#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "ChunkMap.h" #include "BlockInfo.h" #include "World.h" #include "Root.h" #include "Entities/Player.h" #include "Item.h" #include "Chunk.h" #include "Generating/Trees.h" // used in cChunkMap::ReplaceTreeBlocks() for tree block discrimination #include "BlockArea.h" #include "Bindings/PluginManager.h" #include "Entities/TNTEntity.h" #include "Blocks/BlockHandler.h" #include "MobCensus.h" #include "MobSpawner.h" #include "BoundingBox.h" #include "SetChunkData.h" #include "Blocks/ChunkInterface.h" #include "Entities/Pickup.h" #include "DeadlockDetect.h" #include "BlockEntities/BlockEntity.h" //////////////////////////////////////////////////////////////////////////////// // cChunkMap: cChunkMap::cChunkMap(cWorld * a_World) : m_World(a_World), m_Pool( std::make_unique>( std::make_unique(), 1600u, 5000u ) ) { } cChunkMap::~cChunkMap() { // Explicitly destroy all chunks, so that they're guaranteed to be // destroyed before other internals. This fixes crashes on stopping the server. // because the chunk destructor deletes entities and those may access the chunkmap. // Also, the cChunkData destructor accesses the chunkMap's allocator. m_Chunks.clear(); } cChunk & cChunkMap::ConstructChunk(int a_ChunkX, int a_ChunkZ) { // If not exists insert. Then, return the chunk at these coordinates: return m_Chunks.try_emplace( { a_ChunkX, a_ChunkZ }, a_ChunkX, a_ChunkZ, this, m_World, *m_Pool ).first->second; } cChunk & cChunkMap::GetChunk(int a_ChunkX, int a_ChunkZ) { ASSERT(m_CSChunks.IsLockedByCurrentThread()); // m_CSChunks should already be locked by the operation that called us auto & Chunk = ConstructChunk(a_ChunkX, a_ChunkZ); if (!Chunk.IsValid() && !Chunk.IsQueued()) { Chunk.SetPresence(cChunk::cpQueued); m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ); } return Chunk; } cChunk * cChunkMap::FindChunk(int a_ChunkX, int a_ChunkZ) { ASSERT(m_CSChunks.IsLockedByCurrentThread()); const auto Chunk = m_Chunks.find({ a_ChunkX, a_ChunkZ }); return (Chunk == m_Chunks.end()) ? nullptr : &Chunk->second; } const cChunk * cChunkMap::FindChunk(int a_ChunkX, int a_ChunkZ) const { ASSERT(m_CSChunks.IsLockedByCurrentThread()); const auto Chunk = m_Chunks.find({ a_ChunkX, a_ChunkZ }); return (Chunk == m_Chunks.end()) ? nullptr : &Chunk->second; } void cChunkMap::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client) { cCSLock Lock(m_CSChunks); int ChunkX, ChunkZ; cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return; } Chunk->SendBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Client); } bool cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) { // a_Player rclked block entity at the coords specified, handle it cCSLock Lock(m_CSChunks); int ChunkX, ChunkZ; cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ); } bool cChunkMap::DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback a_Callback) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return a_Callback(*Chunk); } bool cChunkMap::DoWithChunkAt(Vector3i a_BlockPos, cChunkCallback a_Callback) { const auto Position = cChunkDef::BlockToChunk(a_BlockPos); return DoWithChunk(Position.m_ChunkX, Position.m_ChunkZ, a_Callback); } void cChunkMap::WakeUpSimulators(Vector3i a_Block) { cCSLock Lock(m_CSChunks); const auto Position = cChunkDef::BlockToChunk(a_Block); const auto Chunk = FindChunk(Position.m_ChunkX, Position.m_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return; } m_World->GetSimulatorManager()->WakeUp(*Chunk, cChunkDef::AbsoluteToRelative(a_Block, Position)); } void cChunkMap::MarkChunkDirty(int a_ChunkX, int a_ChunkZ) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return; } Chunk->MarkDirty(); } void cChunkMap::MarkChunkSaving(int a_ChunkX, int a_ChunkZ) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return; } Chunk->MarkSaving(); } void cChunkMap::MarkChunkSaved (int a_ChunkX, int a_ChunkZ) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return; } Chunk->MarkSaved(); } void cChunkMap::SetChunkData(cSetChunkData & a_SetChunkData) { int ChunkX = a_SetChunkData.GetChunkX(); int