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cuberite-2a/src/ChunkMap.cpp

3233 lines
77 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "ChunkMap.h"
#include "World.h"
#include "Root.h"
#include "Entities/Player.h"
#include "Item.h"
#include "Entities/Pickup.h"
#include "Chunk.h"
#include "Generating/Trees.h" // used in cChunkMap::ReplaceTreeBlocks() for tree block discrimination
#include "BlockArea.h"
#include "Bindings/PluginManager.h"
#include "Entities/TNTEntity.h"
#include "Blocks/BlockHandler.h"
#include "MobCensus.h"
#include "MobSpawner.h"
#include "BoundingBox.h"
#include "SetChunkData.h"
#include "Blocks/ChunkInterface.h"
#include "Entities/Pickup.h"
#ifndef _WIN32
#include <cstdlib> // abs
#endif
#include "zlib/zlib.h"
#include "json/json.h"
////////////////////////////////////////////////////////////////////////////////
// cChunkMap:
cChunkMap::cChunkMap(cWorld * a_World) :
m_World(a_World),
m_Pool(
new cListAllocationPool<cChunkData::sChunkSection, 1600>(
std::auto_ptr<cAllocationPool<cChunkData::sChunkSection>::cStarvationCallbacks>(
new cStarvationCallbacks()
)
)
)
{
}
cChunkMap::~cChunkMap()
{
cCSLock Lock(m_CSLayers);
while (!m_Layers.empty())
{
delete m_Layers.back();
m_Layers.pop_back(); // Must pop, because further chunk deletions query the chunkmap for entities and that would touch deleted data
}
}
void cChunkMap::RemoveLayer(cChunkLayer * a_Layer)
{
cCSLock Lock(m_CSLayers);
m_Layers.remove(a_Layer);
}
cChunkMap::cChunkLayer * cChunkMap::GetLayer(int a_LayerX, int a_LayerZ)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
if (((*itr)->GetX() == a_LayerX) && ((*itr)->GetZ() == a_LayerZ))
{
return *itr;
}
}
// Not found, create new:
cChunkLayer * Layer = new cChunkLayer(a_LayerX, a_LayerZ, this, *m_Pool);
if (Layer == nullptr)
{
LOGERROR("cChunkMap: Cannot create new layer, server out of memory?");
return nullptr;
}
m_Layers.push_back(Layer);
return Layer;
}
cChunkMap::cChunkLayer * cChunkMap::FindLayerForChunk(int a_ChunkX, int a_ChunkZ)
{
const int LayerX = FAST_FLOOR_DIV(a_ChunkX, LAYER_SIZE);
const int LayerZ = FAST_FLOOR_DIV(a_ChunkZ, LAYER_SIZE);
return FindLayer(LayerX, LayerZ);
}
cChunkMap::cChunkLayer * cChunkMap::FindLayer(int a_LayerX, int a_LayerZ)
{
ASSERT(m_CSLayers.IsLockedByCurrentThread());
for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
if (((*itr)->GetX() == a_LayerX) && ((*itr)->GetZ() == a_LayerZ))
{
return *itr;
}
} // for itr - m_Layers[]
// Not found
return nullptr;
}
cChunkMap::cChunkLayer * cChunkMap::GetLayerForChunk(int a_ChunkX, int a_ChunkZ)
{
const int LayerX = FAST_FLOOR_DIV(a_ChunkX, LAYER_SIZE);
const int LayerZ = FAST_FLOOR_DIV(a_ChunkZ, LAYER_SIZE);
return GetLayer(LayerX, LayerZ);
}
cChunkPtr cChunkMap::GetChunk(int a_ChunkX, int a_ChunkZ)
{
ASSERT(m_CSLayers.IsLockedByCurrentThread()); // m_CSLayers should already be locked by the operation that called us
cChunkLayer * Layer = GetLayerForChunk(a_ChunkX, a_ChunkZ);
if (Layer == nullptr)
{
// An error must have occurred, since layers are automatically created if they don't exist
return nullptr;
}
cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkZ);
if (Chunk == nullptr)
{
return nullptr;
}
if (!Chunk->IsValid() && !Chunk->IsQueued())
{
Chunk->SetPresence(cChunk::cpQueued);
Chunk->SetShouldGenerateIfLoadFailed(true);
m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ);
}
return Chunk;
}
cChunkPtr cChunkMap::GetChunkNoGen(int a_ChunkX, int a_ChunkZ)
{
ASSERT(m_CSLayers.IsLockedByCurrentThread()); // m_CSLayers should already be locked by the operation that called us
cChunkLayer * Layer = GetLayerForChunk(a_ChunkX, a_ChunkZ);
if (Layer == nullptr)
{
// An error must have occurred, since layers are automatically created if they don't exist
return nullptr;
}
cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkZ);
if (Chunk == nullptr)
{
return nullptr;
}
if (!Chunk->IsValid() && !Chunk->IsQueued())
{
Chunk->SetPresence(cChunk::cpQueued);
m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ);
}
return Chunk;
}
cChunkPtr cChunkMap::GetChunkNoLoad( int a_ChunkX, int a_ChunkZ)
{
ASSERT(m_CSLayers.IsLockedByCurrentThread()); // m_CSLayers should already be locked by the operation that called us
cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ);
if (Layer == nullptr)
{
// An error must have occurred, since layers are automatically created if they don't exist
return nullptr;
}
return Layer->GetChunk(a_ChunkX, a_ChunkZ);
}
bool cChunkMap::LockedGetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
{
// We already have m_CSLayers locked since this can be called only from within the tick thread
ASSERT(m_CSLayers.IsLockedByCurrentThread());
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return false;
}
a_BlockType = Chunk->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
a_BlockMeta = Chunk->GetMeta(a_BlockX, a_BlockY, a_BlockZ);
return true;
}
bool cChunkMap::LockedGetBlockType(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType)
{
// We already have m_CSLayers locked since this can be called only from within the tick thread
ASSERT(m_CSLayers.IsLockedByCurrentThread());
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return false;
}
a_BlockType = Chunk->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
return true;
}
bool cChunkMap::LockedGetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE & a_BlockMeta)
{
// We already have m_CSLayers locked since this can be called only from within the tick thread
ASSERT(m_CSLayers.IsLockedByCurrentThread());
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return false;
}
a_BlockMeta = Chunk->GetMeta(a_BlockX, a_BlockY, a_BlockZ);
return true;
}
bool cChunkMap::LockedSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
// We already have m_CSLayers locked since this can be called only from within the tick thread
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return false;
}
Chunk->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
return true;
}
bool cChunkMap::LockedFastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
// We already have m_CSLayers locked since this can be called only from within the tick thread
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return false;
}
Chunk->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
return true;
}
cChunk * cChunkMap::FindChunk(int a_ChunkX, int a_ChunkZ)
{
ASSERT(m_CSLayers.IsLockedByCurrentThread());
cChunkLayer * Layer = FindLayerForChunk(a_ChunkX, a_ChunkZ);
if (Layer == nullptr)
{
return nullptr;
}
return Layer->FindChunk(a_ChunkX, a_ChunkZ);
}
void cChunkMap::BroadcastAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastAttachEntity(a_Entity, a_Vehicle);
}
void cChunkMap::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
int x, z, ChunkX, ChunkZ;
x = a_BlockX;
z = a_BlockZ;
cChunkDef::BlockToChunk(x, z, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType, a_Exclude);
}
void cChunkMap::BroadcastBlockBreakAnimation(UInt32 a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastBlockBreakAnimation(a_EntityID, a_BlockX, a_BlockY, a_BlockZ, a_Stage, a_Exclude);
}
void cChunkMap::BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return;
}
