// 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 "WSSAnvil.h" #include "cWorld.h" #include "Generating/ChunkGenerator.h" #include "cEntity.h" #include "cBlockEntity.h" #include "BlockID.h" /// If a chunk with this Y coord is de-queued, it is a signal to emit the saved-all message (cWorldStorage::QueueSavedMessage()) #define CHUNK_Y_MESSAGE 2 /// 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("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 saving to finish: WaitForQueuesEmpty(); // Wait for the thread to finish: m_ShouldTerminate = true; m_Event.Set(); m_evtRemoved.Set(); // Wake up anybody waiting in the WaitForQueuesEmpty() method super::Wait(); LOG("World storage thread finished"); } void cWorldStorage::WaitForQueuesEmpty(void) { cCSLock Lock(m_CSQueues); while (!m_ShouldTerminate && (!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::QueueSavedMessage(void) { // Pushes a special coord pair into the queue, signalizing a message instead: { cCSLock Lock(m_CSQueues); m_SaveQueue.push_back(cChunkCoords(0, CHUNK_Y_MESSAGE, 0)); } 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 cWSSAnvil (m_World)); 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 HasMore; do { HasMore = false; if (m_ShouldTerminate) { 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.empty()) { ToLoad = m_LoadQueue.front(); m_LoadQueue.pop_front(); ShouldLoad = true; } HasMore = !m_LoadQueue.empty(); } 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().QueueGenerateChunk(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.empty()) { Save = m_SaveQueue.front(); m_SaveQueue.pop_front(); ShouldSave = true; } HasMore = !m_SaveQueue.empty(); } if (Save.m_ChunkY == CHUNK_Y_MESSAGE) { LOGINFO("Saved all chunks in world %s", m_World->GetName().c_str()); return HasMore; } 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; }