ChunkZ = a_SetChunkData.GetChunkZ(); { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); ASSERT(Chunk != nullptr); // Chunk cannot have unloaded since it is marked as queued Chunk->SetAllData(a_SetChunkData); // Notify relevant ChunkStays: cChunkStays ToBeDisabled; for (cChunkStays::iterator itr = m_ChunkStays.begin(), end = m_ChunkStays.end(); itr != end; ++itr) { 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); } } // for itr - m_ChunkStays[] // Disable (and possibly remove) the chunkstays that chose to get disabled: for (cChunkStays::iterator itr = ToBeDisabled.begin(), end = ToBeDisabled.end(); itr != end; ++itr) { (*itr)->Disable(); } } // Notify plugins of the chunk becoming available cPluginManager::Get()->CallHookChunkAvailable(*m_World, ChunkX, ChunkZ); } void cChunkMap::ChunkLighted( int a_ChunkX, int a_ChunkZ, const cChunkDef::BlockNibbles & a_BlockLight, const cChunkDef::BlockNibbles & a_SkyLight ) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if (Chunk == nullptr) { // Chunk probably unloaded in the meantime return; } Chunk->SetLight(a_BlockLight, a_SkyLight); } bool cChunkMap::GetChunkData(cChunkCoords a_Coords, cChunkDataCallback & a_Callback) const { if (!a_Callback.Coords(a_Coords.m_ChunkX, a_Coords.m_ChunkZ)) { // The callback doesn't want the data return false; } cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_Coords.m_ChunkX, a_Coords.m_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { // The chunk is not present return false; } Chunk->GetAllData(a_Callback); return true; } bool cChunkMap::GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_BlockTypes) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } Chunk->GetBlockTypes(a_BlockTypes); return true; } bool cChunkMap::IsChunkQueued(int a_ChunkX, int a_ChunkZ) const { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); return (Chunk != nullptr) && Chunk->IsQueued(); } bool cChunkMap::IsWeatherSunnyAt(int a_BlockX, int a_BlockZ) const { int ChunkX, ChunkZ, BlockY = 0; cChunkDef::AbsoluteToRelative(a_BlockX, BlockY, a_BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return m_World->IsWeatherSunny(); } return Chunk->IsWeatherSunnyAt(a_BlockX, a_BlockZ); } bool cChunkMap::IsWeatherWetAt(int a_BlockX, int a_BlockZ) const { int ChunkX, ChunkZ, BlockY = 0; cChunkDef::AbsoluteToRelative(a_BlockX, BlockY, a_BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return m_World->IsWeatherWet(); } return Chunk->IsWeatherWetAt(a_BlockX, a_BlockZ); } bool cChunkMap::IsWeatherWetAt(const Vector3i a_Position) const { const auto ChunkPosition = cChunkDef::BlockToChunk(a_Position); const auto Position = cChunkDef::AbsoluteToRelative(a_Position, ChunkPosition); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkPosition.m_ChunkX, ChunkPosition.m_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return m_World->IsWeatherWet(); } return Chunk->IsWeatherWetAt(Position); } bool cChunkMap::IsChunkValid(int a_ChunkX, int a_ChunkZ) const { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); return (Chunk != nullptr) && Chunk->IsValid(); } bool cChunkMap::HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) const { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); return (Chunk != nullptr) && Chunk->HasAnyClients(); } int cChunkMap::GetHeight(int a_BlockX, int a_BlockZ) { for (;;) { cCSLock Lock(m_CSChunks); int ChunkX, ChunkZ, BlockY = 0; cChunkDef::AbsoluteToRelative(a_BlockX, BlockY, a_BlockZ, ChunkX, ChunkZ); auto & Chunk = GetChunk(ChunkX, ChunkZ); if (Chunk.IsValid()) { return Chunk.GetHeight(a_BlockX, a_BlockZ); } // The chunk is not valid, wait for it to become valid: cCSUnlock Unlock(Lock); m_evtChunkValid.Wait(); } // while (true) } bool cChunkMap::TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height) { // Returns false if chunk not loaded / generated cCSLock Lock(m_CSChunks); int ChunkX, ChunkZ, BlockY = 0; cChunkDef::AbsoluteToRelative(a_BlockX, BlockY, a_BlockZ, ChunkX, ChunkZ); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } a_Height = Chunk->GetHeight(a_BlockX, a_BlockZ); return