Chunk->BroadcastBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Exclude);
}
void cChunkMap::BroadcastCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastCollectEntity(a_Entity, a_Player, a_Exclude);
}
void cChunkMap::BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastDestroyEntity(a_Entity, a_Exclude);
}
void cChunkMap::BroadcastEntityEffect(const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntityEffect(a_Entity, a_EffectID, a_Amplifier, a_Duration);
}
void cChunkMap::BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntityEquipment(a_Entity, a_SlotNum, a_Item, a_Exclude);
}
void cChunkMap::BroadcastEntityHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntityHeadLook(a_Entity, a_Exclude);
}
void cChunkMap::BroadcastEntityLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntityLook(a_Entity, a_Exclude);
}
void cChunkMap::BroadcastEntityMetadata(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntityMetadata(a_Entity, a_Exclude);
}
void cChunkMap::BroadcastEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntityRelMove(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
}
void cChunkMap::BroadcastEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntityRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
}
void cChunkMap::BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntityStatus(a_Entity, a_Status, a_Exclude);
}
void cChunkMap::BroadcastEntityVelocity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntityVelocity(a_Entity, a_Exclude);
}
void cChunkMap::BroadcastEntityAnimation(const cEntity & a_Entity, char a_Animation, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntityAnimation(a_Entity, a_Animation, a_Exclude);
}
void cChunkMap::BroadcastParticleEffect(const AString & a_ParticleName, float a_SrcX, float a_SrcY, float a_SrcZ, float a_OffsetX, float a_OffsetY, float a_OffsetZ, float a_ParticleData, int a_ParticleAmount, cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(FloorC(a_SrcX), FloorC(a_SrcZ), ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastParticleEffect(a_ParticleName, a_SrcX, a_SrcY, a_SrcZ, a_OffsetX, a_OffsetY, a_OffsetZ, a_ParticleData, a_ParticleAmount, a_Exclude);
}
void cChunkMap::BroadcastRemoveEntityEffect(const cEntity & a_Entity, int a_EffectID, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastRemoveEntityEffect(a_Entity, a_EffectID, a_Exclude);
}
void cChunkMap::BroadcastSoundEffect(const AString & a_SoundName, double a_X, double a_Y, double a_Z, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(FloorC(std::floor(a_X)), FloorC(std::floor(a_Z)), ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastSoundEffect(a_SoundName, a_X, a_Y, a_Z, a_Volume, a_Pitch, a_Exclude);
}
void cChunkMap::BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_SrcX, a_SrcZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastSoundParticleEffect(a_EffectID, a_SrcX, a_SrcY, a_SrcZ, a_Data, a_Exclude);
}
void cChunkMap::BroadcastSpawnEntity(cEntity & a_Entity, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkZ());
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastSpawnEntity(a_Entity, a_Exclude);
}
void cChunkMap::BroadcastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastThunderbolt(a_BlockX, a_BlockY, a_BlockZ, a_Exclude);
}
void cChunkMap::BroadcastUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ);
}
void cChunkMap::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return;
}
Chunk->SendBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Client);
}
void cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
// a_Player rclked block entity at the coords specified, handle it
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return;
}
Chunk->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ);
}
bool cChunkMap::DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
if (Chunk == nullptr)
{
return false;
}
return a_Callback.Item(Chunk);
}
bool cChunkMap::DoWithChunkAt(Vector3i a_BlockPos, std::function<bool(cChunk &)> a_Callback)
{
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_BlockPos.x, a_BlockPos.z, ChunkX, ChunkZ);
struct cCallBackWrapper : cChunkCallback
{
cCallBackWrapper(std::function<bool(cChunk &)> a_InnerCallback) :
m_Callback(a_InnerCallback)
{
}
virtual bool Item(cChunk * a_Chunk)
{
return m_Callback(*a_Chunk);
}
private:
std::function<bool(cChunk &)> m_Callback;
} callback(a_Callback);
return DoWithChunk(ChunkX, ChunkZ, callback);
}
void cChunkMap::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return;
}
m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, Chunk);
}
void cChunkMap::WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ)
{
// Limit the Y coords:
a_MinBlockY = std::max(a_MinBlockY, 0);
a_MaxBlockY = std::min(a_MaxBlockY, cChunkDef::Height - 1);
cSimulatorManager * SimMgr = m_World->GetSimulatorManager();
int MinChunkX, MinChunkZ, MaxChunkX, MaxChunkZ;
cChunkDef::BlockToChunk(a_MinBlockX, a_MinBlockZ, MinChunkX, MinChunkZ);
cChunkDef::BlockToChunk(a_MaxBlockX, a_MaxBlockZ, MaxChunkX, MaxChunkZ);
cCSLock Lock(m_CSLayers);
for (int z = MinChunkZ; z <= MaxChunkZ; z++)
{
int MinZ = std::max(a_MinBlockZ, z * cChunkDef::Width);
int MaxZ = std::min(a_MaxBlockZ, z * cChunkDef::Width + cChunkDef::Width - 1);
for (int x = MinChunkX; x <= MaxChunkX; x++)
{
cChunkPtr Chunk = GetChunkNoGen(x, z);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
continue;
}
int MinX = std::max(a_MinBlockX, x * cChunkDef::Width);
int MaxX = std::min(a_MaxBlockX, x * cChunkDef::Width + cChunkDef::Width - 1);
for (int BlockY = a_MinBlockY; BlockY <= a_MaxBlockY; BlockY++)
{
for (int BlockZ = MinZ; BlockZ <= MaxZ; BlockZ++)
{
for (int BlockX = MinX; BlockX <= MaxX; BlockX++)
{
SimMgr->WakeUp(BlockX, BlockY, BlockZ, Chunk);
} // for BlockX
} // for BlockZ
} // for BlockY
} // for x - chunks
} // for z = chunks
}
void cChunkMap::MarkRedstoneDirty(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return;
}
Chunk->SetIsRedstoneDirty(true);
}
void cChunkMap::MarkChunkDirty(int a_ChunkX, int a_ChunkZ, bool a_MarkRedstoneDirty)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return;
}
Chunk->MarkDirty();
if (a_MarkRedstoneDirty)
{
Chunk->SetIsRedstoneDirty(true);
}
}
void cChunkMap::MarkChunkSaving(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return;
}
Chunk->MarkSaving();
}
void cChunkMap::MarkChunkSaved (int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return;
}
Chunk->MarkSaved();
}
void cChunkMap::SetChunkData(cSetChunkData & a_SetChunkData)
{
int ChunkX = a_SetChunkData.GetChunkX();
int ChunkZ = a_SetChunkData.GetChunkZ();
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return;
}
Chunk->SetAllData(a_SetChunkData);
if (a_SetChunkData.ShouldMarkDirty())
{
Chunk->MarkDirty();
}
// Notify relevant ChunkStays:
cChunkStays ToBeDisabled;
for (cChunkStays::iterator itr = m_ChunkStays.begin(), end = m_ChunkStays.end(); itr != end; ++itr)
{
if ((*itr)->ChunkAvailable(ChunkX, ChunkZ))
{
// The chunkstay wants to be disabled, add it to a list of to-be-disabled chunkstays for later processing:
ToBeDisabled.push_back(*itr);
}
} // for itr - m_ChunkStays[]
// Disable (and possibly remove) the chunkstays that chose to get disabled:
