b4a68e58a9
git-svn-id: http://mc-server.googlecode.com/svn/trunk@301 0a769ca7-a7f5-676a-18bf-c427514a06d6
741 lines
16 KiB
C++
741 lines
16 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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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 "cRoot.h"
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#include "cMakeDir.h"
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#include "cPlayer.h"
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#ifndef _WIN32
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#include <cstdlib> // abs
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#endif
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#include "zlib.h"
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#include <json/json.h>
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////////////////////////////////////////////////////////////////////////////////
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// cChunkMap:
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cChunkMap::cChunkMap(cWorld * a_World )
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: m_World( a_World )
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{
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}
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cChunkMap::~cChunkMap()
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{
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cCSLock Lock(m_CSLayers);
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for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
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{
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delete *itr;
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} // for itr - m_Layers[]
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}
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void cChunkMap::RemoveLayer( cChunkLayer* a_Layer )
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{
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cCSLock Lock(m_CSLayers);
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m_Layers.remove(a_Layer);
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}
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cChunkMap::cChunkLayer * cChunkMap::GetLayer(int a_LayerX, int a_LayerZ)
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{
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cCSLock Lock(m_CSLayers);
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for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
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{
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if (((*itr)->GetX() == a_LayerX) && ((*itr)->GetZ() == a_LayerZ))
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{
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return *itr;
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}
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}
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// Not found, create new:
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cChunkLayer * Layer = new cChunkLayer(a_LayerX, a_LayerZ, this);
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if (Layer == NULL)
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{
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LOGERROR("cChunkMap: Cannot create new layer, server out of memory?");
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return NULL;
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}
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m_Layers.push_back(Layer);
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return Layer;
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}
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cChunkMap::cChunkLayer * cChunkMap::GetLayerForChunk( int a_ChunkX, int a_ChunkZ )
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{
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const int LayerX = (int)(floorf((float)a_ChunkX / (float)(LAYER_SIZE)));
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const int LayerZ = (int)(floorf((float)a_ChunkZ / (float)(LAYER_SIZE)));
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return GetLayer( LayerX, LayerZ );
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}
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cChunkPtr cChunkMap::GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
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{
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cCSLock Lock(m_CSLayers);
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cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ );
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if (Layer == NULL)
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{
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// An error must have occurred, since layers are automatically created if they don't exist
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return cChunkPtr();
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}
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cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
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if (!(Chunk->IsValid()))
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{
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m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
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}
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return Chunk;
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}
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cChunkPtr cChunkMap::GetChunkNoGen( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
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{
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cCSLock Lock(m_CSLayers);
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cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ );
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if (Layer == NULL)
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{
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// An error must have occurred, since layers are automatically created if they don't exist
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return cChunkPtr();
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}
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cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
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// TODO: Load, but do not generate, if not valid
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return Chunk;
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}
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void cChunkMap::BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cPacket & a_Packet, cClientHandle * a_Exclude)
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{
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// Broadcasts a_Packet to all clients in the chunk where block [x, y, z] is, except to client a_Exclude
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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if (Chunk == NULL)
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{
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return;
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}
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// It's perfectly legal to broadcast packets even to invalid chunks!
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Chunk->Broadcast(a_Packet, a_Exclude);
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}
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void cChunkMap::BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude)
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{
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// Broadcasts a_Packet to all clients in the chunk where block [x, y, z] is, except to client a_Exclude
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cCSLock Lock(m_CSLayers);
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int ChunkX, ChunkZ;
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BlockToChunk(a_X, a_Y, a_Z, ChunkX, ChunkZ);
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cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
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if (Chunk == NULL)
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{
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return;
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}
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// It's perfectly legal to broadcast packets even to invalid chunks!