true; } void cChunkMap::FastSetBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { auto chunkPos = cChunkDef::BlockToChunk(a_BlockPos); auto relPos = cChunkDef::AbsoluteToRelative(a_BlockPos, chunkPos); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(chunkPos.m_ChunkX, chunkPos.m_ChunkZ); if ((Chunk != nullptr) && Chunk->IsValid()) { Chunk->FastSetBlock(relPos, a_BlockType, a_BlockMeta); } } void cChunkMap::CollectPickupsByPlayer(cPlayer & a_Player) { cCSLock Lock(m_CSChunks); auto BoundingBox = a_Player.GetBoundingBox(); BoundingBox.Expand(1, 0.5, 1); ForEachEntityInBox(BoundingBox, [&a_Player](cEntity & Entity) { // Only pickups and projectiles can be picked up: if (Entity.IsPickup()) { /* LOG("Pickup %d being collected by player \"%s\", distance %f", (*itr)->GetUniqueID(), a_Player->GetName().c_str(), SqrDist ); */ static_cast(Entity).CollectedBy(a_Player); } else if (Entity.IsProjectile()) { static_cast(Entity).CollectedBy(a_Player); } // The entities will MarkDirty when they Destroy themselves return false; }); } BLOCKTYPE cChunkMap::GetBlock(Vector3i a_BlockPos) const { auto chunkPos = cChunkDef::BlockToChunk(a_BlockPos); auto relPos = cChunkDef::AbsoluteToRelative(a_BlockPos, chunkPos); // Query the chunk, if loaded: cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(chunkPos.m_ChunkX, chunkPos.m_ChunkZ); if ((Chunk != nullptr) && Chunk->IsValid()) { return Chunk->GetBlock(relPos); } return 0; } NIBBLETYPE cChunkMap::GetBlockMeta(Vector3i a_BlockPos) const { auto chunkPos = cChunkDef::BlockToChunk(a_BlockPos); auto relPos = cChunkDef::AbsoluteToRelative(a_BlockPos, chunkPos); // Query the chunk, if loaded: cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(chunkPos.m_ChunkX, chunkPos.m_ChunkZ); if ((Chunk != nullptr) && Chunk->IsValid()) { return Chunk->GetMeta(relPos); } return 0; } NIBBLETYPE cChunkMap::GetBlockSkyLight(Vector3i a_BlockPos) const { auto chunkPos = cChunkDef::BlockToChunk(a_BlockPos); auto relPos = cChunkDef::AbsoluteToRelative(a_BlockPos, chunkPos); // Query the chunk, if loaded: cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(chunkPos.m_ChunkX, chunkPos.m_ChunkZ); if ((Chunk != nullptr) && Chunk->IsValid()) { return Chunk->GetSkyLight(relPos); } return 0; } NIBBLETYPE cChunkMap::GetBlockBlockLight(Vector3i a_BlockPos) const { auto chunkPos = cChunkDef::BlockToChunk(a_BlockPos); auto relPos = cChunkDef::AbsoluteToRelative(a_BlockPos, chunkPos); // Query the chunk, if loaded: cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(chunkPos.m_ChunkX, chunkPos.m_ChunkZ); if ((Chunk != nullptr) && Chunk->IsValid()) { return Chunk->GetBlockLight(relPos); } return 0; } void cChunkMap::SetBlockMeta(Vector3i a_BlockPos, NIBBLETYPE a_BlockMeta) { auto chunkPos = cChunkDef::BlockToChunk(a_BlockPos); auto relPos = cChunkDef::AbsoluteToRelative(a_BlockPos, chunkPos); // Query the chunk, if loaded: cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(chunkPos.m_ChunkX, chunkPos.m_ChunkZ); if ((Chunk != nullptr) && Chunk->IsValid()) { Chunk->SetMeta(relPos, a_BlockMeta); } } void cChunkMap::SetBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { auto chunkPos = cChunkDef::BlockToChunk(a_BlockPos); auto relPos = cChunkDef::AbsoluteToRelative(a_BlockPos, chunkPos); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(chunkPos.m_ChunkX, chunkPos.m_ChunkZ); if ((Chunk != nullptr) && Chunk->IsValid()) { Chunk->SetBlock(relPos, a_BlockType, a_BlockMeta); } } bool cChunkMap::GetBlockTypeMeta(Vector3i a_BlockPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const { auto chunkCoord = cChunkDef::BlockToChunk(a_BlockPos); auto relPos = cChunkDef::AbsoluteToRelative(a_BlockPos, chunkCoord); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(chunkCoord.m_ChunkX, chunkCoord.m_ChunkZ); if ((Chunk != nullptr) && Chunk->IsValid()) { Chunk->GetBlockTypeMeta(relPos, a_BlockType, a_BlockMeta); return true; } return false; } bool cChunkMap::GetBlockInfo(Vector3i a_BlockPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight) const { auto chunkPos = cChunkDef::BlockToChunk(a_BlockPos); auto