for (cChunkStays::iterator itr = ToBeDisabled.begin(), end = ToBeDisabled.end(); itr != end; ++itr)
{
(*itr)->Disable();
}
}
// Notify plugins of the chunk becoming available
cPluginManager::Get()->CallHookChunkAvailable(*m_World, ChunkX, ChunkZ);
}
void cChunkMap::ChunkLighted(
int a_ChunkX, int a_ChunkZ,
const cChunkDef::BlockNibbles & a_BlockLight,
const cChunkDef::BlockNibbles & a_SkyLight
)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
if (Chunk == nullptr)
{
return;
}
Chunk->SetLight(a_BlockLight, a_SkyLight);
Chunk->MarkDirty();
}
bool cChunkMap::GetChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
Chunk->GetAllData(a_Callback);
return true;
}
bool cChunkMap::GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_BlockTypes)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
Chunk->GetBlockTypes(a_BlockTypes);
return true;
}
bool cChunkMap::IsChunkQueued(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
return (Chunk != nullptr) && Chunk->IsQueued();
}
bool cChunkMap::IsChunkValid(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
return (Chunk != nullptr) && Chunk->IsValid();
}
bool cChunkMap::HasChunkAnyClients(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
return (Chunk != nullptr) && Chunk->HasAnyClients();
}
int cChunkMap::GetHeight(int a_BlockX, int a_BlockZ)
{
for (;;)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ, BlockY = 0;
cChunkDef::AbsoluteToRelative(a_BlockX, BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunk(ChunkX, ChunkZ);
if (Chunk == nullptr)
{
return 0;
}
if (Chunk->IsValid())
{
return Chunk->GetHeight(a_BlockX, a_BlockZ);
}
// The chunk is not valid, wait for it to become valid:
cCSUnlock Unlock(Lock);
m_evtChunkValid.Wait();
} // while (true)
}
bool cChunkMap::TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height)
{
// Returns false if chunk not loaded / generated
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ, BlockY = 0;
cChunkDef::AbsoluteToRelative(a_BlockX, BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
a_Height = Chunk->GetHeight(a_BlockX, a_BlockZ);
return true;
}
void cChunkMap::FastSetBlocks(sSetBlockList & a_BlockList)
{
sSetBlockList Failed;
// Process all items from a_BlockList, either successfully or by placing into Failed
while (!a_BlockList.empty())
{
int ChunkX = a_BlockList.front().m_ChunkX;
int ChunkZ = a_BlockList.front().m_ChunkZ;
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk != nullptr) && Chunk->IsValid())
{
for (sSetBlockList::iterator itr = a_BlockList.begin(); itr != a_BlockList.end();)
{
if ((itr->m_ChunkX == ChunkX) && (itr->m_ChunkZ == ChunkZ))
{
Chunk->FastSetBlock(itr->m_RelX, itr->m_RelY, itr->m_RelZ, itr->m_BlockType, itr->m_BlockMeta);
itr = a_BlockList.erase(itr);
}
else
{
++itr;
}
} // for itr - a_BlockList[]
}
else
{
// The chunk is not valid, move all blocks within this chunk to Failed
for (sSetBlockList::iterator itr = a_BlockList.begin(); itr != a_BlockList.end();)
{
if ((itr->m_ChunkX == ChunkX) && (itr->m_ChunkZ == ChunkZ))
{
Failed.push_back(*itr);
itr = a_BlockList.erase(itr);
}
else
{
++itr;
}
} // for itr - a_BlockList[]
}
}
// Return the failed:
std::swap(Failed, a_BlockList);
}
void cChunkMap::SetBlocks(const sSetBlockVector & a_Blocks)
{
cCSLock lock(m_CSLayers);
cChunkPtr chunk = nullptr;
int lastChunkX = 0x7fffffff; // Bogus coords so that chunk is updated on first pass
int lastChunkZ = 0x7fffffff;
for (auto block: a_Blocks)
{
// Update the chunk, if different from last time:
if ((block.m_ChunkX != lastChunkX) || (block.m_ChunkZ != lastChunkZ))
{
lastChunkX = block.m_ChunkX;
lastChunkZ = block.m_ChunkZ;
chunk = GetChunk(lastChunkX, lastChunkZ);
}
// If the chunk is valid, set the block:
if (chunk != nullptr)
{
chunk->SetBlock(block.m_RelX, block.m_RelY, block.m_RelZ, block.m_BlockType, block.m_BlockMeta);
}
} // for block - a_Blocks[]
}
void cChunkMap::CollectPickupsByPlayer(cPlayer & a_Player)
{
int BlockX = static_cast<int>(a_Player.GetPosX()); // Truncating doesn't matter much; we're scanning entire chunks anyway
int BlockY = static_cast<int>(a_Player.GetPosY());
int BlockZ = static_cast<int>(a_Player.GetPosZ());
int ChunkX = 0, ChunkZ = 0;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
int OtherChunkX = ChunkX + ((BlockX > 8) ? 1 : -1);
int OtherChunkZ = ChunkZ + ((BlockZ > 8) ? 1 : -1);
// We suppose that each player keeps their chunks in memory, therefore it makes little sense to try to re-load or even generate them.
// The only time the chunks are not valid is when the player is downloading the initial world and they should not call this at that moment
cCSLock Lock(m_CSLayers);
GetChunkNoLoad(ChunkX, ChunkZ)->CollectPickupsByPlayer(a_Player);
// Check the neighboring chunks as well:
GetChunkNoLoad(OtherChunkX, ChunkZ)->CollectPickupsByPlayer (a_Player);
GetChunkNoLoad(OtherChunkX, OtherChunkZ)->CollectPickupsByPlayer(a_Player);
GetChunkNoLoad(ChunkX, ChunkZ)->CollectPickupsByPlayer (a_Player);
GetChunkNoLoad(ChunkX, OtherChunkZ)->CollectPickupsByPlayer(a_Player);
}
BLOCKTYPE cChunkMap::GetBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
{
int X = a_BlockX, Y = a_BlockY, Z = a_BlockZ;
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(X, Y, Z, ChunkX, ChunkZ);
// First check if it isn't queued in the m_FastSetBlockQueue:
{
cCSLock Lock(m_CSFastSetBlock);
for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr)
{
if ((itr->m_RelX == X) && (itr->m_RelY == Y) && (itr->m_RelZ == Z) && (itr->m_ChunkX == ChunkX) && (itr->m_ChunkZ == ChunkZ))
{
return itr->m_BlockType;
}
} // for itr - m_FastSetBlockQueue[]
}
// Not in the queue, query the chunk, if loaded:
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(ChunkX, ChunkZ);
if ((Chunk != nullptr) && Chunk->IsValid())
{
return Chunk->GetBlock(X, Y, Z);
}
return 0;
}
NIBBLETYPE cChunkMap::GetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ)
{
int X = a_BlockX, Y = a_BlockY, Z = a_BlockZ;
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(X, Y, Z, ChunkX, ChunkZ);
// First check if it isn't queued in the m_FastSetBlockQueue:
{
cCSLock Lock(m_CSFastSetBlock);
for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr)
{
if ((itr->m_RelX == X) && (itr->m_RelY == Y) && (itr->m_RelZ == Z) && (itr->m_ChunkX == ChunkX) && (itr->m_ChunkZ == ChunkZ))
{
return itr->m_BlockMeta;
}
} // for itr - m_FastSetBlockQueue[]
}
// Not in the queue, query the chunk, if loaded:
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(ChunkX, ChunkZ);
if ((Chunk != nullptr) && Chunk->IsValid())
{
return Chunk->GetMeta(X, Y, Z);
}
return 0;
}
NIBBLETYPE cChunkMap::GetBlockSkyLight(int a_BlockX, int a_BlockY, int a_BlockZ)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ChunkZ);
if ((Chunk != nullptr) && Chunk->IsValid())
{
return Chunk->GetSkyLight(a_BlockX, a_BlockY, a_BlockZ);
}
return 0;
}
NIBBLETYPE cChunkMap::GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ChunkZ);
if ((Chunk != nullptr) && Chunk->IsValid())
{
return Chunk->GetBlockLight(a_BlockX, a_BlockY, a_BlockZ);
}
return 0;
}
void cChunkMap::SetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_BlockMeta)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
// a_BlockXYZ now contains relative coords!
