#include "Globals.h" #include "cChunkGenerator.h" #include "cWorld.h" #include "cWorldGenerator.h" #include "cWorldGenerator_Test.h" typedef std::pair ChunkCoord; typedef std::list< ChunkCoord > ChunkCoordList; /// If the generation queue size exceeds this number, a warning will be output const int QUEUE_WARNING_LIMIT = 1000; /// If the generation queue size exceeds this number, chunks with no clients will be skipped const int QUEUE_SKIP_LIMIT = 500; cChunkGenerator::cChunkGenerator(void) : super("cChunkGenerator") , m_World(NULL) , m_pWorldGenerator(NULL) { } cChunkGenerator::~cChunkGenerator() { Stop(); } bool cChunkGenerator::Start(cWorld * a_World, const AString & a_WorldGeneratorName) { m_World = a_World; if (a_WorldGeneratorName.compare("Test") == 0 ) { m_pWorldGenerator = new cWorldGenerator_Test(a_World); } else // Default { m_pWorldGenerator = new cWorldGenerator(a_World); } return super::Start(); } void cChunkGenerator::Stop(void) { mShouldTerminate = true; m_Event.Set(); m_evtRemoved.Set(); // Wake up anybody waiting for empty queue Wait(); delete m_pWorldGenerator; m_pWorldGenerator = NULL; } void cChunkGenerator::GenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { { cCSLock Lock(m_CS); // Check if it is already in the queue: for (cChunkCoordsList::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr) { if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ)) { // Already in the queue, bail out return; } } // for itr - m_Queue[] // Add to queue, issue a warning if too many: if (m_Queue.size() >= QUEUE_WARNING_LIMIT) { LOGWARN("WARNING: Adding chunk [%i, %i] to generation queue; Queue is too big! (%i)", a_ChunkX, a_ChunkZ, m_Queue.size()); } m_Queue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); } m_Event.Set(); } void cChunkGenerator::WaitForQueueEmpty(void) { cCSLock Lock(m_CS); while (!mShouldTerminate && !m_Queue.empty()) { cCSUnlock Unlock(Lock); m_evtRemoved.Wait(); } } int cChunkGenerator::GetQueueLength(void) { cCSLock Lock(m_CS); return (int)m_Queue.size(); } void cChunkGenerator::Execute(void) { while (!mShouldTerminate) { cCSLock Lock(m_CS); while (m_Queue.size() == 0) { cCSUnlock Unlock(Lock); m_Event.Wait(); if (mShouldTerminate) { return; } } cChunkCoords coords = m_Queue.front(); // Get next coord from queue m_Queue.erase( m_Queue.begin() ); // Remove coordinate from queue bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT); Lock.Unlock(); // Unlock ASAP m_evtRemoved.Set(); if (m_World->IsChunkValid(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ)) { // Already generated, ignore request continue; } if (SkipEnabled && !m_World->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ)) { LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d, %d] (HasClients: %d)", coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ); continue; } LOGD("Generating chunk [%d, %d, %d]", coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ); DoGenerate(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ); // Save the chunk right after generating, so that we don't have to generate it again on next run m_World->GetStorage().QueueSaveChunk(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ); } // while (!bStop) } void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { char BlockData[cChunk::c_BlockDataSize]; cEntityList Entities; cBlockEntityList BlockEntities; m_pWorldGenerator->GenerateChunk(a_ChunkX, a_ChunkY, a_ChunkZ, BlockData, Entities, BlockEntities); m_World->ChunkDataGenerated(a_ChunkX, a_ChunkY, a_ChunkZ, BlockData, Entities, BlockEntities); m_pWorldGenerator->PostGenerateChunk(a_ChunkX, a_ChunkY, a_ChunkZ); }