1537ebed6f
Start now does nothing more than launch the world's threads.
341 lines
7.9 KiB
C++
341 lines
7.9 KiB
C++
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#include "Globals.h"
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#include "ChunkGenerator.h"
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#include "../IniFile.h"
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#include "ChunkDesc.h"
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#include "ComposableGenerator.h"
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#include "Noise3DGenerator.h"
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#include "FastRandom.h"
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/** If the generation queue size exceeds this number, a warning will be output */
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const unsigned int QUEUE_WARNING_LIMIT = 1000;
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/** If the generation queue size exceeds this number, chunks with no clients will be skipped */
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const unsigned int QUEUE_SKIP_LIMIT = 500;
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////////////////////////////////////////////////////////////////////////////////
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// cChunkGenerator:
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cChunkGenerator::cChunkGenerator(void) :
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super("cChunkGenerator"),
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m_Seed(0), // Will be overwritten by the actual generator
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m_Generator(nullptr),
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m_PluginInterface(nullptr),
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m_ChunkSink(nullptr)
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{
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}
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cChunkGenerator::~cChunkGenerator()
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{
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Stop();
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}
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bool cChunkGenerator::Initialize(cPluginInterface & a_PluginInterface, cChunkSink & a_ChunkSink, cIniFile & a_IniFile)
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{
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m_PluginInterface = &a_PluginInterface;
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m_ChunkSink = &a_ChunkSink;
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// Get the seed; create a new one and log it if not found in the INI file:
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if (a_IniFile.HasValue("Seed", "Seed"))
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{
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m_Seed = a_IniFile.GetValueI("Seed", "Seed");
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}
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else
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{
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m_Seed = GetRandomProvider().RandInt();
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LOGINFO("Chosen a new random seed for world: %d", m_Seed);
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a_IniFile.SetValueI("Seed", "Seed", m_Seed);
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}
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// Get the generator engine based on the INI file settings:
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AString GeneratorName = a_IniFile.GetValueSet("Generator", "Generator", "Composable");
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if (NoCaseCompare(GeneratorName, "Noise3D") == 0)
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{
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m_Generator = new cNoise3DGenerator(*this);
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}
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else
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{
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if (NoCaseCompare(GeneratorName, "composable") != 0)
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{
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LOGWARN("[Generator]::Generator value \"%s\" not recognized, using \"Composable\".", GeneratorName.c_str());
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}
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m_Generator = new cComposableGenerator(*this);
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}
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if (m_Generator == nullptr)
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{
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LOGERROR("Generator could not start, aborting the server");
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return false;
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}
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m_Generator->Initialize(a_IniFile);
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return true;
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}
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void cChunkGenerator::Stop(void)
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{
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m_ShouldTerminate = true;
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m_Event.Set();
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m_evtRemoved.Set(); // Wake up anybody waiting for empty queue
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Wait();
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delete m_Generator;
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m_Generator = nullptr;
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}
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void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate, cChunkCoordCallback * a_Callback)
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{
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ASSERT(m_ChunkSink->IsChunkQueued(a_ChunkX, a_ChunkZ));
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{
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cCSLock Lock(m_CS);
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// Add to queue, issue a warning if too many:
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if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
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{
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LOGWARN("WARNING: Adding chunk [%i, %i] to generation queue; Queue is too big! (" SIZE_T_FMT ")", a_ChunkX, a_ChunkZ, m_Queue.size());
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}
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m_Queue.push_back(cQueueItem{a_ChunkX, a_ChunkZ, a_ForceGenerate, a_Callback});
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}
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m_Event.Set();
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}
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void cChunkGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
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{
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if (m_Generator != nullptr)
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{
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m_Generator->GenerateBiomes(a_ChunkX, a_ChunkZ, a_BiomeMap);
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}
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}
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void cChunkGenerator::WaitForQueueEmpty(void)
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{
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cCSLock Lock(m_CS);
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while (!m_ShouldTerminate && !m_Queue.empty())
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{
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cCSUnlock Unlock(Lock);
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m_evtRemoved.Wait();
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}
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}
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int cChunkGenerator::GetQueueLength(void)
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{
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cCSLock Lock(m_CS);
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return static_cast<int>(m_Queue.size());
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}
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EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
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{
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ASSERT(m_Generator != nullptr);
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return m_Generator->GetBiomeAt(a_BlockX, a_BlockZ);
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}
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BLOCKTYPE cChunkGenerator::GetIniBlock(cIniFile & a_IniFile, const AString & a_SectionName, const AString & a_ValueName, const AString & a_Default)
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{
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AString BlockType = a_IniFile.GetValueSet(a_SectionName, a_ValueName, a_Default);
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int Block = BlockStringToType(BlockType);
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if (Block < 0)
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{
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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());
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return static_cast<BLOCKTYPE>(BlockStringToType(a_Default));
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}
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return static_cast<BLOCKTYPE>(Block);
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}
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void cChunkGenerator::Execute(void)
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{
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// To be able to display performance information, the generator counts the chunks generated.