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(ChunkX, ChunkZ);
if ((Chunk != nullptr) && Chunk->IsValid())
{
Chunk->SetMeta(a_BlockX, a_BlockY, a_BlockZ, a_BlockMeta);
}
}
void cChunkMap::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, bool a_SendToClients)
{
cChunkInterface ChunkInterface(this);
BlockHandler(GetBlock(a_BlockX, a_BlockY, a_BlockZ))->OnDestroyed(ChunkInterface, *m_World, a_BlockX, a_BlockY, a_BlockZ);
int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, Z = a_BlockZ;
cChunkDef::AbsoluteToRelative( X, Y, Z, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ChunkZ);
if ((Chunk != nullptr) && Chunk->IsValid())
{
Chunk->SetBlock(X, Y, Z, a_BlockType, a_BlockMeta, a_SendToClients);
m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, Chunk);
}
BlockHandler(a_BlockType)->OnPlaced(ChunkInterface, *m_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
}
void cChunkMap::QueueSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Int64 a_Tick, BLOCKTYPE a_PreviousBlockType)
{
int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, Z = a_BlockZ;
cChunkDef::AbsoluteToRelative(X, Y, Z, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(ChunkX, ChunkZ);
if ((Chunk != nullptr) && Chunk->IsValid())
{
Chunk->QueueSetBlock(X, Y, Z, a_BlockType, a_BlockMeta, a_Tick, a_PreviousBlockType);
}
}
bool cChunkMap::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
{
int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, Z = a_BlockZ;
cChunkDef::AbsoluteToRelative( X, Y, Z, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ChunkZ);
if ((Chunk != nullptr) && Chunk->IsValid())
{
Chunk->GetBlockTypeMeta(X, Y, Z, a_BlockType, a_BlockMeta);
return true;
}
return false;
}
bool cChunkMap::GetBlockInfo(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight)
{
int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, Z = a_BlockZ;
cChunkDef::AbsoluteToRelative( X, Y, Z, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ChunkZ);
if ((Chunk != nullptr) && Chunk->IsValid())
{
Chunk->GetBlockInfo(X, Y, Z, a_BlockType, a_Meta, a_SkyLight, a_BlockLight);
return true;
}
return false;
}
void cChunkMap::ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType)
{
cCSLock Lock(m_CSLayers);
for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
{
cChunkPtr Chunk = GetChunk(itr->m_ChunkX, itr->m_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
continue;
}
if (Chunk->GetBlock(itr->m_RelX, itr->m_RelY, itr->m_RelZ) == a_FilterBlockType)
{
Chunk->SetBlock(itr->m_RelX, itr->m_RelY, itr->m_RelZ, itr->m_BlockType, itr->m_BlockMeta);
}
}
}
void cChunkMap::ReplaceTreeBlocks(const sSetBlockVector & a_Blocks)
{
cCSLock Lock(m_CSLayers);
for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
{
cChunkPtr Chunk = GetChunk(itr->m_ChunkX, itr->m_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
continue;
}
switch (Chunk->GetBlock(itr->m_RelX, itr->m_RelY, itr->m_RelZ))
{
CASE_TREE_OVERWRITTEN_BLOCKS:
{
Chunk->SetBlock(itr->m_RelX, itr->m_RelY, itr->m_RelZ, itr->m_BlockType, itr->m_BlockMeta);
break;
}
case E_BLOCK_LEAVES:
case E_BLOCK_NEW_LEAVES:
{
if ((itr->m_BlockType == E_BLOCK_LOG) || (itr->m_BlockType == E_BLOCK_NEW_LOG))
{
Chunk->SetBlock(itr->m_RelX, itr->m_RelY, itr->m_RelZ, itr->m_BlockType, itr->m_BlockMeta);
}
break;
}
}
} // for itr - a_Blocks[]
}
EMCSBiome cChunkMap::GetBiomeAt (int a_BlockX, int a_BlockZ)
{
int ChunkX, ChunkZ, X = a_BlockX, Y = 0, Z = a_BlockZ;
cChunkDef::AbsoluteToRelative(X, Y, Z, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(ChunkX, ChunkZ);
if ((Chunk != nullptr) && Chunk->IsValid())
{
return Chunk->GetBiomeAt(X, Z);
}
else
{
return m_World->GetGenerator().GetBiomeAt(a_BlockX, a_BlockZ);
}
}
bool cChunkMap::SetBiomeAt(int a_BlockX, int a_BlockZ, EMCSBiome a_Biome)
{
int ChunkX, ChunkZ, X = a_BlockX, Y = 0, Z = a_BlockZ;
cChunkDef::AbsoluteToRelative(X, Y, Z, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(ChunkX, ChunkZ);
if ((Chunk != nullptr) && Chunk->IsValid())
{
Chunk->SetBiomeAt(X, Z, a_Biome);
return true;
}
return false;
}
bool cChunkMap::SetAreaBiome(int a_MinX, int a_MaxX, int a_MinZ, int a_MaxZ, EMCSBiome a_Biome)
{
// Translate coords to relative:
int Y = 0;
int MinChunkX, MinChunkZ, MinX = a_MinX, MinZ = a_MinZ;
int MaxChunkX, MaxChunkZ, MaxX = a_MaxX, MaxZ = a_MaxZ;
cChunkDef::AbsoluteToRelative(MinX, Y, MinZ, MinChunkX, MinChunkZ);
cChunkDef::AbsoluteToRelative(MaxX, Y, MaxZ, MaxChunkX, MaxChunkZ);
// Go through all chunks, set:
bool res = true;
cCSLock Lock(m_CSLayers);
for (int x = MinChunkX; x <= MaxChunkX; x++)
{
int MinRelX = (x == MinChunkX) ? MinX : 0;
int MaxRelX = (x == MaxChunkX) ? MaxX : cChunkDef::Width - 1;
for (int z = MinChunkZ; z <= MaxChunkZ; z++)
{
int MinRelZ = (z == MinChunkZ) ? MinZ : 0;
int MaxRelZ = (z == MaxChunkZ) ? MaxZ : cChunkDef::Width - 1;
cChunkPtr Chunk = GetChunkNoLoad(x, z);
if ((Chunk != nullptr) && Chunk->IsValid())
{
Chunk->SetAreaBiome(MinRelX, MaxRelX, MinRelZ, MaxRelZ, a_Biome);
}
else
{
res = false;
}
} // for z
} // for x
return res;
}
bool cChunkMap::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure)
{
bool res = true;
cCSLock Lock(m_CSLayers);
for (sSetBlockVector::iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
{
cChunkPtr Chunk = GetChunk(itr->m_ChunkX, itr->m_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
if (!a_ContinueOnFailure)
{
return false;
}
res = false;
continue;
}
itr->m_BlockType = Chunk->GetBlock(itr->m_RelX, itr->m_RelY, itr->m_RelZ);
itr->m_BlockMeta = Chunk->GetMeta(itr->m_RelX, itr->m_RelY, itr->m_RelZ);
}
return res;
}
bool cChunkMap::DigBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
{
int PosX = a_BlockX, PosY = a_BlockY, PosZ = a_BlockZ, ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(PosX, PosY, PosZ, ChunkX, ChunkZ);
{
cCSLock Lock(m_CSLayers);
cChunkPtr DestChunk = GetChunk( ChunkX, ChunkZ);
if ((DestChunk == nullptr) || !DestChunk->IsValid())
{
return false;
}
DestChunk->SetBlock(PosX, PosY, PosZ, E_BLOCK_AIR, 0);
m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, DestChunk);
}
return true;
}
void cChunkMap::SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_X, a_Y, a_Z, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(ChunkX, ChunkZ);
if ((Chunk != nullptr) && (Chunk->IsValid()))
{
Chunk->SendBlockTo(a_X, a_Y, a_Z, a_Player->GetClientHandle());
}
}
void cChunkMap::CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk1 = GetChunkNoGen(a_ChunkX1, a_ChunkZ1);
if (Chunk1 == nullptr)
{
return;
}
cChunkPtr Chunk2 = GetChunkNoGen(a_ChunkX2, a_ChunkZ2);
if (Chunk2 == nullptr)
{
return;
}