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Chunk->Broadcast(a_Packet, a_Exclude);
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}
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void cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z)
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{
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// a_Player rclked block entity at the coords specified, handle it
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cCSLock Lock(m_CSLayers);
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int ChunkX, ChunkZ;
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BlockToChunk(a_X, a_Y, a_Z, ChunkX, ChunkZ);
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cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
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if ((Chunk == NULL) || !Chunk->IsValid())
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{
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return;
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}
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Chunk->UseBlockEntity(a_Player, a_X, a_Y, a_Z);
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}
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void cChunkMap::MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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if ((Chunk == NULL) || !Chunk->IsValid())
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{
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return;
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}
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Chunk->MarkDirty();
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}
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void cChunkMap::MarkChunkSaving(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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if ((Chunk == NULL) || !Chunk->IsValid())
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{
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return;
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}
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Chunk->MarkSaving();
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}
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void cChunkMap::MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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if ((Chunk == NULL) || !Chunk->IsValid())
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{
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return;
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}
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Chunk->MarkSaved();
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}
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void cChunkMap::ChunkDataLoaded(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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if (Chunk == NULL)
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{
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return;
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}
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Chunk->SetAllData(a_BlockData, a_Entities, a_BlockEntities);
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Chunk->MarkLoaded();
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}
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void cChunkMap::ChunkDataGenerated(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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if (Chunk == NULL)
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{
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return;
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}
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Chunk->SetAllData(a_BlockData, a_Entities, a_BlockEntities);
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// TODO: This has to go - lighting takes way too long to execute in a locked ChunkMap!
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Chunk->CalculateLighting();
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Chunk->SetValid();
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Chunk->MarkDirty();
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}
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void cChunkMap::GetChunkData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback * a_Callback)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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if ((Chunk == NULL) || !Chunk->IsValid())
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{
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return;
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}
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Chunk->GetAllData(a_Callback);
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}
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bool cChunkMap::GetChunkBlocks(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_Blocks)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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if ((Chunk == NULL) || !Chunk->IsValid())
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{
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return false;
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}
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Chunk->GetBlocks(a_Blocks);
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return true;
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}
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bool cChunkMap::IsChunkValid(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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return (Chunk != NULL) && Chunk->IsValid();
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}
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bool cChunkMap::HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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return (Chunk != NULL) && Chunk->HasAnyClients();
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}
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void cChunkMap::SpreadChunkLighting(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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if ((Chunk != NULL) && Chunk->IsValid())
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{
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// TODO: Rewrite this to call Chunk's lighting without any parameters
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Chunk->SpreadLight( Chunk->pGetSkyLight() );
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Chunk->SpreadLight( Chunk->pGetLight() );
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}
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}
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int cChunkMap::GetHeight(int a_BlockX, int a_BlockZ)
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{
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cCSLock Lock(m_CSLayers);
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int ChunkX, ChunkZ, BlockY = 0;
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AbsoluteToRelative(a_BlockX, BlockY, a_BlockZ, ChunkX, ChunkZ);
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cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ);
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if (Chunk == NULL)
