81c73341b2
git-svn-id: http://mc-server.googlecode.com/svn/trunk@105 0a769ca7-a7f5-676a-18bf-c427514a06d6
172 lines
5.1 KiB
C++
172 lines
5.1 KiB
C++
#include "MemoryLeak.h"
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#include "cChunkGenerator.h"
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#include "cChunkMap.h"
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#include "cChunk.h"
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#include "cWorld.h"
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#include "cThread.h"
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#include "cCriticalSection.h"
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#include "cSemaphore.h"
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#include "cMCLogger.h"
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#include <list>
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typedef std::pair<int, int> ChunkCoord;
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typedef std::list< ChunkCoord > ChunkCoordList;
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#define MAX_SEMAPHORES 1000
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struct cChunkGenerator::sChunkGeneratorState
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{
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sChunkGeneratorState()
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: pCriticalSection( 0 )
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, pSemaphore( 0 )
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, pThread( 0 )
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, bStop( false )
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, bCurrentlyGenerating( false )
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, pCurrentlyGenerating( false )
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, pChunkCriticalSection( 0 )
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{}
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ChunkCoordList GenerateQueue; // Protected by pCriticalSection
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ChunkCoord CurrentlyGeneratingCoords; // Protected by pCriticalSection
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cChunk* pCurrentlyGenerating; // Protected by pCriticalSection
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bool bCurrentlyGenerating; // Protected by pCriticalSection
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cCriticalSection* pCriticalSection;
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cSemaphore* pSemaphore;
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cThread* pThread;
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cCriticalSection* pChunkCriticalSection;// Specially for protecting the actual chunk that is currently being generated, and not just the variables in this struct
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bool bStop;
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};
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cChunkGenerator::cChunkGenerator( cChunkMap* a_pChunkMap )
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: m_pState( new sChunkGeneratorState )
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, m_pChunkMap( a_pChunkMap )
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{
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m_pState->pCriticalSection = new cCriticalSection();
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m_pState->pSemaphore = new cSemaphore( MAX_SEMAPHORES, 0 );
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m_pState->pChunkCriticalSection = new cCriticalSection();
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m_pState->pThread = new cThread( GenerateThread, this, "cChunkGenerator::GenerateThread" );
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m_pState->pThread->Start( true );
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}
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cChunkGenerator::~cChunkGenerator()
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{
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m_pState->bStop = true;
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m_pState->pSemaphore->Signal(); // Signal so thread can continue and exit
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delete m_pState->pThread;
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delete m_pState->pSemaphore;
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delete m_pState->pCriticalSection;
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delete m_pState->pChunkCriticalSection;
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delete m_pState; m_pState = 0;
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}
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void cChunkGenerator::GenerateChunk( int a_X, int a_Z )
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{
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m_pState->pCriticalSection->Lock();
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if( m_pState->bCurrentlyGenerating )
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{
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if( m_pState->CurrentlyGeneratingCoords.first == a_X && m_pState->CurrentlyGeneratingCoords.second == a_Z )
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{
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m_pState->pCriticalSection->Unlock();
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return; // Already generating this chunk, so ignore
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}
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}
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int SizeBefore = m_pState->GenerateQueue.size();
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m_pState->GenerateQueue.remove( ChunkCoord(a_X, a_Z) );
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if( m_pState->GenerateQueue.size() >= MAX_SEMAPHORES )
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{
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LOGWARN("WARNING: Can't add chunk (%i, %i) to generation queue: Queue is too big! (%i)", a_X, a_Z, m_pState->GenerateQueue.size() );
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m_pState->pCriticalSection->Unlock();
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return;
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}
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m_pState->GenerateQueue.push_back( ChunkCoord(a_X, a_Z) );
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int SizeAfter = m_pState->GenerateQueue.size();
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m_pState->pCriticalSection->Unlock();
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if( SizeBefore < SizeAfter )
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m_pState->pSemaphore->Signal();
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}
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void cChunkGenerator::GenerateThread( void* a_Params )
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{
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// Cache some values for easy access (they are all references/pointers)
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cChunkGenerator* self = (cChunkGenerator*)a_Params;
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sChunkGeneratorState* m_pState = self->m_pState;
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ChunkCoordList& GenerateQueue = m_pState->GenerateQueue;
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cChunkMap& ChunkMap = *self->m_pChunkMap;
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cCriticalSection& CriticalSection = *m_pState->pCriticalSection;
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cSemaphore& Semaphore = *m_pState->pSemaphore;
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while( !m_pState->bStop )
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{
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Semaphore.Wait();
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if( m_pState->bStop ) break;
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CriticalSection.Lock();
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if( GenerateQueue.size() == 0 )
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{
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if( !m_pState->bStop ) LOGERROR("ERROR: Semaphore was signaled while GenerateQueue.size == 0");
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CriticalSection.Unlock();
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continue;
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}
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ChunkCoord coord = *GenerateQueue.begin(); // Get next coord from queue
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GenerateQueue.erase( GenerateQueue.begin() ); // Remove coordinate from queue
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m_pState->bCurrentlyGenerating = true;
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m_pState->CurrentlyGeneratingCoords = coord;
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CriticalSection.Unlock(); // Unlock ASAP
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ChunkMap.GetWorld()->LockChunks();
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if( ChunkMap.GetChunk( coord.first, 0, coord.second ) ) // Make sure it has not been loaded in the meantime. Don't want to generate the same chunk twice
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{ // This is possible when forcing the server to generate a chunk in the main thread
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ChunkMap.GetWorld()->UnlockChunks();
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continue;
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}
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ChunkMap.GetWorld()->UnlockChunks();
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LOGINFO("cChunkGenerator generating chunk %i %i", coord.first, coord.second );
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cChunk* Chunk = new cChunk( coord.first, 0, coord.second, ChunkMap.GetWorld() );
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CriticalSection.Lock();
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m_pState->pCurrentlyGenerating = Chunk;
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CriticalSection.Unlock();
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self->Lock(); // Protect the actual chunk
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Chunk->Initialize(); // Generate the chunk
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self->Unlock();
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ChunkMap.GetWorld()->LockChunks();
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ChunkMap.AddChunk( Chunk );
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ChunkMap.GetWorld()->UnlockChunks();
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CriticalSection.Lock();
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m_pState->bCurrentlyGenerating = false;
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m_pState->pCurrentlyGenerating = 0;
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CriticalSection.Unlock();
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}
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}
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cChunk* cChunkGenerator::GetCurrentlyGenerating()
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{
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return m_pState->pCurrentlyGenerating;
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}
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void cChunkGenerator::Lock()
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{
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m_pState->pChunkCriticalSection->Lock();
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}
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void cChunkGenerator::Unlock()
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{
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m_pState->pChunkCriticalSection->Unlock();
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} |