CompareChunkClients(Chunk1, Chunk2, a_Callback);
}
void cChunkMap::CompareChunkClients(cChunk * a_Chunk1, cChunk * a_Chunk2, cClientDiffCallback & a_Callback)
{
cClientHandleList Clients1(a_Chunk1->GetAllClients());
cClientHandleList Clients2(a_Chunk2->GetAllClients());
// Find "removed" clients:
for (cClientHandleList::iterator itr1 = Clients1.begin(); itr1 != Clients1.end(); ++itr1)
{
bool Found = false;
for (cClientHandleList::iterator itr2 = Clients2.begin(); itr2 != Clients2.end(); ++itr2)
{
if (*itr1 == *itr2)
{
Found = true;
break;
}
} // for itr2 - Clients2[]
if (!Found)
{
a_Callback.Removed(*itr1);
}
} // for itr1 - Clients1[]
// Find "added" clients:
for (cClientHandleList::iterator itr2 = Clients2.begin(); itr2 != Clients2.end(); ++itr2)
{
bool Found = false;
for (cClientHandleList::iterator itr1 = Clients1.begin(); itr1 != Clients1.end(); ++itr1)
{
if (*itr1 == *itr2)
{
Found = true;
break;
}
} // for itr1 - Clients1[]
if (!Found)
{
a_Callback.Added(*itr2);
}
} // for itr2 - Clients2[]
}
bool cChunkMap::AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(a_ChunkX, a_ChunkZ);
if (Chunk == nullptr)
{
return false;
}
return Chunk->AddClient(a_Client);
}
void cChunkMap::RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if (Chunk == nullptr)
{
return;
}
Chunk->RemoveClient(a_Client);
}
void cChunkMap::RemoveClientFromChunks(cClientHandle * a_Client)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->RemoveClient(a_Client);
} // for itr - m_Layers[]
}
void cChunkMap::AddEntity(cEntity * a_Entity)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
if (
(Chunk == nullptr) || // Chunk not present at all
(!Chunk->IsValid() && !a_Entity->IsPlayer()) // Chunk present, but no valid data; players need to spawn in such chunks (#953)
)
{
LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.",
a_Entity, a_Entity->GetClass(), a_Entity->GetUniqueID()
);
return;
}
Chunk->AddEntity(a_Entity);
}
void cChunkMap::AddEntityIfNotPresent(cEntity * a_Entity)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
if (
(Chunk == nullptr) || // Chunk not present at all
(!Chunk->IsValid() && !a_Entity->IsPlayer()) // Chunk present, but no valid data; players need to spawn in such chunks (#953)
)
{
LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.",
a_Entity, a_Entity->GetClass(), a_Entity->GetUniqueID()
);
return;
}
if (!Chunk->HasEntity(a_Entity->GetUniqueID()))
{
Chunk->AddEntity(a_Entity);
}
}
bool cChunkMap::HasEntity(UInt32 a_UniqueID)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
if ((*itr)->HasEntity(a_UniqueID))
{
return true;
}
}
return false;
}
void cChunkMap::RemoveEntity(cEntity * a_Entity)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
// Even if a chunk is not valid, it may still contain entities such as players; make sure to remove them (#1190)
if (Chunk == nullptr)
{
return;
}
Chunk->RemoveEntity(a_Entity);
}
bool cChunkMap::ForEachEntity(cEntityCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
if (!(*itr)->ForEachEntity(a_Callback))
{
return false;
}
}
return true;
}
bool cChunkMap::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->ForEachEntity(a_Callback);
}
bool cChunkMap::ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback & a_Callback)
{
// Calculate the chunk range for the box:
int MinChunkX = FloorC(a_Box.GetMinX() / cChunkDef::Width);
int MinChunkZ = FloorC(a_Box.GetMinZ() / cChunkDef::Width);
int MaxChunkX = FloorC((a_Box.GetMaxX() + cChunkDef::Width) / cChunkDef::Width);
int MaxChunkZ = FloorC((a_Box.GetMaxZ() + cChunkDef::Width) / cChunkDef::Width);
// Iterate over each chunk in the range:
cCSLock Lock(m_CSLayers);
for (int z = MinChunkZ; z <= MaxChunkZ; z++)
{
for (int x = MinChunkX; x <= MaxChunkX; x++)
{
cChunkPtr Chunk = GetChunkNoGen(x, z);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
continue;
}
if (!Chunk->ForEachEntityInBox(a_Box, a_Callback))
{
return false;
}
} // for x
} // for z
return true;
}
void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, cVector3iArray & a_BlocksAffected)
{
// Don't explode if outside of Y range (prevents the following test running into unallocated memory):
if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height - 1))
{
return;
}
bool ShouldDestroyBlocks = true;
// Don't explode if the explosion center is inside a liquid block:
if (IsBlockLiquid(m_World->GetBlock(FloorC(a_BlockX), FloorC(a_BlockY), FloorC(a_BlockZ))))
{
ShouldDestroyBlocks = false;
}
int ExplosionSizeInt = CeilC(a_ExplosionSize);
int ExplosionSizeSq = ExplosionSizeInt * ExplosionSizeInt;
int bx = FloorC(a_BlockX);
int by = FloorC(a_BlockY);
int bz = FloorC(a_BlockZ);
int MinY = std::max(FloorC(a_BlockY - ExplosionSizeInt), 0);
int MaxY = std::min(CeilC(a_BlockY + ExplosionSizeInt), cChunkDef::Height - 1);
if (ShouldDestroyBlocks)
{
cBlockArea area;
a_BlocksAffected.reserve(8 * static_cast<size_t>(ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt));
if (!area.Read(m_World, bx - ExplosionSizeInt, static_cast<int>(ceil(a_BlockX + ExplosionSizeInt)), MinY, MaxY, bz - ExplosionSizeInt, static_cast<int>(ceil(a_BlockZ + ExplosionSizeInt))))
{
return;
}
for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++)
{
for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++)
{
if ((by + y >= cChunkDef::Height) || (by + y < 0))
{
// Outside of the world
continue;
}
for (int z = -ExplosionSizeInt; z < ExplosionSizeInt; z++)
{
if ((x * x + y * y + z * z) > ExplosionSizeSq)
{
// Too far away
continue;
}
BLOCKTYPE Block = area.GetBlockType(bx + x, by + y, bz + z);
switch (Block)
{
case E_BLOCK_TNT:
{
// Activate the TNT, with a random fuse between 10 to 30 game ticks
int FuseTime = 10 + m_World->GetTickRandomNumber(20);
m_World->SpawnPrimedTNT(a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5, FuseTime);
area.SetBlockTypeMeta(bx + x, by + y, bz + z, E_BLOCK_AIR, 0);
a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
break;
}
case E_BLOCK_OBSIDIAN:
case E_BLOCK_BEACON:
case E_BLOCK_BEDROCK:
case E_BLOCK_BARRIER:
case E_BLOCK_WATER:
case E_BLOCK_LAVA:
{
// These blocks are not affected by explosions
break;
}
case E_BLOCK_STATIONARY_WATER:
{
// Turn into simulated water:
area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_WATER);
break;
}
case E_BLOCK_STATIONARY_LAVA:
{
// Turn into simulated lava:
area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_LAVA);
break;
}
case E_BLOCK_AIR:
{
// No pickups for air
break;
}
default:
{
if (m_World->GetTickRandomNumber(100) <= 25) // 25% chance of pickups
{
cItems Drops;
cBlockHandler * Handler = BlockHandler(Block);
Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc.
