// WorldStorage.h // Interfaces to the cWorldStorage class representing the chunk loading / saving thread // This class decides which storage schema to use for saving; it queries all available schemas for loading // Also declares the base class for all storage schemas, cWSSchema // Helper serialization class cJsonChunkSerializer is declared as well #pragma once #include "../OSSupport/IsThread.h" #include "../OSSupport/Queue.h" #include "ChunkDef.h" // fwd: class cWorld; /** Interface that all the world storage schemas need to implement */ class cWSSchema abstract { public: cWSSchema(cWorld * a_World) : m_World(a_World) {} virtual ~cWSSchema() {} // Force the descendants' destructors to be virtual virtual bool LoadChunk(const cChunkCoords & a_Chunk) = 0; virtual bool SaveChunk(const cChunkCoords & a_Chunk) = 0; virtual const AString GetName(void) const = 0; protected: cWorld * m_World; } ; typedef std::list cWSSchemaList; /** The actual world storage class */ class cWorldStorage: public cIsThread { using Super = cIsThread; public: cWorldStorage(); virtual ~cWorldStorage() override; /** Queues a chunk to be loaded, asynchronously. */ void QueueLoadChunk(int a_ChunkX, int a_ChunkZ); /** Queues a chunk to be saved, asynchronously. */ void QueueSaveChunk(int a_ChunkX, int a_ChunkZ); /** Initializes the storage schemas, ready to be started. */ void Initialize(cWorld & a_World, const AString & a_StorageSchemaName, int a_StorageCompressionFactor); void Stop(void); // Hide the cIsThread's Stop() method, we need to signal the event void WaitForFinish(void); void WaitForLoadQueueEmpty(void); void WaitForSaveQueueEmpty(void); size_t GetLoadQueueLength(void); size_t GetSaveQueueLength(void); protected: cWorld * m_World; AString m_StorageSchemaName; cQueue m_LoadQueue; cQueue m_SaveQueue; /** All the storage schemas (all used for loading) */ cWSSchemaList m_Schemas; /** The one storage schema used for saving */ cWSSchema * m_SaveSchema; /** Set when there's any addition to the queues */ cEvent m_Event; /** Loads the chunk specified; returns true on success, false on failure */ bool LoadChunk(int a_ChunkX, int a_ChunkZ); void InitSchemas(int a_StorageCompressionFactor); virtual void Execute(void) override; /** Loads one chunk from the queue (if any queued); returns true if there was a chunk in the queue to load */ bool LoadOneChunk(void); /** Saves one chunk from the queue (if any queued); returns true if there was a chunk in the queue to save */ bool SaveOneChunk(void); } ;