relPos = cChunkDef::AbsoluteToRelative(a_BlockPos, chunkPos); // Query the chunk, if loaded: cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(chunkPos.m_ChunkX, chunkPos.m_ChunkZ); if ((Chunk != nullptr) && Chunk->IsValid()) { Chunk->GetBlockInfo(relPos, a_BlockType, a_Meta, a_SkyLight, a_BlockLight); return true; } return false; } void cChunkMap::ReplaceTreeBlocks(const sSetBlockVector & a_Blocks) { cCSLock Lock(m_CSChunks); for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr) { const auto Chunk = FindChunk(itr->m_ChunkX, itr->m_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { continue; } Vector3i relPos(itr->m_RelX, itr->m_RelY, itr->m_RelZ); switch (Chunk->GetBlock(relPos)) { CASE_TREE_OVERWRITTEN_BLOCKS: { Chunk->SetBlock(relPos, itr->m_BlockType, itr->m_BlockMeta); break; } case E_BLOCK_LEAVES: case E_BLOCK_NEW_LEAVES: { if ((itr->m_BlockType == E_BLOCK_LOG) || (itr->m_BlockType == E_BLOCK_NEW_LOG)) { Chunk->SetBlock(relPos, itr->m_BlockType, itr->m_BlockMeta); } break; } } } // for itr - a_Blocks[] } EMCSBiome cChunkMap::GetBiomeAt(int a_BlockX, int a_BlockZ) const { int ChunkX, ChunkZ, X = a_BlockX, Y = 0, Z = a_BlockZ; cChunkDef::AbsoluteToRelative(X, Y, Z, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk != nullptr) && Chunk->IsValid()) { return Chunk->GetBiomeAt(X, Z); } return EMCSBiome::biInvalidBiome; } bool cChunkMap::SetBiomeAt(int a_BlockX, int a_BlockZ, EMCSBiome a_Biome) { int ChunkX, ChunkZ, X = a_BlockX, Y = 0, Z = a_BlockZ; cChunkDef::AbsoluteToRelative(X, Y, Z, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk != nullptr) && Chunk->IsValid()) { Chunk->SetBiomeAt(X, Z, a_Biome); return true; } return false; } bool cChunkMap::SetAreaBiome(int a_MinX, int a_MaxX, int a_MinZ, int a_MaxZ, EMCSBiome a_Biome) { // Translate coords to relative: int Y = 0; int MinChunkX, MinChunkZ, MinX = a_MinX, MinZ = a_MinZ; int MaxChunkX, MaxChunkZ, MaxX = a_MaxX, MaxZ = a_MaxZ; cChunkDef::AbsoluteToRelative(MinX, Y, MinZ, MinChunkX, MinChunkZ); cChunkDef::AbsoluteToRelative(MaxX, Y, MaxZ, MaxChunkX, MaxChunkZ); // Go through all chunks, set: bool res = true; cCSLock Lock(m_CSChunks); for (int x = MinChunkX; x <= MaxChunkX; x++) { int MinRelX = (x == MinChunkX) ? MinX : 0; int MaxRelX = (x == MaxChunkX) ? MaxX : cChunkDef::Width - 1; for (int z = MinChunkZ; z <= MaxChunkZ; z++) { int MinRelZ = (z == MinChunkZ) ? MinZ : 0; int MaxRelZ = (z == MaxChunkZ) ? MaxZ : cChunkDef::Width - 1; const auto Chunk = FindChunk(x, z); if ((Chunk != nullptr) && Chunk->IsValid()) { Chunk->SetAreaBiome(MinRelX, MaxRelX, MinRelZ, MaxRelZ, a_Biome); } else { res = false; } } // for z } // for x return res; } bool cChunkMap::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure) { bool res = true; cCSLock Lock(m_CSChunks); for (sSetBlockVector::iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr) { const auto Chunk = FindChunk(itr->m_ChunkX, itr->m_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { if (!a_ContinueOnFailure) { return false; } res = false; continue; } itr->m_BlockType = Chunk->GetBlock(itr->m_RelX, itr->m_RelY, itr->m_RelZ); itr->m_BlockMeta = Chunk->GetMeta(itr->m_RelX, itr->m_RelY, itr->m_RelZ); } return res; } bool cChunkMap::DigBlock(Vector3i a_BlockPos) { auto chunkCoords = cChunkDef::BlockToChunk(a_BlockPos); auto relPos = cChunkDef::AbsoluteToRelative(a_BlockPos, chunkCoords); { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(chunkCoords.m_ChunkX, chunkCoords.m_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } Chunk->SetBlock(relPos, E_BLOCK_AIR, 0); } return true; } cItems cChunkMap::PickupsFromBlock(Vector3i a_BlockPos, const cEntity * a_Digger, const cItem * a_Tool) { auto chunkCoords = cChunkDef::BlockToChunk(a_BlockPos); auto relPos = cChunkDef::AbsoluteToRelative(a_BlockPos, chunkCoords); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(chunkCoords.m_ChunkX, chunkCoords.m_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return {}; } return Chunk->PickupsFromBlock(relPos, a_Digger, a_Tool); } void cChunkMap::SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer & a_Player) { int ChunkX, ChunkZ; cChunkDef::AbsoluteToRelative(a_X, a_Y, a_Z, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk != nullptr) && (Chunk->IsValid())) { Chunk->SendBlockTo(a_X, a_Y, a_Z, a_Player.GetClientHandle()); } } void cChunkMap::CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback) { cCSLock Lock(m_CSChunks); const auto Chunk1 = FindChunk(a_ChunkX1, a_ChunkZ1); if (Chunk1 == nullptr) { return; } const auto Chunk2 = FindChunk(a_ChunkX2, a_ChunkZ2); if (Chunk2 == nullptr) { return; } CompareChunkClients(Chunk1, Chunk2, a_Callback); } void cChunkMap::CompareChunkClients(cChunk * a_Chunk1, cChunk * a_Chunk2, cClientDiffCallback & a_Callback) { auto Clients1 = a_Chunk1->GetAllClients(); auto Clients2 = a_Chunk2->GetAllClients(); // Find "removed" clients: for (auto * Client : Clients1) { bool Found = (std::find(Clients2.begin(), Clients2.end(), Client) != Clients2.end()); if (!Found) { a_Callback.Removed(Client); } } // for Client - Clients1[] // Find "added" clients: for (auto * Client : Clients2) { bool Found = (std::find(Clients1.begin(), Clients1.end(), Client) != Clients1.end()); if (!Found) { a_Callback.Added(Client); } } // for Client - Clients2[] } bool cChunkMap::AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client) { cCSLock Lock(m_CSChunks); return GetChunk(a_ChunkX, a_ChunkZ).AddClient(a_Client); } void cChunkMap::RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); ASSERT(Chunk != nullptr); Chunk->RemoveClient(a_Client); } void cChunkMap::RemoveClientFromChunks(cClientHandle * a_Client) { cCSLock Lock(m_CSChunks); for (auto & Chunk : m_Chunks) { Chunk.second.RemoveClient(a_Client); } } void cChunkMap::AddEntity(OwnedEntity a_Entity) { cCSLock Lock(m_CSChunks); if (FindChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ()) == nullptr) { LOGWARNING("%s: Entity at %p (%s, ID %d) spawning in a non-existent chunk.", __FUNCTION__, static_cast(a_Entity.get()), a_Entity->GetClass(), a_Entity->GetUniqueID() ); } const auto EntityPtr = a_Entity.get(); ASSERT(EntityPtr->GetWorld() == m_World); auto & Chunk = ConstructChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ()); Chunk.AddEntity(std::move(a_Entity)); EntityPtr->OnAddToWorld(*m_World); ASSERT(!EntityPtr->IsTicking()); EntityPtr->SetIsTicking(true); cPluginManager::Get()->CallHookSpawnedEntity(*m_World, *EntityPtr); } void cChunkMap::AddPlayer(std::unique_ptr a_Player) { cCSLock Lock(m_CSChunks); auto & Chunk = ConstructChunk(a_Player->GetChunkX(), a_Player->GetChunkZ()); // Always construct the chunk for players ASSERT(!Chunk.HasEntity(a_Player->GetUniqueID())); Chunk.AddEntity(std::move(a_Player)); } bool cChunkMap::HasEntity(UInt32 a_UniqueID) const { cCSLock Lock(m_CSChunks); for (const auto & Chunk : m_Chunks) { if (Chunk.second.IsValid() && Chunk.second.HasEntity(a_UniqueID)) { return true; } } return false; } OwnedEntity cChunkMap::RemoveEntity(cEntity & a_Entity) { cCSLock Lock(m_CSChunks); const auto Chunk = a_Entity.GetParentChunk(); if (Chunk == nullptr) { return nullptr; } // Remove the entity no matter whether the chunk itself is valid or not (#1190) return Chunk->RemoveEntity(a_Entity); } bool cChunkMap::ForEachEntity(cEntityCallback a_Callback) const { cCSLock Lock(m_CSChunks); for (const auto & Chunk : m_Chunks) { if (Chunk.second.IsValid() && !Chunk.second.ForEachEntity(a_Callback)) { return false; } } return true; } bool cChunkMap::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback a_Callback) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->ForEachEntity(a_Callback); } bool cChunkMap::ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback a_Callback) { // Calculate the chunk range for the box: int MinChunkX = FloorC(a_Box.GetMinX() / cChunkDef::Width); int MinChunkZ = FloorC(a_Box.GetMinZ() / cChunkDef::Width); int MaxChunkX = FloorC((a_Box.GetMaxX() + cChunkDef::Width) / cChunkDef::Width); int MaxChunkZ = FloorC((a_Box.GetMaxZ() + cChunkDef::Width) / cChunkDef::Width); // Iterate over each chunk in the range: cCSLock Lock(m_CSChunks); for (int z = MinChunkZ; z <= MaxChunkZ; z++) { for (int x = MinChunkX; x <= MaxChunkX; x++) { const auto Chunk = FindChunk(x, z); if ((Chunk == nullptr) || !Chunk->IsValid()) { continue; } if (!Chunk->ForEachEntityInBox(a_Box, a_Callback)) { return false; } } // for x } // for z return true; } bool cChunkMap::DoWithEntityByID(UInt32 a_UniqueID, cEntityCallback a_Callback) const { cCSLock Lock(m_CSChunks); bool res = false; for (const auto & Chunk : m_Chunks) { if (Chunk.second.IsValid() && Chunk.second.DoWithEntityByID(a_UniqueID, a_Callback, res)) { return res; } } return false; } bool cChunkMap::ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback a_Callback) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->ForEachBlockEntity(a_Callback); } bool cChunkMap::ForEachBrewingstandInChunk(int a_ChunkX, int a_ChunkZ, cBrewingstandCallback a_Callback) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->ForEachBrewingstand(a_Callback); } bool cChunkMap::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback a_Callback) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->ForEachChest(a_Callback); } bool cChunkMap::ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback a_Callback) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->ForEachDispenser(a_Callback); } bool cChunkMap::ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback a_Callback) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->ForEachDropper(a_Callback); } bool cChunkMap::ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback a_Callback) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->ForEachDropSpenser(a_Callback); } bool cChunkMap::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback a_Callback) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->ForEachFurnace(a_Callback); } bool cChunkMap::DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithBlockEntityAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::DoWithBeaconAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithBeaconAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::DoWithBedAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBedCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithBedAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::DoWithBrewingstandAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBrewingstandCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithBrewingstandAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithChestAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithDispenserAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithDropperAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithDropSpenserAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithFurnaceAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::DoWithHopperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithHopperAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::DoWithNoteBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cNoteBlockCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithNoteBlockAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cCommandBlockCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithCommandBlockAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::DoWithMobHeadAt(int a_BlockX, int a_BlockY, int a_BlockZ, cMobHeadCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithMobHeadAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::DoWithFlowerPotAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFlowerPotCallback a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->DoWithFlowerPotAt({ BlockX, BlockY, BlockZ }, a_Callback); } bool cChunkMap::GetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->GetSignLines({ BlockX, BlockY, BlockZ }, a_Line1, a_Line2, a_Line3, a_Line4); } void cChunkMap::PrepareChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr a_Callback) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); // If the chunk is not prepared, queue it in the lighting thread, that will do all the needed processing: if ((Chunk == nullptr) || !Chunk->IsValid() || !Chunk->IsLightValid()) { m_World->GetLightingThread().QueueChunk(a_ChunkX, a_ChunkZ, std::move(a_Callback)); return; } // The chunk is present and lit, just call the callback, report as success: if (a_Callback != nullptr) { a_Callback->Call({a_ChunkX, a_ChunkZ}, true); } } void cChunkMap::GenerateChunk(int a_ChunkX, int a_ChunkZ) { cCSLock Lock(m_CSChunks); GetChunk(a_ChunkX, a_ChunkZ); // Touches the chunk, loading or generating it } void cChunkMap::ChunkLoadFailed(int a_ChunkX, int a_ChunkZ) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); ASSERT(Chunk != nullptr); // Chunk cannot have unloaded since it is marked as queued Chunk->MarkLoadFailed(); } bool cChunkMap::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) { cCSLock Lock(m_CSChunks); int ChunkX, ChunkZ; cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ); const auto Chunk = FindChunk(ChunkX, ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } return Chunk->SetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4); } void cChunkMap::MarkChunkRegenerating(int a_ChunkX, int a_ChunkZ) { cCSLock Lock(m_CSChunks); ConstructChunk(a_ChunkX, a_ChunkZ).MarkRegenerating(); } bool cChunkMap::IsChunkLighted(int a_ChunkX, int a_ChunkZ) { cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(a_ChunkX, a_ChunkZ); if (Chunk == nullptr) { // Not present return false; } return Chunk->IsLightValid(); } bool cChunkMap::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback) { bool Result = true; cCSLock Lock(m_CSChunks); for (int z = a_MinChunkZ; z <= a_MaxChunkZ; z++) { for (int x = a_MinChunkX; x <= a_MaxChunkX; x++) { const auto Chunk = FindChunk(x, z); if ((Chunk == nullptr) || !Chunk->IsValid()) { // Not present / not valid Result = false; continue; } if (!a_Callback.Coords(x, z)) { continue; } Chunk->GetAllData(a_Callback); } } return Result; } bool cChunkMap::ForEachLoadedChunk(cFunctionRef a_Callback) const { cCSLock Lock(m_CSChunks); for (const auto & Chunk : m_Chunks) { if (Chunk.second.IsValid()) { if (a_Callback(Chunk.first.m_ChunkX, Chunk.first.m_ChunkZ)) { return false; } } } return true; } bool cChunkMap::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes) { // Convert block coords to chunks coords: int MinChunkX, MaxChunkX; int MinChunkZ, MaxChunkZ; int MinBlockX = a_MinBlockX; int MinBlockY = a_MinBlockY; int MinBlockZ = a_MinBlockZ; int MaxBlockX = a_MinBlockX + a_Area.GetSizeX(); int MaxBlockY = a_MinBlockY + a_Area.GetSizeY(); int MaxBlockZ = a_MinBlockZ + a_Area.GetSizeZ(); cChunkDef::AbsoluteToRelative(MinBlockX, MinBlockY, MinBlockZ, MinChunkX, MinChunkZ); cChunkDef::AbsoluteToRelative(MaxBlockX, MaxBlockY, MaxBlockZ, MaxChunkX, MaxChunkZ); // Iterate over chunks, write data into each: bool Result = true; cCSLock Lock(m_CSChunks); for (int z = MinChunkZ; z <= MaxChunkZ; z++) { for (int x = MinChunkX; x <= MaxChunkX; x++) { const auto Chunk = FindChunk(x, z); if ((Chunk == nullptr) || !Chunk->IsValid()) { // Not present / not valid Result = false; continue; } Chunk->WriteBlockArea(a_Area, a_MinBlockX, a_MinBlockY, a_MinBlockZ, a_DataTypes); } // for x } // for z return Result; } void cChunkMap::GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty) const { a_NumChunksValid = 0; a_NumChunksDirty = 0; cCSLock Lock(m_CSChunks); for (const auto & Chunk : m_Chunks) { a_NumChunksValid++; if (Chunk.second.IsDirty()) { a_NumChunksDirty++; } } } int cChunkMap::GrowPlantAt(Vector3i a_BlockPos, int a_NumStages) { auto chunkPos = cChunkDef::BlockToChunk(a_BlockPos); auto relPos = cChunkDef::AbsoluteToRelative(a_BlockPos, chunkPos); cCSLock lock(m_CSChunks); const auto Chunk = FindChunk(chunkPos.m_ChunkX, chunkPos.m_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return 0; } return Chunk->GrowPlantAt(relPos, a_NumStages); } void cChunkMap::SetNextBlockToTick(const Vector3i a_BlockPos) { auto ChunkPos = cChunkDef::BlockToChunk(a_BlockPos); auto RelPos = cChunkDef::AbsoluteToRelative(a_BlockPos, ChunkPos); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkPos.m_ChunkX, ChunkPos.m_ChunkZ); if (Chunk != nullptr) { Chunk->SetNextBlockToTick(RelPos); } } void