m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z);
}
else if ((m_World->GetTNTShrapnelLevel() > slNone) && (m_World->GetTickRandomNumber(100) < 20)) // 20% chance of flinging stuff around
{
// If the block is shrapnel-able, make a falling block entity out of it:
if (
((m_World->GetTNTShrapnelLevel() == slAll) && cBlockInfo::FullyOccupiesVoxel(Block)) ||
((m_World->GetTNTShrapnelLevel() == slGravityAffectedOnly) && ((Block == E_BLOCK_SAND) || (Block == E_BLOCK_GRAVEL)))
)
{
m_World->SpawnFallingBlock(bx + x, by + y + 5, bz + z, Block, area.GetBlockMeta(bx + x, by + y, bz + z));
}
}
area.SetBlockTypeMeta(bx + x, by + y, bz + z, E_BLOCK_AIR, 0);
a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
break;
}
} // switch (BlockType)
} // for z
} // for y
} // for x
area.Write(m_World, bx - ExplosionSizeInt, MinY, bz - ExplosionSizeInt);
}
class cTNTDamageCallback :
public cEntityCallback
{
public:
cTNTDamageCallback(cBoundingBox & a_bbTNT, Vector3d a_ExplosionPos, int a_ExplosionSize) :
m_bbTNT(a_bbTNT),
m_ExplosionPos(a_ExplosionPos),
m_ExplosionSize(a_ExplosionSize)
{
}
virtual bool Item(cEntity * a_Entity) override
{
if (a_Entity->IsPickup() && (a_Entity->GetTicksAlive() < 20))
{
// If pickup age is smaller than one second, it is invincible (so we don't kill pickups that were just spawned)
return false;
}
Vector3d DistanceFromExplosion = a_Entity->GetPosition() - m_ExplosionPos;
if (!a_Entity->IsTNT() && !a_Entity->IsFallingBlock()) // Don't apply damage to other TNT entities and falling blocks, they should be invincible
{
cBoundingBox bbEntity(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
if (!m_bbTNT.IsInside(bbEntity)) // If bbEntity is inside bbTNT, not vice versa!
{
return false;
}
// Ensure that the damage dealt is inversely proportional to the distance to the TNT centre - the closer a player is, the harder they are hit
a_Entity->TakeDamage(dtExplosion, nullptr, static_cast<int>((1 / DistanceFromExplosion.Length()) * 6 * m_ExplosionSize), 0);
}
// Apply force to entities around the explosion - code modified from World.cpp DoExplosionAt()
DistanceFromExplosion.Normalize();
DistanceFromExplosion *= m_ExplosionSize * m_ExplosionSize;
a_Entity->AddSpeed(DistanceFromExplosion);
return false;
}
protected:
cBoundingBox & m_bbTNT;
Vector3d m_ExplosionPos;
int m_ExplosionSize;
};
cBoundingBox bbTNT(Vector3d(a_BlockX, a_BlockY, a_BlockZ), 0.5, 1);
bbTNT.Expand(ExplosionSizeInt * 2, ExplosionSizeInt * 2, ExplosionSizeInt * 2);
cTNTDamageCallback TNTDamageCallback(bbTNT, Vector3d(a_BlockX, a_BlockY, a_BlockZ), ExplosionSizeInt);
ForEachEntity(TNTDamageCallback);
// Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391):
WakeUpSimulatorsInArea(
bx - ExplosionSizeInt - 1, bx + ExplosionSizeInt + 1,
MinY, MaxY,
bz - ExplosionSizeInt - 1, bz + ExplosionSizeInt + 1
);
}
bool cChunkMap::DoWithEntityByID(UInt32 a_UniqueID, cEntityCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
bool res = false;
for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
if ((*itr)->DoWithEntityByID(a_UniqueID, a_Callback, res))
{
return res;
}
}
return false;
}
bool cChunkMap::ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->ForEachBlockEntity(a_Callback);
}
bool cChunkMap::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->ForEachChest(a_Callback);
}
bool cChunkMap::ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->ForEachDispenser(a_Callback);
}
bool cChunkMap::ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->ForEachDropper(a_Callback);
}
bool cChunkMap::ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->ForEachDropSpenser(a_Callback);
}
bool cChunkMap::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->ForEachFurnace(a_Callback);
}
bool cChunkMap::DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->DoWithBlockEntityAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cChunkMap::DoWithBeaconAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconCallback & a_Callback)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->DoWithBeaconAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cChunkMap::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->DoWithChestAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cChunkMap::DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->DoWithDispenserAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cChunkMap::DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->DoWithDropperAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cChunkMap::DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->DoWithDropSpenserAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cChunkMap::DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->DoWithFurnaceAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cChunkMap::DoWithNoteBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cNoteBlockCallback & a_Callback)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->DoWithNoteBlockAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cChunkMap::DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cCommandBlockCallback & a_Callback)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->DoWithCommandBlockAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cChunkMap::DoWithMobHeadAt(int a_BlockX, int a_BlockY, int a_BlockZ, cMobHeadCallback & a_Callback)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->DoWithMobHeadAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cChunkMap::DoWithFlowerPotAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFlowerPotCallback & a_Callback)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->DoWithFlowerPotAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cChunkMap::GetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->GetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4);
}
void cChunkMap::TouchChunk(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
GetChunk(a_ChunkX, a_ChunkZ);
}
void cChunkMap::PrepareChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
// If the chunk is not prepared, queue it in the lighting thread, that will do all the needed processing:
if ((Chunk == nullptr) || !Chunk->IsValid() || !Chunk->IsLightValid())
{
m_World->GetLightingThread().QueueChunk(a_ChunkX, a_ChunkZ, std::move(a_Callback));
return;
}
// The chunk is present and lit, just call the callback:
if (a_Callback != nullptr)
{
a_Callback->Call(a_ChunkX, a_ChunkZ);
}
}
bool cChunkMap::GenerateChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
if (Chunk == nullptr)
{
// Generic error while getting the chunk - out of memory?
