// 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 "WSSCompact.h" #include "cWorld.h" #include "cChunkGenerator.h" #include "cEntity.h" #include "cBlockEntity.h" #include "BlockID.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"; } } ; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cJsonChunkSerializer: cJsonChunkSerializer::cJsonChunkSerializer(void) : m_HasJsonData(false) { m_Root["Chests"] = m_AllChests; m_Root["Furnaces"] = m_AllFurnaces; m_Root["Signs"] = m_AllSigns; } void cJsonChunkSerializer::BlockData(const char * a_Data) { m_BlockData.assign(a_Data, cChunk::c_BlockDataSize); } void cJsonChunkSerializer::Entity(cEntity * a_Entity) { // TODO: a_Entity->SaveToJson(m_Root); } void cJsonChunkSerializer::BlockEntity(cBlockEntity * a_BlockEntity) { const char * SaveInto = NULL; switch (a_BlockEntity->GetBlockType()) { case E_BLOCK_CHEST: SaveInto = "Chests"; break; case E_BLOCK_FURNACE: SaveInto = "Furnaces"; break; case E_BLOCK_SIGN_POST: SaveInto = "Signs"; break; case E_BLOCK_WALLSIGN: SaveInto = "Signs"; break; default: { ASSERT(!"Unhandled blocktype in BlockEntities list while saving to JSON"); break; } } // switch (BlockEntity->GetBlockType()) if (SaveInto == NULL) { return; } Json::Value val; a_BlockEntity->SaveToJson(val); m_Root[SaveInto].append(val); m_HasJsonData = true; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cWorldStorage: cWorldStorage::cWorldStorage(void) : super("cWorldStorage"), m_World(NULL), m_SaveSchema(NULL) { } cWorldStorage::~cWorldStorage() { for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr) { delete *itr; } // for itr - m_Schemas[] m_LoadQueue.clear(); m_SaveQueue.clear(); } bool cWorldStorage::Start(cWorld * a_World, const AString & a_StorageSchemaName) { m_World = a_World; m_StorageSchemaName = a_StorageSchemaName; InitSchemas(); return super::Start(); } void cWorldStorage::WaitForFinish(void) { LOG("Waiting for the world storage to finish saving"); { // Cancel all loading requests: cCSLock Lock(m_CSQueues); m_LoadQueue.clear(); } // Wait for the thread to finish: mShouldTerminate = true; m_Event.Set(); m_evtRemoved.Set(); // Wake up anybody waiting in the WaitForQueuesEmpty() method super::Wait(); } void cWorldStorage::WaitForQueuesEmpty(void) { cCSLock Lock(m_CSQueues); while (!mShouldTerminate && (!m_LoadQueue.empty() || !m_SaveQueue.empty())) { cCSUnlock Unlock(Lock); m_evtRemoved.Wait(); } } int cWorldStorage::GetLoadQueueLength(void) { cCSLock Lock(m_CSQueues); return (int)m_LoadQueue.size(); } int cWorldStorage::GetSaveQueueLength(void) { cCSLock Lock(m_CSQueues); return (int)m_SaveQueue.size(); } void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate) { // Queues the chunk for loading; if not loaded, the chunk will be generated { cCSLock Lock(m_CSQueues); // Check if already in the queue: for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr) { if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ) && (itr->m_Generate == a_Generate)) { return; } } m_LoadQueue.push_back(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate)); } m_Event.Set(); } void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { { cCSLock Lock(m_CSQueues); m_SaveQueue.remove (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); // Don't add twice m_SaveQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); } m_Event.Set(); } void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { cCSLock Lock(m_CSQueues); for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr) { if ((itr->m_ChunkX != a_ChunkX) || (itr->m_ChunkY != a_ChunkY) || (itr->m_ChunkZ != a_ChunkZ)) { continue; } m_LoadQueue.erase(itr); Lock.Unlock(); m_evtRemoved.Set(); return; } // for itr - m_LoadQueue[] } void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk) { { cCSLock Lock(m_CSQueues); m_SaveQueue.remove(a_Chunk); } m_evtRemoved.Set(); } void cWorldStorage::InitSchemas(void) { // The first schema added is considered the default m_Schemas.push_back(new cWSSCompact(m_World)); m_Schemas.push_back(new cWSSForgetful(m_World)); // Add new schemas here if (stricmp(m_StorageSchemaName.c_str(), "default") == 0) { m_SaveSchema = m_Schemas.front(); return; } for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr) { if (stricmp((*itr)->GetName().c_str(), m_StorageSchemaName.c_str()) == 0) { m_SaveSchema = *itr; return; } } // for itr - m_Schemas[] // Unknown schema selected, let the admin know: LOGWARNING("Unknown storage schema name \"%s\". Using default. Available schemas:", m_StorageSchemaName.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 (!mShouldTerminate) { m_Event.Wait(); // Process both queues until they are empty again: bool HasMore; do { HasMore = false; if (mShouldTerminate) { return; } HasMore = LoadOneChunk(); HasMore = HasMore | SaveOneChunk(); m_evtRemoved.Set(); } while (HasMore); } } bool cWorldStorage::LoadOneChunk(void) { sChunkLoad ToLoad(0, 0, 0, false); bool HasMore; bool ShouldLoad = false; { cCSLock Lock(m_CSQueues); if (m_LoadQueue.size() > 0) { ToLoad = m_LoadQueue.front(); m_LoadQueue.pop_front(); ShouldLoad = true; } HasMore = (m_LoadQueue.size() > 0); } if (ShouldLoad && !LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ)) { if (ToLoad.m_Generate) { // The chunk couldn't be loaded, generate it: m_World->GetGenerator().GenerateChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ); } else { // TODO: Notify the world that the load has failed: // m_World->ChunkLoadFailed(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ); } } return HasMore; } bool cWorldStorage::SaveOneChunk(void) { cChunkCoords Save(0, 0, 0); bool HasMore; bool ShouldSave = false; { cCSLock Lock(m_CSQueues); if (m_SaveQueue.size() > 0) { Save = m_SaveQueue.front(); m_SaveQueue.pop_front(); ShouldSave = true; } HasMore = (m_SaveQueue.size() > 0); } if (ShouldSave && m_World->IsChunkValid(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ)) { m_World->MarkChunkSaving(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ); if (m_SaveSchema->SaveChunk(Save)) { m_World->MarkChunkSaved(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ); } else { LOGWARNING("Cannot save chunk [%d, %d, %d]", Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ); } } return HasMore; } bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { if (m_World->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ)) { // Already loaded (can happen, since the queue is async) return true; } cChunkCoords Coords(a_ChunkX, a_ChunkY, 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_ChunkY, a_ChunkZ); return false; }