cChunkMap::CollectMobCensus(cMobCensus & a_ToFill) { cCSLock Lock(m_CSChunks); for (auto & Chunk : m_Chunks) { // We do count every Mobs in the world. But we are assuming that every chunk not loaded by any client // doesn't affect us. Normally they should not have mobs because every "too far" mobs despawn // If they have (f.i. when player disconnect) we assume we don't have to make them live or despawn if (Chunk.second.IsValid() && Chunk.second.HasAnyClients()) { Chunk.second.CollectMobCensus(a_ToFill); } } } void cChunkMap::SpawnMobs(cMobSpawner & a_MobSpawner) { cCSLock Lock(m_CSChunks); for (auto & Chunk : m_Chunks) { // We only spawn close to players if (Chunk.second.IsValid() && Chunk.second.HasAnyClients()) { Chunk.second.SpawnMobs(a_MobSpawner); } } } void cChunkMap::Tick(std::chrono::milliseconds a_Dt) { cCSLock Lock(m_CSChunks); for (auto & Chunk : m_Chunks) { Chunk.second.Tick(a_Dt); } } void cChunkMap::TickBlock(const Vector3i a_BlockPos) { auto ChunkPos = cChunkDef::BlockToChunk(a_BlockPos); auto RelPos = cChunkDef::AbsoluteToRelative(a_BlockPos, ChunkPos); cCSLock Lock(m_CSChunks); const auto Chunk = FindChunk(ChunkPos.m_ChunkX, ChunkPos.m_ChunkZ); if ((Chunk == nullptr) || !Chunk->IsValid()) { return; } Chunk->TickBlock(RelPos); } void cChunkMap::UnloadUnusedChunks(void) { cCSLock Lock(m_CSChunks); for (auto itr = m_Chunks.begin(); itr != m_Chunks.end();) { if ( itr->second.CanUnload() && // Can unload !cPluginManager::Get()->CallHookChunkUnloading(*GetWorld(), itr->first.m_ChunkX, itr->first.m_ChunkZ) // Plugins agree ) { // First notify plugins: cPluginManager::Get()->CallHookChunkUnloaded(*m_World, itr->first.m_ChunkX, itr->first.m_ChunkZ); // Notify entities within the chunk, while everything's still valid: itr->second.OnUnload(); // Kill the chunk: itr = m_Chunks.erase(itr); } else { ++itr; } } } void cChunkMap::SaveAllChunks(void) const { cCSLock Lock(m_CSChunks); for (const auto & Chunk : m_Chunks) { if (Chunk.second.IsValid() && Chunk.second.IsDirty()) { GetWorld()->GetStorage().QueueSaveChunk(Chunk.first.m_ChunkX, Chunk.first.m_ChunkZ); } } } size_t cChunkMap::GetNumChunks(void) const { cCSLock Lock(m_CSChunks); return m_Chunks.size(); } size_t cChunkMap::GetNumUnusedDirtyChunks(void) const { cCSLock Lock(m_CSChunks); size_t res = 0; for (const auto & Chunk : m_Chunks) { if (Chunk.second.IsValid() && Chunk.second.CanUnloadAfterSaving()) { res += 1; } } return res; } void cChunkMap::ChunkValidated(void) { m_evtChunkValid.Set(); } void cChunkMap::SetChunkAlwaysTicked(int a_ChunkX, int a_ChunkZ, bool a_AlwaysTicked) { cCSLock Lock(m_CSChunks); GetChunk(a_ChunkX, a_ChunkZ).SetAlwaysTicked(a_AlwaysTicked); } void cChunkMap::TrackInDeadlockDetect(cDeadlockDetect & a_DeadlockDetect, const AString & a_WorldName) { a_DeadlockDetect.TrackCriticalSection(m_CSChunks, Printf("World %s chunkmap", a_WorldName.c_str())); } void cChunkMap::UntrackInDeadlockDetect(cDeadlockDetect & a_DeadlockDetect) { a_DeadlockDetect.UntrackCriticalSection(m_CSChunks); } void cChunkMap::AddChunkStay(cChunkStay & a_ChunkStay) { cCSLock Lock(m_CSChunks); // 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) { auto & Chunk = GetChunk(itr->m_ChunkX, itr->m_ChunkZ); Chunk.Stay(true); if (Chunk.IsValid()) { if (a_ChunkStay.ChunkAvailable(itr->m_ChunkX, itr->m_ChunkZ)) { // The chunkstay wants to be deactivated, disable it and bail out: a_ChunkStay.Disable(); return; } } } // for itr - WantedChunks[] } /** Removes the specified cChunkStay descendant from the internal list of ChunkStays. */ void cChunkMap::DelChunkStay(cChunkStay & a_ChunkStay) { cCSLock Lock(m_CSChunks); // 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; } // Unmark all contained chunks: const cChunkCoordsVector & Chunks = a_ChunkStay.GetChunks(); for (cChunkCoordsVector::const_iterator itr = Chunks.begin(), end = Chunks.end(); itr != end; ++itr) { const auto Chunk = FindChunk(itr->m_ChunkX, itr->m_ChunkZ); ASSERT(Chunk != nullptr); // Stayed chunks cannot unload Chunk->Stay(false); } // for itr - Chunks[] a_ChunkStay.OnDisabled(); }