return false;
}
// Try loading the chunk:
if ((Chunk == nullptr) || (!Chunk->IsValid()))
{
Chunk->SetPresence(cChunk::cpQueued);
class cPrepareLoadCallback: public cChunkCoordCallback
{
public:
cPrepareLoadCallback(cWorld & a_World, cChunkMap & a_ChunkMap, cChunkCoordCallback * a_Callback):
m_World(a_World),
m_ChunkMap(a_ChunkMap),
m_Callback(a_Callback)
{
}
// cChunkCoordCallback override:
virtual void Call(int a_CBChunkX, int a_CBChunkZ) override
{
// The chunk has been loaded or an error occurred, check if it's valid now:
cCSLock Lock(m_ChunkMap.m_CSLayers);
cChunkPtr CBChunk = m_ChunkMap.GetChunkNoLoad(a_CBChunkX, a_CBChunkZ);
if (CBChunk == nullptr)
{
// An error occurred, but we promised to call the callback, so call it even when there's no real chunk data:
if (m_Callback != nullptr)
{
m_Callback->Call(a_CBChunkX, a_CBChunkZ);
}
return;
}
// If the chunk is not valid, queue it in the generator:
if (!CBChunk->IsValid())
{
m_World.GetGenerator().QueueGenerateChunk(a_CBChunkX, a_CBChunkZ, false, m_Callback);
return;
}
// The chunk was loaded, call the callback:
if (m_Callback != nullptr)
{
m_Callback->Call(a_CBChunkX, a_CBChunkZ);
}
}
protected:
cWorld & m_World;
cChunkMap & m_ChunkMap;
cChunkCoordCallback * m_Callback;
};
m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ, new cPrepareLoadCallback(*m_World, *this, a_Callback));
return true;
}
// The chunk is valid, just call the callback:
if (a_Callback != nullptr)
{
a_Callback->Call(a_ChunkX, a_ChunkZ);
}
return true;
}
void cChunkMap::ChunkLoadFailed(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
if (Chunk == nullptr)
{
return;
}
Chunk->MarkLoadFailed();
}
bool cChunkMap::SetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
return Chunk->SetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4);
}
void cChunkMap::MarkChunkRegenerating(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
if (Chunk == nullptr)
{
// Not present
return;
}
Chunk->MarkRegenerating();
}
bool cChunkMap::IsChunkLighted(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
if (Chunk == nullptr)
{
// Not present
return false;
}
return Chunk->IsLightValid();
}
bool cChunkMap::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback)
{
bool Result = true;
cCSLock Lock(m_CSLayers);
for (int z = a_MinChunkZ; z <= a_MaxChunkZ; z++)
{
for (int x = a_MinChunkX; x <= a_MaxChunkX; x++)
{
cChunkPtr Chunk = GetChunkNoLoad(x, z);
if ((Chunk == nullptr) || (!Chunk->IsValid()))
{
// Not present / not valid
Result = false;
continue;
}
if (!a_Callback.Coords(x, z))
{
continue;
}
Chunk->GetAllData(a_Callback);
}
}
return Result;
}
bool cChunkMap::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes)
{
// Convert block coords to chunks coords:
int MinChunkX, MaxChunkX;
int MinChunkZ, MaxChunkZ;
int MinBlockX = a_MinBlockX;
int MinBlockY = a_MinBlockY;
int MinBlockZ = a_MinBlockZ;
int MaxBlockX = a_MinBlockX + a_Area.GetSizeX();
int MaxBlockY = a_MinBlockY + a_Area.GetSizeY();
int MaxBlockZ = a_MinBlockZ + a_Area.GetSizeZ();
cChunkDef::AbsoluteToRelative(MinBlockX, MinBlockY, MinBlockZ, MinChunkX, MinChunkZ);
cChunkDef::AbsoluteToRelative(MaxBlockX, MaxBlockY, MaxBlockZ, MaxChunkX, MaxChunkZ);
// Iterate over chunks, write data into each:
bool Result = true;
cCSLock Lock(m_CSLayers);
for (int z = MinChunkZ; z <= MaxChunkZ; z++)
{
for (int x = MinChunkX; x <= MaxChunkX; x++)
{
cChunkPtr Chunk = GetChunkNoLoad(x, z);
if ((Chunk == nullptr) || (!Chunk->IsValid()))
{
// Not present / not valid
Result = false;
continue;
}
Chunk->WriteBlockArea(a_Area, a_MinBlockX, a_MinBlockY, a_MinBlockZ, a_DataTypes);
} // for x
} // for z
return Result;
}
void cChunkMap::GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty)
{
a_NumChunksValid = 0;
a_NumChunksDirty = 0;
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
int NumValid = 0, NumDirty = 0;
(*itr)->GetChunkStats(NumValid, NumDirty);
a_NumChunksValid += NumValid;
a_NumChunksDirty += NumDirty;
} // for itr - m_Layers[]
}
void cChunkMap::GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, MTRand & a_Rand)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ChunkZ);
if (Chunk != nullptr)
{
Chunk->GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_Rand);
}
}
void cChunkMap::GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ChunkZ);
if (Chunk != nullptr)
{
Chunk->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
}
}
void cChunkMap::GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ChunkZ);
if (Chunk != nullptr)
{
Chunk->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
}
}
void cChunkMap::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ChunkZ);
if (Chunk != nullptr)
{
Chunk->SetNextBlockTick(a_BlockX, a_BlockY, a_BlockZ);
}
}
void cChunkMap::CollectMobCensus(cMobCensus & a_ToFill)
{
cCSLock Lock(m_CSLayers);
for (auto && layer: m_Layers)
{
layer->CollectMobCensus(a_ToFill);
} // for itr - m_Layers
}
void cChunkMap::SpawnMobs(cMobSpawner & a_MobSpawner)
{
cCSLock Lock(m_CSLayers);
for (auto && layer: m_Layers)
{
layer->SpawnMobs(a_MobSpawner);
} // for itr - m_Layers
}
void cChunkMap::Tick(std::chrono::milliseconds a_Dt)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->Tick(a_Dt);
} // for itr - m_Layers
}
void cChunkMap::TickBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ChunkZ);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return;
}
Chunk->TickBlock(a_BlockX, a_BlockY, a_BlockZ);
}
void cChunkMap::UnloadUnusedChunks(void)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->UnloadUnusedChunks();
} // for itr - m_Layers
}
void cChunkMap::SaveAllChunks(void)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->Save();
} // for itr - m_Layers[]
}
int cChunkMap::GetNumChunks(void)
{
cCSLock Lock(m_CSLayers);
int NumChunks = 0;
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
NumChunks += (*itr)->GetNumChunksLoaded();
}
return NumChunks;
}
void cChunkMap::ChunkValidated(void)
{
m_evtChunkValid.Set();
}
void cChunkMap::QueueTickBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
// a_BlockXYZ now contains relative coords!
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ChunkZ);
if (Chunk != nullptr)
{
Chunk->QueueTickBlock(a_BlockX, a_BlockY, a_BlockZ);
}
}
void cChunkMap::SetChunkAlwaysTicked(int a_ChunkX, int a_ChunkZ, bool a_AlwaysTicked)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
if (Chunk != nullptr)
{
Chunk->SetAlwaysTicked(a_AlwaysTicked);
}
}
////////////////////////////////////////////////////////////////////////////////
// cChunkMap::cChunkLayer:
cChunkMap::cChunkLayer::cChunkLayer(
int a_LayerX, int a_LayerZ,
cChunkMap * a_Parent,
cAllocationPool<cChunkData::sChunkSection> & a_Pool
)
: m_LayerX( a_LayerX)
, m_LayerZ( a_LayerZ)
, m_Parent( a_Parent)
, m_NumChunksLoaded( 0)
, m_Pool(a_Pool)
{
memset(m_Chunks, 0, sizeof(m_Chunks));
}
cChunkMap::cChunkLayer::~cChunkLayer()
{
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
{
delete m_Chunks[i];
m_Chunks[i] = nullptr; // Must zero out, because further chunk deletions query the chunkmap for entities and that would touch deleted data
} // for i - m_Chunks[]
}
cChunkPtr cChunkMap::cChunkLayer::GetChunk( int a_ChunkX, int a_ChunkZ)
{
// Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check
const int LocalX = a_ChunkX - m_LayerX * LAYER_SIZE;
const int LocalZ = a_ChunkZ - m_LayerZ * LAYER_SIZE;
if (!((LocalX < LAYER_SIZE) && (LocalZ < LAYER_SIZE) && (LocalX > -1) && (LocalZ > -1)))
{
ASSERT(!"Asking a cChunkLayer for a chunk that doesn't belong to it!");
return nullptr;
}
int Index = LocalX + LocalZ * LAYER_SIZE;
if (m_Chunks[Index] == nullptr)
{
cChunk * neixm = (LocalX > 0) ? m_Chunks[Index - 1] : m_Parent->FindChunk(a_ChunkX - 1, a_ChunkZ);
cChunk * neixp = (LocalX < LAYER_SIZE - 1) ? m_Chunks[Index + 1] : m_Parent->FindChunk(a_ChunkX + 1, a_ChunkZ);
cChunk * neizm = (LocalZ > 0) ? m_Chunks[Index - LAYER_SIZE] : m_Parent->FindChunk(a_ChunkX, a_ChunkZ - 1);
cChunk * neizp = (LocalZ < LAYER_SIZE - 1) ? m_Chunks[Index + LAYER_SIZE] : m_Parent->FindChunk(a_ChunkX, a_ChunkZ + 1);
m_Chunks[Index] = new cChunk(a_ChunkX, a_ChunkZ, m_Parent, m_Parent->GetWorld(), neixm, neixp, neizm, neizp, m_Pool);
}
return m_Chunks[Index];
}
cChunk * cChunkMap::cChunkLayer::FindChunk(int a_ChunkX, int a_ChunkZ)
{
const int LocalX = a_ChunkX - m_LayerX * LAYER_SIZE;
const int LocalZ = a_ChunkZ - m_LayerZ * LAYER_SIZE;
if (!((LocalX < LAYER_SIZE) && (LocalZ < LAYER_SIZE) && (LocalX > -1) && (LocalZ > -1)))
{
ASSERT(!"Asking a cChunkLayer for a chunk that doesn't belong to it!");
return nullptr;
}
int Index = LocalX + LocalZ * LAYER_SIZE;
return m_Chunks[Index];
}
void cChunkMap::cChunkLayer::CollectMobCensus(cMobCensus & a_ToFill)
{
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
// We do count every Mobs in the world. But we are assuming that every chunk not loaded by any client
// doesn't affect us. Normally they should not have mobs because every "too far" mobs despawn
// If they have (f.i. when player disconnect) we assume we don't have to make them live or despawn
if ((m_Chunks[i] != nullptr) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients())
{
m_Chunks[i]->CollectMobCensus(a_ToFill);
}
} // for i - m_Chunks[]
}
void cChunkMap::cChunkLayer::SpawnMobs(cMobSpawner & a_MobSpawner)
{
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
// We only spawn close to players
if ((m_Chunks[i] != nullptr) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients())
{
m_Chunks[i]->SpawnMobs(a_MobSpawner);
}
} // for i - m_Chunks[]
}
void cChunkMap::cChunkLayer::Tick(std::chrono::milliseconds a_Dt)
{
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
// Only tick chunks that are valid and should be ticked:
if ((m_Chunks[i] != nullptr) && m_Chunks[i]->IsValid() && m_Chunks[i]->ShouldBeTicked())
{
m_Chunks[i]->Tick(a_Dt);
}
} // for i - m_Chunks[]
}
void cChunkMap::cChunkLayer::RemoveClient(cClientHandle * a_Client)
{
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
if (m_Chunks[i] != nullptr)
{
m_Chunks[i]->RemoveClient(a_Client);
}
} // for i - m_Chunks[]
}
bool cChunkMap::cChunkLayer::ForEachEntity(cEntityCallback & a_Callback)
{
// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
if ((m_Chunks[i] != nullptr) && m_Chunks[i]->IsValid())
{
if (!m_Chunks[i]->ForEachEntity(a_Callback))
{
return false;
}
}
}
return true;
}
bool cChunkMap::cChunkLayer::DoWithEntityByID(UInt32 a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackReturn)
{
// Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found.