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// When the queue gets empty, the count is reset, so that waiting for the queue is not counted into the total time.
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int NumChunksGenerated = 0; // Number of chunks generated since the queue was last empty
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clock_t GenerationStart = clock(); // Clock tick when the queue started to fill
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clock_t LastReportTick = clock(); // Clock tick of the last report made (so that performance isn't reported too often)
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while (!m_ShouldTerminate)
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{
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cCSLock Lock(m_CS);
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while (m_Queue.empty())
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{
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if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC))
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{
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/* LOG("Chunk generator performance: %.2f ch / sec (%d ch total)",
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static_cast<double>(NumChunksGenerated) * CLOCKS_PER_SEC/ (clock() - GenerationStart),
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NumChunksGenerated
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); */
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}
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cCSUnlock Unlock(Lock);
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m_Event.Wait();
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if (m_ShouldTerminate)
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{
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return;
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}
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NumChunksGenerated = 0;
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GenerationStart = clock();
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LastReportTick = clock();
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}
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if (m_Queue.empty())
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{
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// Sometimes the queue remains empty
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// If so, we can't do any front() operations on it!
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continue;
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}
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cQueueItem item = m_Queue.front(); // Get next chunk from the queue
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bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
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m_Queue.erase(m_Queue.begin()); // Remove the item from the queue
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Lock.Unlock(); // Unlock ASAP
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m_evtRemoved.Set();
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// Display perf info once in a while:
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if ((NumChunksGenerated > 512) && (clock() - LastReportTick > 2 * CLOCKS_PER_SEC))
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{
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LOG("Chunk generator performance: %.2f ch / sec (%d ch total)",
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static_cast<double>(NumChunksGenerated) * CLOCKS_PER_SEC / (clock() - GenerationStart),
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NumChunksGenerated
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);
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LastReportTick = clock();
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}
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// Skip the chunk if it's already generated and regeneration is not forced. Report as success:
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if (!item.m_ForceGenerate && m_ChunkSink->IsChunkValid(item.m_ChunkX, item.m_ChunkZ))
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{
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LOGD("Chunk [%d, %d] already generated, skipping generation", item.m_ChunkX, item.m_ChunkZ);
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if (item.m_Callback != nullptr)
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{
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item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ, true);
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}
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continue;
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}
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// Skip the chunk if the generator is overloaded:
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if (SkipEnabled && !m_ChunkSink->HasChunkAnyClients(item.m_ChunkX, item.m_ChunkZ))
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{
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LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d]", item.m_ChunkX, item.m_ChunkZ);
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if (item.m_Callback != nullptr)
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{
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item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ, false);
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}
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continue;
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}
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// Generate the chunk:
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// LOGD("Generating chunk [%d, %d]", item.m_ChunkX, item.m_ChunkZ);
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DoGenerate(item.m_ChunkX, item.m_ChunkZ);
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if (item.m_Callback != nullptr)
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{
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item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ, true);
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}
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NumChunksGenerated++;
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} // while (!bStop)
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}
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void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ)
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{
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ASSERT(m_PluginInterface != nullptr);
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ASSERT(m_ChunkSink != nullptr);
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cChunkDesc ChunkDesc(a_ChunkX, a_ChunkZ);
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m_PluginInterface->CallHookChunkGenerating(ChunkDesc);
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m_Generator->DoGenerate(a_ChunkX, a_ChunkZ, ChunkDesc);
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m_PluginInterface->CallHookChunkGenerated(ChunkDesc);
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#ifdef _DEBUG
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// Verify that the generator has produced valid data:
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ChunkDesc.VerifyHeightmap();
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#endif
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m_ChunkSink->OnChunkGenerated(ChunkDesc);
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}
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////////////////////////////////////////////////////////////////////////////////
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// cChunkGenerator::cGenerator:
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cChunkGenerator::cGenerator::cGenerator(cChunkGenerator & a_ChunkGenerator) :
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m_ChunkGenerator(a_ChunkGenerator)
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{
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}
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void cChunkGenerator::cGenerator::Initialize(cIniFile & a_IniFile)
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{
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UNUSED(a_IniFile);
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}
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EMCSBiome cChunkGenerator::cGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
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{
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cChunkDef::BiomeMap Biomes;
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int Y = 0;
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int ChunkX, ChunkZ;
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cChunkDef::AbsoluteToRelative(a_BlockX, Y, a_BlockZ, ChunkX, ChunkZ);
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GenerateBiomes(ChunkX, ChunkZ, Biomes);
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return cChunkDef::GetBiome(Biomes, a_BlockX, a_BlockZ);
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}
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