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{
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return 0;
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}
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// Wait for the chunk to become valid:
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while (!Chunk->IsValid())
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{
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GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ); // Re-queue (in case it managed to get unloaded before we caught it
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cCSUnlock Unlock(Lock);
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m_evtChunkValid.Wait();
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}
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return Chunk->GetHeight(a_BlockX, a_BlockZ);
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}
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void cChunkMap::FastSetBlocks(sSetBlockList & a_BlockList)
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{
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sSetBlockList Failed;
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// Process all items from a_BlockList, either successfully or by placing into Failed
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while (!a_BlockList.empty())
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{
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int ChunkX = a_BlockList.front().ChunkX;
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int ChunkZ = a_BlockList.front().ChunkZ;
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cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
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if ((Chunk != NULL) && Chunk->IsValid())
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{
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for (sSetBlockList::iterator itr = a_BlockList.begin(); itr != a_BlockList.end();)
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{
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if ((itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ))
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{
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Chunk->FastSetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
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itr = a_BlockList.erase(itr);
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}
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else
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{
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++itr;
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}
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} // for itr - a_BlockList[]
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}
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else
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{
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// The chunk is not valid, move all blocks within this chunk to Failed
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for (sSetBlockList::iterator itr = a_BlockList.begin(); itr != a_BlockList.end();)
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{
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if ((itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ))
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{
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Failed.push_back(*itr);
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itr = a_BlockList.erase(itr);
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}
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else
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{
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++itr;
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}
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} // for itr - a_BlockList[]
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}
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}
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// Return the failed:
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std::swap(Failed, a_BlockList);
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}
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void cChunkMap::CollectPickupsByPlayer(cPlayer * a_Player)
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{
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int BlockX = (int)(a_Player->GetPosX()); // Truncating doesn't matter much; we're scanning entire chunks anyway
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int BlockY = (int)(a_Player->GetPosY());
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int BlockZ = (int)(a_Player->GetPosZ());
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int ChunkX, ChunkZ, ChunkY = ZERO_CHUNK_Y;
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AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
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int OtherChunkX = ChunkX + ((BlockX > 8) ? 1 : -1);
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int OtherChunkZ = ChunkZ + ((BlockZ > 8) ? 1 : -1);
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cCSLock Lock(m_CSLayers);
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GetChunkNoGen(ChunkX, ChunkY, ChunkZ)->CollectPickupsByPlayer(a_Player);
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// Check the neighboring chunks as well:
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GetChunkNoGen(OtherChunkX, ChunkY, ChunkZ )->CollectPickupsByPlayer(a_Player);
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GetChunkNoGen(OtherChunkX, ChunkY, OtherChunkZ)->CollectPickupsByPlayer(a_Player);
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GetChunkNoGen(ChunkX, ChunkY, ChunkZ )->CollectPickupsByPlayer(a_Player);
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GetChunkNoGen(ChunkX, ChunkY, OtherChunkZ)->CollectPickupsByPlayer(a_Player);
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}
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char cChunkMap::GetBlock(int a_X, int a_Y, int a_Z)
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{
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int ChunkX, ChunkZ;
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AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkZ );
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
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if ((Chunk != NULL) && Chunk->IsValid())
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{
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return Chunk->GetBlock(a_X, a_Y, a_Z);
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}
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return 0;
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}
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char cChunkMap::GetBlockMeta(int a_X, int a_Y, int a_Z)
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{
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int ChunkX, ChunkZ;
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AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkZ );
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
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if ((Chunk != NULL) && Chunk->IsValid() )
