9da404ea2d
When using ChunkWorx to generate multiple chunks, the server would sometimes fail an assert because it would generate a chunk even when it was successfully loaded. This was caused by chunks queued in cWorld's m_SetChunkDataQueue and thus being marked as "InQueue" although they were already loaded. Solved by adding a new parameter to chunk coord callbacks specifying whether the operation succeeded or failed, and using that instead of the chunk presence flag to decide whether to generate or not.
317 lines
5.9 KiB
C++
317 lines
5.9 KiB
C++
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// WorldStorage.cpp
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// Implements the cWorldStorage class representing the chunk loading / saving thread
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// To add a new storage schema, implement a cWSSchema descendant and add it to cWorldStorage::InitSchemas()
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#include "Globals.h"
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#include "WorldStorage.h"
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#include "WSSAnvil.h"
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#include "../World.h"
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#include "../Generating/ChunkGenerator.h"
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#include "../Entities/Entity.h"
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#include "../BlockEntities/BlockEntity.h"
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/** Example storage schema - forgets all chunks */
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class cWSSForgetful :
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public cWSSchema
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{
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public:
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cWSSForgetful(cWorld * a_World) : cWSSchema(a_World) {}
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protected:
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// cWSSchema overrides:
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virtual bool LoadChunk(const cChunkCoords & a_Chunk) override {return false; }
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virtual bool SaveChunk(const cChunkCoords & a_Chunk) override {return true; }
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virtual const AString GetName(void) const override {return "forgetful"; }
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} ;
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////////////////////////////////////////////////////////////////////////////////
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// cWorldStorage:
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cWorldStorage::cWorldStorage(void) :
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super("cWorldStorage"),
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m_World(nullptr),
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m_SaveSchema(nullptr)
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{
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}
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cWorldStorage::~cWorldStorage()
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{
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for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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{
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delete *itr;
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} // for itr - m_Schemas[]
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}
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bool cWorldStorage::Start(cWorld * a_World, const AString & a_StorageSchemaName, int a_StorageCompressionFactor)
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{
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m_World = a_World;
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m_StorageSchemaName = a_StorageSchemaName;
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InitSchemas(a_StorageCompressionFactor);
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return super::Start();
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}
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void cWorldStorage::Stop(void)
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{
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WaitForFinish();
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}
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void cWorldStorage::WaitForFinish(void)
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{
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LOGD("Waiting for the world storage to finish saving");
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{
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m_LoadQueue.Clear();
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}
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// Wait for the saving to finish:
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WaitForSaveQueueEmpty();
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// Wait for the thread to finish:
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m_ShouldTerminate = true;
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m_Event.Set(); // Wake up the thread if waiting
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super::Wait();
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LOGD("World storage thread finished");
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}
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void cWorldStorage::WaitForLoadQueueEmpty(void)
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{
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m_LoadQueue.BlockTillEmpty();
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}
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void cWorldStorage::WaitForSaveQueueEmpty(void)
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{
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m_SaveQueue.BlockTillEmpty();
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}
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size_t cWorldStorage::GetLoadQueueLength(void)
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{
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return m_LoadQueue.Size();
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}
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size_t cWorldStorage::GetSaveQueueLength(void)
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{
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return m_SaveQueue.Size();
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}
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
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{
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ASSERT(m_World->IsChunkQueued(a_ChunkX, a_ChunkZ));
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m_LoadQueue.EnqueueItem(cChunkCoordsWithCallback(a_ChunkX, a_ChunkZ, a_Callback));
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m_Event.Set();
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}
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void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
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{
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ASSERT(m_World->IsChunkValid(a_ChunkX, a_ChunkZ));
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m_SaveQueue.EnqueueItem(cChunkCoordsWithCallback(a_ChunkX, a_ChunkZ, a_Callback));
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m_Event.Set();
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}
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void cWorldStorage::InitSchemas(int a_StorageCompressionFactor)
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{
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// The first schema added is considered the default
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m_Schemas.push_back(new cWSSAnvil (m_World, a_StorageCompressionFactor));
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m_Schemas.push_back(new cWSSForgetful(m_World));
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// Add new schemas here
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if (NoCaseCompare(m_StorageSchemaName, "default") == 0)
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{
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m_SaveSchema = m_Schemas.front();
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return;
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}
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for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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{
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if (NoCaseCompare((*itr)->GetName(), m_StorageSchemaName) == 0)
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{
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m_SaveSchema = *itr;
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return;
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}
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} // for itr - m_Schemas[]
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// Unknown schema selected, let the admin know:
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LOGWARNING("Unknown storage schema name \"%s\". Using default (\"%s\"). Available schemas:",
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m_StorageSchemaName.c_str(), m_SaveSchema->GetName().c_str()
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);
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for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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{
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LOGWARNING("\t\"%s\"", (*itr)->GetName().c_str());
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}
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m_SaveSchema = m_Schemas.front();
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}
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void cWorldStorage::Execute(void)
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{
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while (!m_ShouldTerminate)
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{
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m_Event.Wait();
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// Process both queues until they are empty again:
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bool Success;
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do
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{
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if (m_ShouldTerminate)
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{
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return;
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}
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Success = LoadOneChunk();
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Success |= SaveOneChunk();
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} while (Success);
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}
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}
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bool cWorldStorage::LoadOneChunk(void)
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{
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// Dequeue an item, bail out if there's none left:
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cChunkCoordsWithCallback ToLoad(0, 0, nullptr);
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bool ShouldLoad = m_LoadQueue.TryDequeueItem(ToLoad);
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if (!ShouldLoad)
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{
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return false;
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}
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// Load the chunk:
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bool res = LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkZ);
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// Call the callback, if specified:
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if (ToLoad.m_Callback != nullptr)
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{
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ToLoad.m_Callback->Call(ToLoad.m_ChunkX, ToLoad.m_ChunkZ, res);
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}
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return res;
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}
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bool cWorldStorage::SaveOneChunk(void)
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{
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// Dequeue one chunk to save:
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cChunkCoordsWithCallback ToSave(0, 0, nullptr);
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bool ShouldSave = m_SaveQueue.TryDequeueItem(ToSave);
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if (!ShouldSave)
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{
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return false;
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}
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// Save the chunk, if it's valid:
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bool Status = false;
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if (m_World->IsChunkValid(ToSave.m_ChunkX, ToSave.m_ChunkZ))
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{
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m_World->MarkChunkSaving(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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if (m_SaveSchema->SaveChunk(cChunkCoords(ToSave.m_ChunkX, ToSave.m_ChunkZ)))
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{
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m_World->MarkChunkSaved(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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Status = true;
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}
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}
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// Call the callback, if specified:
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if (ToSave.m_Callback != nullptr)
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{
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ToSave.m_Callback->Call(ToSave.m_ChunkX, ToSave.m_ChunkZ, Status);
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}
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return true;
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}
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bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkZ)
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{
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ASSERT(m_World->IsChunkQueued(a_ChunkX, a_ChunkZ));
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cChunkCoords Coords(a_ChunkX, a_ChunkZ);
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// First try the schema that is used for saving
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if (m_SaveSchema->LoadChunk(Coords))
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{
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return true;
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}
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// If it didn't have the chunk, try all the other schemas:
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for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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{
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if (((*itr) != m_SaveSchema) && (*itr)->LoadChunk(Coords))
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{
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return true;
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}
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}
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// Notify the chunk owner that the chunk failed to load (sets cChunk::m_HasLoadFailed to true):
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m_World->ChunkLoadFailed(a_ChunkX, a_ChunkZ);
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return false;
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}
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