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cuberite-2a/src/Generating/ChunkGenerator.cpp

330 lines
7.8 KiB
C++

#include "Globals.h"
#include "ChunkGenerator.h"
#include "../World.h"
#include "inifile/iniFile.h"
#include "../Root.h"
#include "../Bindings/PluginManager.h"
#include "ChunkDesc.h"
#include "ComposableGenerator.h"
#include "Noise3DGenerator.h"
/// If the generation queue size exceeds this number, a warning will be output
const unsigned int QUEUE_WARNING_LIMIT = 1000;
/// If the generation queue size exceeds this number, chunks with no clients will be skipped
const unsigned int QUEUE_SKIP_LIMIT = 500;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cChunkGenerator:
cChunkGenerator::cChunkGenerator(void) :
super("cChunkGenerator"),
m_World(NULL),
m_Generator(NULL)
{
}
cChunkGenerator::~cChunkGenerator()
{
Stop();
}
bool cChunkGenerator::Start(cWorld * a_World, cIniFile & a_IniFile)
{
MTRand rnd;
m_World = a_World;
m_Seed = a_IniFile.GetValueSetI("Seed", "Seed", rnd.randInt());
AString GeneratorName = a_IniFile.GetValueSet("Generator", "Generator", "Composable");
if (NoCaseCompare(GeneratorName, "Noise3D") == 0)
{
m_Generator = new cNoise3DGenerator(*this);
}
else
{
if (NoCaseCompare(GeneratorName, "composable") != 0)
{
LOGWARN("[Generator]::Generator value \"%s\" not recognized, using \"Composable\".", GeneratorName.c_str());
}
m_Generator = new cComposableGenerator(*this);
}
if (m_Generator == NULL)
{
LOGERROR("Generator could not start, aborting the server");
return false;
}
m_Generator->Initialize(a_World, a_IniFile);
return super::Start();
}
void cChunkGenerator::Stop(void)
{
m_ShouldTerminate = true;
m_Event.Set();
m_evtRemoved.Set(); // Wake up anybody waiting for empty queue
Wait();
delete m_Generator;
m_Generator = NULL;
}
void cChunkGenerator::QueueGenerateChunk(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::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
if (m_Generator != NULL)
{
m_Generator->GenerateBiomes(a_ChunkX, a_ChunkZ, a_BiomeMap);
}
}
void cChunkGenerator::WaitForQueueEmpty(void)
{
cCSLock Lock(m_CS);
while (!m_ShouldTerminate && !m_Queue.empty())
{
cCSUnlock Unlock(Lock);
m_evtRemoved.Wait();
}
}
int cChunkGenerator::GetQueueLength(void)
{
cCSLock Lock(m_CS);
return (int)m_Queue.size();
}
EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
{
ASSERT(m_Generator != NULL);
return m_Generator->GetBiomeAt(a_BlockX, a_BlockZ);
}
BLOCKTYPE cChunkGenerator::GetIniBlock(cIniFile & a_IniFile, const AString & a_SectionName, const AString & a_ValueName, const AString & a_Default)
{
AString BlockType = a_IniFile.GetValueSet(a_SectionName, a_ValueName, a_Default);
BLOCKTYPE Block = BlockStringToType(BlockType);
if (Block < 0)
{
LOGWARN("[&s].%s Could not parse block value \"%s\". Using default: \"%s\".", a_SectionName.c_str(), a_ValueName.c_str(), BlockType.c_str(),a_Default.c_str());
return BlockStringToType(a_Default);
}
return Block;
}
void cChunkGenerator::Execute(void)
{
// To be able to display performance information, the generator counts the chunks generated.
// When the queue gets empty, the count is reset, so that waiting for the queue is not counted into the total time.
int NumChunksGenerated = 0; // Number of chunks generated since the queue was last empty
clock_t GenerationStart = clock(); // Clock tick when the queue started to fill
clock_t LastReportTick = clock(); // Clock tick of the last report made (so that performance isn't reported too often)
while (!m_ShouldTerminate)
{
cCSLock Lock(m_CS);
while (m_Queue.size() == 0)
{
if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC))
{
LOG("Chunk generator performance: %.2f ch/s (%d ch total)",
(double)NumChunksGenerated * CLOCKS_PER_SEC/ (clock() - GenerationStart),
NumChunksGenerated
);
}
cCSUnlock Unlock(Lock);
m_Event.Wait();
if (m_ShouldTerminate)
{
return;
}
NumChunksGenerated = 0;
GenerationStart = clock();
LastReportTick = clock();
}
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();
// Display perf info once in a while:
if ((NumChunksGenerated > 16) && (clock() - LastReportTick > 2 * CLOCKS_PER_SEC))
{
LOG("Chunk generator performance: %.2f ch/s (%d ch total)",
(double)NumChunksGenerated * CLOCKS_PER_SEC / (clock() - GenerationStart),
NumChunksGenerated
);
LastReportTick = clock();
}
// Hack for regenerating chunks: if Y != 0, the chunk is considered invalid, even if it has its data set
if ((coords.m_ChunkY == 0) && m_World->IsChunkValid(coords.m_ChunkX, coords.m_ChunkZ))
{
LOGD("Chunk [%d, %d] already generated, skipping generation", coords.m_ChunkX, coords.m_ChunkZ);
// Already generated, ignore request
continue;
}
if (SkipEnabled && !m_World->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkZ))
{
LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d]", coords.m_ChunkX, 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);
NumChunksGenerated++;
} // while (!bStop)
}
void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cChunkDesc ChunkDesc(a_ChunkX, a_ChunkZ);
cRoot::Get()->GetPluginManager()->CallHookChunkGenerating(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc);
m_Generator->DoGenerate(a_ChunkX, a_ChunkZ, ChunkDesc);
cRoot::Get()->GetPluginManager()->CallHookChunkGenerated(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc);
#ifdef _DEBUG
// Verify that the generator has produced valid data:
ChunkDesc.VerifyHeightmap();
#endif
cChunkDef::BlockNibbles BlockMetas;
ChunkDesc.CompressBlockMetas(BlockMetas);
m_World->SetChunkData(
a_ChunkX, a_ChunkZ,
ChunkDesc.GetBlockTypes(), BlockMetas,
NULL, NULL, // We don't have lighting, chunk will be lighted when needed
&ChunkDesc.GetHeightMap(), &ChunkDesc.GetBiomeMap(),
ChunkDesc.GetEntities(), ChunkDesc.GetBlockEntities(),
true
);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cChunkGenerator::cGenerator:
cChunkGenerator::cGenerator::cGenerator(cChunkGenerator & a_ChunkGenerator) :
m_ChunkGenerator(a_ChunkGenerator)
{
}
void cChunkGenerator::cGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile)
{
m_World = a_World;
UNUSED(a_IniFile);
}
EMCSBiome cChunkGenerator::cGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
{
cChunkDef::BiomeMap Biomes;
int Y = 0;
int ChunkX, ChunkZ;
cWorld::AbsoluteToRelative(a_BlockX, Y, a_BlockZ, ChunkX, Y, ChunkZ);
GenerateBiomes(ChunkX, ChunkZ, Biomes);
return cChunkDef::GetBiome(Biomes, a_BlockX, a_BlockZ);
}