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{
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// Although it is called GetLight(), it actually gets meta when passed the Meta field
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return Chunk->GetLight( Chunk->pGetMeta(), a_X, a_Y, a_Z );
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}
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return 0;
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}
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void cChunkMap::CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk1 = GetChunkNoGen(a_ChunkX1, a_ChunkY1, a_ChunkZ1);
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if (Chunk1 == NULL)
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{
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return;
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}
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cChunkPtr Chunk2 = GetChunkNoGen(a_ChunkX2, a_ChunkY2, a_ChunkZ2);
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if (Chunk2 == NULL)
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{
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return;
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}
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cClientHandleList Clients1(Chunk1->GetAllClients());
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cClientHandleList Clients2(Chunk2->GetAllClients());
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// Find "removed" clients:
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for (cClientHandleList::iterator itr1 = Clients1.begin(); itr1 != Clients1.end(); ++itr1)
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{
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bool Found = false;
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for (cClientHandleList::iterator itr2 = Clients2.begin(); itr2 != Clients2.end(); ++itr2)
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{
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if (*itr1 == *itr2)
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{
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Found = true;
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break;
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}
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} // for itr2 - Clients2[]
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if (!Found)
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{
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a_Callback.Removed(*itr1);
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}
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} // for itr1 - Clients1[]
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// Find "added" clients:
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for (cClientHandleList::iterator itr2 = Clients2.begin(); itr2 != Clients2.end(); ++itr2)
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{
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bool Found = false;
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for (cClientHandleList::iterator itr1 = Clients1.begin(); itr1 != Clients1.end(); ++itr1)
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{
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if (*itr1 == *itr2)
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{
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Found = true;
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break;
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}
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} // for itr1 - Clients1[]
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if (!Found)
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{
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a_Callback.Added(*itr2);
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}
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} // for itr2 - Clients2[]
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}
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void cChunkMap::MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr OldChunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkY(), a_Entity->GetChunkZ());
|
|
if (OldChunk != NULL)
|
|
{
|
|
OldChunk->RemoveEntity(a_Entity);
|
|
}
|
|
cChunkPtr NewChunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
|
|
if (NewChunk != NULL)
|
|
{
|
|
NewChunk->AddEntity(a_Entity);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cChunkMap::RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
|
|
{
|
|
cCSLock Lock(m_CSLayers);
|
|
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
|
|
if ((Chunk == NULL) && !Chunk->IsValid())
|
|
{
|
|
return;
|
|
}
|
|
Chunk->RemoveEntity(a_Entity);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cChunkMap::Tick( float a_Dt, MTRand & a_TickRandom )
|
|
{
|
|
cCSLock Lock(m_CSLayers);
|
|
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
|
|
{
|
|
(*itr)->Tick(a_Dt, a_TickRandom);
|
|
} // for itr - m_Layers
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cChunkMap::UnloadUnusedChunks()
|
|
{
|
|
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[]
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// cChunkMap::cChunkLayer:
|
|
|
|
cChunkMap::cChunkLayer::cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Parent)
|
|
: m_LayerX( a_LayerX )
|
|
, m_LayerZ( a_LayerZ )
|
|
, m_Parent( a_Parent )
|
|
, m_NumChunksLoaded( 0 )
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cChunkPtr cChunkMap::cChunkLayer::GetChunk( int a_ChunkX, int a_ChunkY, 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 cChunkPtr();
|
|
}
|
|
|
|
int Index = LocalX + LocalZ * LAYER_SIZE;
|
|
if (m_Chunks[Index].get() == NULL)
|
|
{
|
|
m_Chunks[Index].reset(new cChunk(a_ChunkX, 0, a_ChunkZ, m_Parent->GetWorld()));
|
|
}
|
|
return m_Chunks[Index];
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cChunkMap::cChunkLayer::Tick(float a_Dt, MTRand & a_TickRand)
|
|
{
|
|
for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
|
|
{
|
|
// Only tick chunks that are valid and have clients:
|
|
if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients())
|
|
{
|
|
m_Chunks[i]->Tick(a_Dt, a_TickRand);
|
|
}
|
|
} // for i - m_Chunks[]
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int cChunkMap::cChunkLayer::GetNumChunksLoaded(void) const
|
|
{
|
|
int NumChunks = 0;
|
|
for ( int i = 0; i < ARRAYCOUNT(m_Chunks); ++i )
|
|
{
|
|
if (m_Chunks[i] != NULL)
|
|
{
|
|
NumChunks++;
|
|
}
|
|
} // for i - m_Chunks[]
|
|
return NumChunks;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cChunkMap::cChunkLayer::Save(void)
|
|
{
|
|
cWorld * World = m_Parent->GetWorld();
|
|
for (int i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
|
|
{
|
|
if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->IsDirty())
|
|
{
|
|
World->GetStorage().QueueSaveChunk(m_Chunks[i]->GetPosX(), m_Chunks[i]->GetPosY(), m_Chunks[i]->GetPosZ());
|
|
}
|
|
} // for i - m_Chunks[]
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cChunkMap::cChunkLayer::UnloadUnusedChunks(void)
|
|
{
|
|
for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
|
|
{
|
|
if ((m_Chunks[i] != NULL) && (m_Chunks[i]->CanUnload()))
|
|
{
|
|
m_Chunks[i].reset();
|
|
}
|
|
} // for i - m_Chunks[]
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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();
|
|
}
|
|
|
|
|
|
|
|
|