. */
void QueueChunkStay(cLightingChunkStay & a_ChunkStay);
} ;

View File

@ -2145,9 +2145,6 @@ void cWorld::SetChunkData(
{
m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkZ);
}
// Notify the lighting thread that the chunk has become valid (in case it is a neighbor of a postponed chunk):
m_Lighting.ChunkReady(a_ChunkX, a_ChunkZ);
}
@ -2561,15 +2558,6 @@ bool cWorld::SetCommandBlockCommand(int a_BlockX, int a_BlockY, int a_BlockZ, co
void cWorld::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
{
m_ChunkMap->ChunksStay(a_Chunks, a_Stay);
}
void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
{
m_ChunkMap->MarkChunkRegenerating(a_ChunkX, a_ChunkZ);

View File

@ -308,9 +308,6 @@ public:
/** Sets the command block command. Returns true if command changed. */
bool SetCommandBlockCommand(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Command); // tolua_export
/** Marks (a_Stay == true) or unmarks (a_Stay == false) chunks as non-unloadable. To be used only by cChunkStay! */
void ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay = true);
/** Regenerate the given chunk: */
void RegenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export