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cuberite-2a/source/cChunk.h
faketruth 2892a844d4 Chunks are generated in a separate thread allowing players to keep on playing and chatting while chunks are generated. This means, however, that cWorld::GetChunk() does not always return a chunk and is something you need to be aware of. I am not entirely sure if all this is completely stable, but I think so :O
Chunks are now generated before the player is able to see them. This is done because after a chunks is done generating, some blocks might still need to be set (parts of trees from neighboring chunk), causing more bandwidth to be used (each changed block needs to be sent to clients again) and (fps) lagging the clients when changing a lot of blocks. Calculating ahead fixes these issues.

Separated the placing of foliage (trees and stuff) when generated chunks into a new function GenerateFoliage()
Cleaned up the VS2010 project, now using some VS2010 specific functions like dependencies on projects (no need for setting library dependencies manually). VS2010 project now compiles way faster in Release by using multi threading.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@103 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-12-24 23:34:30 +00:00

134 lines
4.2 KiB
C++

#pragma once
#include <list>
namespace Json
{
class Value;
};
class cWorld;
class cCriticalSection;
class cFurnaceEntity;
class cPacket;
class cBlockEntity;
class cEntity;
class cClientHandle;
class cServer;
class cChunk
{
public:
cChunk(int a_X, int a_Y, int a_Z, cWorld* a_World);
~cChunk();
void Initialize();
void Tick(float a_Dt);
int GetPosX() { return m_PosX; }
int GetPosY() { return m_PosY; }
int GetPosZ() { return m_PosZ; }
cWorld* GetWorld() { return m_World; }
void Send( cClientHandle* a_Client );
void AsyncUnload( cClientHandle* a_Client );
void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta );
void FastSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta );
char GetBlock( int a_X, int a_Y, int a_Z );
char GetBlock( int a_BlockIdx );
cBlockEntity* GetBlockEntity( int a_X, int a_Y, int a_Z );
void RemoveBlockEntity( cBlockEntity* a_BlockEntity );
void AddBlockEntity( cBlockEntity* a_BlockEntity );
char GetHeight( int a_X, int a_Z );
void SendBlockTo( int a_X, int a_Y, int a_Z, cClientHandle* a_Client );
void AddClient( cClientHandle* a_Client );
void RemoveClient( cClientHandle* a_Client );
std::list< cEntity* > & GetEntities();// { return m_Entities; }
void AddEntity( cEntity & a_Entity );
bool RemoveEntity( cEntity & a_Entity, cChunk* a_CalledFrom = 0 );
void LockEntities();
void UnlockEntities();
const std::list< cClientHandle* > & GetClients();// { return m_LoadedByClient; }
inline void RecalculateLighting() { m_bCalculateLighting = true; } // Recalculate lighting next tick
inline void RecalculateHeightmap() { m_bCalculateHeightmap = true; } // Recalculate heightmap next tick
void SpreadLight(char* a_LightBuffer);
bool SaveToDisk();
bool LoadFromDisk();
// Broadcasts to all clients that have loaded this chunk
void Broadcast( const cPacket & a_Packet, cClientHandle* a_Exclude = 0 ) const;
char* pGetBlockData() { return m_BlockData; }
char* pGetType() { return m_BlockType; }
char* pGetMeta() { return m_BlockMeta; }
char* pGetLight() { return m_BlockLight; }
char* pGetSkyLight() { return m_BlockSkyLight; }
char GetLight(char* a_Buffer, int a_BlockIdx);
char GetLight(char* a_Buffer, int x, int y, int z);
void SetLight(char* a_Buffer, int a_BlockIdx, char a_Light);
void SetLight(char* a_Buffer, int x, int y, int z, char light);
void PositionToWorldPosition(int a_ChunkX, int a_ChunkY, int a_ChunkZ, int & a_X, int & a_Y, int & a_Z);
void AddTickBlockEntity( cFurnaceEntity* a_Entity );
//{
// m_TickBlockEntities.remove( a_Entity );
// m_TickBlockEntities.push_back( a_Entity );
//}
void RemoveTickBlockEntity( cFurnaceEntity* a_Entity );
//{
// m_TickBlockEntities.remove( a_Entity );
//}
static const int c_NumBlocks = 16*128*16;
static const int c_BlockDataSize = c_NumBlocks * 2 + (c_NumBlocks/2); // 2.5 * numblocks
private:
struct sChunkState;
sChunkState* m_pState;
friend class cChunkMap; // So it has access to buffers and shit
void LoadFromJson( const Json::Value & a_Value );
void SaveToJson( Json::Value & a_Value );
void GenerateTerrain();
void GenerateFoliage();
void CalculateLighting(); // Recalculate right now
void CalculateHeightmap();
void SpreadLightOfBlock(char* a_LightBuffer, int a_X, int a_Y, int a_Z, char a_Falloff);
void SpreadLightOfBlockX(char* a_LightBuffer, int a_X, int a_Y, int a_Z);
void SpreadLightOfBlockY(char* a_LightBuffer, int a_X, int a_Y, int a_Z);
void SpreadLightOfBlockZ(char* a_LightBuffer, int a_X, int a_Y, int a_Z);
void CreateBlockEntities();
unsigned int MakeIndex(int x, int y, int z );
bool m_bCalculateLighting;
bool m_bCalculateHeightmap;
int m_PosX, m_PosY, m_PosZ;
cWorld* m_World;
char m_BlockData[c_BlockDataSize]; // Chunk data ready to be compressed and sent
char *m_BlockType; // Pointers to an element in m_BlockData
char *m_BlockMeta; // += NumBlocks
char *m_BlockLight; // += NumBlocks/2
char *m_BlockSkyLight; // += NumBlocks/2
unsigned char m_HeightMap[16*16];
unsigned int m_BlockTickNum;
unsigned int m_BlockTickX, m_BlockTickY, m_BlockTickZ;
cCriticalSection* m_EntitiesCriticalSection;
};