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cuberite-2a/source/WorldStorage.cpp

350 lines
6.7 KiB
C++

// 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 "cWorld.h"
#include "cChunkGenerator.h"
#include "cEntity.h"
#include "cBlockEntity.h"
#include "BlockID.h"
/// 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"; }
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cJsonChunkSerializer:
cJsonChunkSerializer::cJsonChunkSerializer(void) :
m_HasJsonData(false)
{
m_Root["Chests"] = m_AllChests;
m_Root["Furnaces"] = m_AllFurnaces;
m_Root["Signs"] = m_AllSigns;
}
void cJsonChunkSerializer::BlockData(const char * a_Data)
{
m_BlockData.assign(a_Data, cChunk::c_BlockDataSize);
}
void cJsonChunkSerializer::Entity(cEntity * a_Entity)
{
// TODO: a_Entity->SaveToJson(m_Root);
}
void cJsonChunkSerializer::BlockEntity(cBlockEntity * a_BlockEntity)
{
const char * SaveInto = NULL;
switch (a_BlockEntity->GetBlockType())
{
case E_BLOCK_CHEST: SaveInto = "Chests"; break;
case E_BLOCK_FURNACE: SaveInto = "Furnaces"; break;
case E_BLOCK_SIGN_POST: SaveInto = "Signs"; break;
case E_BLOCK_WALLSIGN: SaveInto = "Signs"; break;
default:
{
assert(!"Unhandled blocktype in BlockEntities list while saving to JSON");
break;
}
} // switch (BlockEntity->GetBlockType())
if (SaveInto == NULL)
{
return;
}
Json::Value val;
a_BlockEntity->SaveToJson(val);
m_Root[SaveInto].append(val);
m_HasJsonData = true;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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_CSLoadQueue);
m_LoadQueue.clear();
}
// Wait for the thread to finish:
mShouldTerminate = true;
m_Event.Set();
super::Wait();
}
void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkZ)
{
// Queues the chunk for loading; if not loaded, the chunk will be generated
cCSLock Lock(m_CSLoadQueue);
m_LoadQueue.remove (cChunkCoords(a_ChunkX, a_ChunkZ)); // Don't add twice
m_LoadQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
m_Event.Set();
}
void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSSaveQueue);
m_SaveQueue.remove (cChunkCoords(a_ChunkX, a_ChunkZ)); // Don't add twice
m_SaveQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
m_Event.Set();
}
void cWorldStorage::UnqueueLoad(const cChunkCoords & a_Chunk)
{
cCSLock Lock(m_CSLoadQueue);
m_LoadQueue.remove(a_Chunk);
}
void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
{
cCSLock Lock(m_CSSaveQueue);
m_SaveQueue.remove(a_Chunk);
}
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 cWSSForgetful(m_World));
// Add new schemas here
if (m_StorageSchemaName == "Default")
{
m_SaveSchema = m_Schemas.front();
return;
}
for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
{
if ((*itr)->GetName() == m_StorageSchemaName)
{
m_SaveSchema = *itr;
return;
}
} // for itr - m_Schemas[]
// Unknown schema selected, let the admin know:
LOGWARNING("Unknown storage schema name \"%s\". Using default. Available schemas:", m_StorageSchemaName.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 (!mShouldTerminate)
{
m_Event.Wait();
// Process both queues until they are empty again:
bool HasMore;
do
{
HasMore = false;
if (mShouldTerminate)
{
return;
}
HasMore = LoadOneChunk();
HasMore = HasMore | SaveOneChunk();
} while (HasMore);
}
}
bool cWorldStorage::LoadOneChunk(void)
{
cChunkCoords ToLoad(0, 0);
bool HasMore;
bool ShouldLoad = false;
{
cCSLock Lock(m_CSLoadQueue);
if (m_LoadQueue.size() > 0)
{
ToLoad = m_LoadQueue.front();
m_LoadQueue.pop_front();
ShouldLoad = true;
}
HasMore = (m_LoadQueue.size() > 0);
}
if (ShouldLoad && !LoadChunk(ToLoad))
{
// The chunk couldn't be loaded, generate it:
m_World->GetGenerator().GenerateChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkZ);
}
return HasMore;
}
bool cWorldStorage::SaveOneChunk(void)
{
cChunkCoords Save(0, 0);
bool HasMore;
bool ShouldSave = false;
{
cCSLock Lock(m_CSSaveQueue);
if (m_SaveQueue.size() > 0)
{
Save = m_SaveQueue.front();
m_SaveQueue.pop_front();
ShouldSave = true;
}
HasMore = (m_SaveQueue.size() > 0);
}
if (ShouldSave && !m_SaveSchema->SaveChunk(Save))
{
LOGWARNING("Cannot save chunk [%d, %d]", Save.m_ChunkX, Save.m_ChunkZ);
}
return HasMore;
}
bool cWorldStorage::LoadChunk(const cChunkCoords & a_Chunk)
{
if (m_World->IsChunkValid(a_Chunk.m_ChunkX, 0, a_Chunk.m_ChunkZ))
{
// Already loaded (can happen, since the queue is async)
return true;
}
if (m_SaveSchema->LoadChunk(a_Chunk))
{
return true;
}
for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
{
if (((*itr) != m_SaveSchema) && (*itr)->LoadChunk(a_Chunk))
{
return true;
}
}
return false;
}