// WorldStorage.cpp // Implements the cWorldStorage class representing the chunk loading / saving thread // To add a new storage schema, implement a cWSSchema descendant and add it to cWorldStorage::InitSchemas() #include "Globals.h" #include "WorldStorage.h" #include "WSSAnvil.h" #include "../World.h" #include "../Generating/ChunkGenerator.h" #include "../Entities/Entity.h" #include "../BlockEntities/BlockEntity.h" /** Example storage schema - forgets all chunks */ class cWSSForgetful : public cWSSchema { public: cWSSForgetful(cWorld * a_World) : cWSSchema(a_World) {} protected: // cWSSchema overrides: virtual bool LoadChunk(const cChunkCoords & a_Chunk) override {return false; } virtual bool SaveChunk(const cChunkCoords & a_Chunk) override {return true; } virtual const AString GetName(void) const override {return "forgetful"; } } ; //////////////////////////////////////////////////////////////////////////////// // cWorldStorage: cWorldStorage::cWorldStorage(void) : Super("World Storage Executor"), m_World(nullptr), m_SaveSchema(nullptr) { } cWorldStorage::~cWorldStorage() { for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr) { delete *itr; } // for itr - m_Schemas[] } void cWorldStorage::Initialize(cWorld & a_World, const AString & a_StorageSchemaName, int a_StorageCompressionFactor) { m_World = &a_World; m_StorageSchemaName = a_StorageSchemaName; InitSchemas(a_StorageCompressionFactor); } void cWorldStorage::Stop(void) { WaitForFinish(); } void cWorldStorage::WaitForFinish(void) { LOGD("Waiting for the world storage to finish saving"); { m_LoadQueue.Clear(); } // Wait for the saving to finish: WaitForSaveQueueEmpty(); // Wait for the thread to finish: m_ShouldTerminate = true; m_Event.Set(); // Wake up the thread if waiting Super::Stop(); LOGD("World storage thread finished"); } void cWorldStorage::WaitForLoadQueueEmpty(void) { m_LoadQueue.BlockTillEmpty(); } void cWorldStorage::WaitForSaveQueueEmpty(void) { m_SaveQueue.BlockTillEmpty(); } size_t cWorldStorage::GetLoadQueueLength(void) { return m_LoadQueue.Size(); } size_t cWorldStorage::GetSaveQueueLength(void) { return m_SaveQueue.Size(); } void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkZ) { ASSERT((a_ChunkX > -0x08000000) && (a_ChunkX < 0x08000000)); ASSERT((a_ChunkZ > -0x08000000) && (a_ChunkZ < 0x08000000)); ASSERT(m_World->IsChunkQueued(a_ChunkX, a_ChunkZ)); m_LoadQueue.EnqueueItem({ a_ChunkX, a_ChunkZ }); m_Event.Set(); } void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkZ) { ASSERT(m_World->IsChunkValid(a_ChunkX, a_ChunkZ)); m_SaveQueue.EnqueueItem({ a_ChunkX, a_ChunkZ }); m_Event.Set(); } void cWorldStorage::InitSchemas(int a_StorageCompressionFactor) { // The first schema added is considered the default m_Schemas.push_back(new cWSSAnvil (m_World, a_StorageCompressionFactor)); m_Schemas.push_back(new cWSSForgetful(m_World)); // Add new schemas here if (NoCaseCompare(m_StorageSchemaName, "default") == 0) { m_SaveSchema = m_Schemas.front(); return; } for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr) { if (NoCaseCompare((*itr)->GetName(), m_StorageSchemaName) == 0) { m_SaveSchema = *itr; return; } } // for itr - m_Schemas[] // Unknown schema selected, let the admin know: LOGWARNING("Unknown storage schema name \"%s\". Using default (\"%s\"). Available schemas:", m_StorageSchemaName.c_str(), m_SaveSchema->GetName().c_str() ); for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr) { LOGWARNING("\t\"%s\"", (*itr)->GetName().c_str()); } m_SaveSchema = m_Schemas.front(); } void cWorldStorage::Execute(void) { while (!m_ShouldTerminate) { m_Event.Wait(); // Process both queues until they are empty again: bool Success; do { if (m_ShouldTerminate) { return; } Success = LoadOneChunk(); Success |= SaveOneChunk(); } while (Success); } } bool cWorldStorage::LoadOneChunk(void) { // Dequeue an item, bail out if there's none left: cChunkCoords ToLoad(0, 0); bool ShouldLoad = m_LoadQueue.TryDequeueItem(ToLoad); if (!ShouldLoad) { return false; } // Load the chunk: LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkZ); return true; } bool cWorldStorage::SaveOneChunk(void) { // Dequeue one chunk to save: cChunkCoords ToSave(0, 0); bool ShouldSave = m_SaveQueue.TryDequeueItem(ToSave); if (!ShouldSave) { return false; } // Save the chunk, if it's valid: if (m_World->IsChunkValid(ToSave.m_ChunkX, ToSave.m_ChunkZ)) { m_World->MarkChunkSaving(ToSave.m_ChunkX, ToSave.m_ChunkZ); if (m_SaveSchema->SaveChunk(cChunkCoords(ToSave.m_ChunkX, ToSave.m_ChunkZ))) { m_World->MarkChunkSaved(ToSave.m_ChunkX, ToSave.m_ChunkZ); } } return true; } bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkZ) { ASSERT(m_World->IsChunkQueued(a_ChunkX, a_ChunkZ)); cChunkCoords Coords(a_ChunkX, a_ChunkZ); // First try the schema that is used for saving if (m_SaveSchema->LoadChunk(Coords)) { return true; } // If it didn't have the chunk, try all the other schemas: for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr) { if (((*itr) != m_SaveSchema) && (*itr)->LoadChunk(Coords)) { return true; } } // Notify the chunk owner that the chunk failed to load (sets cChunk::m_HasLoadFailed to true): m_World->ChunkLoadFailed(a_ChunkX, a_ChunkZ); return false; }