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
if ((m_Chunks[i] != nullptr) && m_Chunks[i]->IsValid())
{
if (m_Chunks[i]->DoWithEntityByID(a_EntityID, a_Callback, a_CallbackReturn))
{
return true;
}
}
}
return false;
}
bool cChunkMap::cChunkLayer::HasEntity(UInt32 a_EntityID)
{
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
if ((m_Chunks[i] != nullptr) && m_Chunks[i]->IsValid())
{
if (m_Chunks[i]->HasEntity(a_EntityID))
{
return true;
}
}
}
return false;
}
int cChunkMap::cChunkLayer::GetNumChunksLoaded(void) const
{
int NumChunks = 0;
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
{
if (m_Chunks[i] != nullptr)
{
NumChunks++;
}
} // for i - m_Chunks[]
return NumChunks;
}
void cChunkMap::cChunkLayer::GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty) const
{
int NumValid = 0;
int NumDirty = 0;
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
{
if (m_Chunks[i] == nullptr)
{
continue;
}
NumValid++;
if (m_Chunks[i]->IsDirty())
{
NumDirty++;
}
} // for i - m_Chunks[]
a_NumChunksValid = NumValid;
a_NumChunksDirty = NumDirty;
}
void cChunkMap::cChunkLayer::Save(void)
{
cWorld * World = m_Parent->GetWorld();
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
{
if ((m_Chunks[i] != nullptr) && m_Chunks[i]->IsValid() && m_Chunks[i]->IsDirty())
{
World->GetStorage().QueueSaveChunk(m_Chunks[i]->GetPosX(), m_Chunks[i]->GetPosZ());
}
} // for i - m_Chunks[]
}
void cChunkMap::cChunkLayer::UnloadUnusedChunks(void)
{
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
if (
(m_Chunks[i] != nullptr) && // Is valid
(m_Chunks[i]->CanUnload()) && // Can unload
!cPluginManager::Get()->CallHookChunkUnloading(*(m_Parent->GetWorld()), m_Chunks[i]->GetPosX(), m_Chunks[i]->GetPosZ()) // Plugins agree
)
{
// The cChunk destructor calls our GetChunk() while removing its entities
// so we still need to be able to return the chunk. Therefore we first delete, then nullptrify
// Doing otherwise results in bug http://forum.mc-server.org/showthread.php?tid=355
delete m_Chunks[i];
m_Chunks[i] = nullptr;
}
} // for i - m_Chunks[]
}
void cChunkMap::FastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
cCSLock Lock(m_CSFastSetBlock);
m_FastSetBlockQueue.push_back(sSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta));
}
void cChunkMap::FastSetQueuedBlocks()
{
// Asynchronously set blocks:
sSetBlockList FastSetBlockQueueCopy;
{
cCSLock Lock(m_CSFastSetBlock);
std::swap(FastSetBlockQueueCopy, m_FastSetBlockQueue);
}
this->FastSetBlocks(FastSetBlockQueueCopy);
if (!FastSetBlockQueueCopy.empty())
{
// Some blocks failed, store them for next tick:
cCSLock Lock(m_CSFastSetBlock);
m_FastSetBlockQueue.splice(m_FastSetBlockQueue.end(), FastSetBlockQueueCopy);
}
}
void cChunkMap::AddChunkStay(cChunkStay & a_ChunkStay)
{
cCSLock Lock(m_CSLayers);
// Add it to the list:
ASSERT(std::find(m_ChunkStays.begin(), m_ChunkStays.end(), &a_ChunkStay) == m_ChunkStays.end()); // Has not yet been added
m_ChunkStays.push_back(&a_ChunkStay);
// Schedule all chunks to be loaded / generated, and mark each as locked:
const cChunkCoordsVector & WantedChunks = a_ChunkStay.GetChunks();
for (cChunkCoordsVector::const_iterator itr = WantedChunks.begin(); itr != WantedChunks.end(); ++itr)
{
cChunkPtr Chunk = GetChunk(itr->m_ChunkX, itr->m_ChunkZ);
if (Chunk == nullptr)
{
continue;
}
Chunk->Stay(true);
if (Chunk->IsValid())
{
if (a_ChunkStay.ChunkAvailable(itr->m_ChunkX, itr->m_ChunkZ))
{
// The chunkstay wants to be deactivated, disable it and bail out:
a_ChunkStay.Disable();
return;
}
}
} // for itr - WantedChunks[]
}
/** Removes the specified cChunkStay descendant from the internal list of ChunkStays. */
void cChunkMap::DelChunkStay(cChunkStay & a_ChunkStay)
{
cCSLock Lock(m_CSLayers);
// Remove from the list of active chunkstays:
bool HasFound = false;
for (cChunkStays::iterator itr = m_ChunkStays.begin(), end = m_ChunkStays.end(); itr != end; ++itr)
{
if (*itr == &a_ChunkStay)
{
m_ChunkStays.erase(itr);
HasFound = true;
break;
}
} // for itr - m_ChunkStays[]
if (!HasFound)
{
ASSERT(!"Removing a cChunkStay that hasn't been added!");
return;
}
// Unmark all contained chunks:
const cChunkCoordsVector & Chunks = a_ChunkStay.GetChunks();
for (cChunkCoordsVector::const_iterator itr = Chunks.begin(), end = Chunks.end(); itr != end; ++itr)
{
cChunkPtr Chunk = GetChunkNoLoad(itr->m_ChunkX, itr->m_ChunkZ);
if (Chunk == nullptr)
{
continue;
}
Chunk->Stay(false);
} // for itr - Chunks[]
a_ChunkStay.OnDisabled();
}