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cuberite-2a/src/ChunkMap.cpp

1555 lines
33 KiB
C++

#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 "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"
////////////////////////////////////////////////////////////////////////////////
// cChunkMap:
cChunkMap::cChunkMap(cWorld * a_World) :
m_World(a_World)
{
}
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
).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(struct SetChunkData && a_SetChunkData)
{
const int ChunkX = a_SetChunkData.Chunk.m_ChunkX;
const int ChunkZ = a_SetChunkData.Chunk.m_ChunkZ;
{
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(std::move(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::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<cPickup &>(Entity).CollectedBy(a_Player);
}
else if (Entity.IsProjectile())
{
static_cast<cProjectileEntity &>(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;
}
if (!cChunkDef::IsValidHeight(itr->m_RelY))
{
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, const 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)
{
const auto & Clients1 = a_Chunk1->GetAllClients();
const 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<void *>(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<cPlayer> 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::DoWithBlockEntityAt(const Vector3i a_Position, cBlockEntityCallback a_Callback)
{
const auto ChunkPosition = cChunkDef::BlockToChunk(a_Position);
const auto Relative = 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 false;
}
return Chunk->DoWithBlockEntityAt(Relative, a_Callback);
}
void cChunkMap::PrepareChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> 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();
}
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<bool(int, int)> 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);
// Do the magic of updating the world:
for (auto & Chunk : m_Chunks)
{
Chunk.second.Tick(a_Dt);
}
// Finally, only after all chunks are ticked, tell the client about all aggregated changes:
for (auto & Chunk : m_Chunks)
{
Chunk.second.BroadcastPendingChanges();
}
}
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();
}