9da404ea2d
When using ChunkWorx to generate multiple chunks, the server would sometimes fail an assert because it would generate a chunk even when it was successfully loaded. This was caused by chunks queued in cWorld's m_SetChunkDataQueue and thus being marked as "InQueue" although they were already loaded. Solved by adding a new parameter to chunk coord callbacks specifying whether the operation succeeded or failed, and using that instead of the chunk presence flag to decide whether to generate or not.
344 lines
8.0 KiB
C++
344 lines
8.0 KiB
C++
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#include "Globals.h"
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#include "ChunkGenerator.h"
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#include "../IniFile.h"
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#include "ChunkDesc.h"
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#include "ComposableGenerator.h"
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#include "Noise3DGenerator.h"
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#include "FastRandom.h"
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/** If the generation queue size exceeds this number, a warning will be output */
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const unsigned int QUEUE_WARNING_LIMIT = 1000;
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/** If the generation queue size exceeds this number, chunks with no clients will be skipped */
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const unsigned int QUEUE_SKIP_LIMIT = 500;
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////////////////////////////////////////////////////////////////////////////////
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// cChunkGenerator:
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cChunkGenerator::cChunkGenerator(void) :
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super("cChunkGenerator"),
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m_Seed(0), // Will be overwritten by the actual generator
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m_Generator(nullptr),
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m_PluginInterface(nullptr),
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m_ChunkSink(nullptr)
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{
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}
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cChunkGenerator::~cChunkGenerator()
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{
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Stop();
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}
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bool cChunkGenerator::Start(cPluginInterface & a_PluginInterface, cChunkSink & a_ChunkSink, cIniFile & a_IniFile)
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{
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m_PluginInterface = &a_PluginInterface;
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m_ChunkSink = &a_ChunkSink;
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// Get the seed; create a new one and log it if not found in the INI file:
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if (a_IniFile.HasValue("Seed", "Seed"))
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{
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m_Seed = a_IniFile.GetValueI("Seed", "Seed");
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}
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else
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{
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MTRand rnd;
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m_Seed = rnd.randInt();
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LOGINFO("Chosen a new random seed for world: %d", m_Seed);
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a_IniFile.SetValueI("Seed", "Seed", m_Seed);
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}
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// Get the generator engine based on the INI file settings:
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AString GeneratorName = a_IniFile.GetValueSet("Generator", "Generator", "Composable");
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if (NoCaseCompare(GeneratorName, "Noise3D") == 0)
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{
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m_Generator = new cNoise3DGenerator(*this);
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}
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else
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{
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if (NoCaseCompare(GeneratorName, "composable") != 0)
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{
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LOGWARN("[Generator]::Generator value \"%s\" not recognized, using \"Composable\".", GeneratorName.c_str());
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}
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m_Generator = new cComposableGenerator(*this);
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}
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if (m_Generator == nullptr)
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{
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LOGERROR("Generator could not start, aborting the server");
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return false;
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}
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m_Generator->Initialize(a_IniFile);
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return super::Start();
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}
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void cChunkGenerator::Stop(void)
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{
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m_ShouldTerminate = true;
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m_Event.Set();
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m_evtRemoved.Set(); // Wake up anybody waiting for empty queue
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Wait();
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delete m_Generator;
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m_Generator = nullptr;
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}
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void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate, cChunkCoordCallback * a_Callback)
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{
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ASSERT(m_ChunkSink->IsChunkQueued(a_ChunkX, a_ChunkZ));
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{
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cCSLock Lock(m_CS);
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// Add to queue, issue a warning if too many:
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if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
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{
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LOGWARN("WARNING: Adding chunk [%i, %i] to generation queue; Queue is too big! (" SIZE_T_FMT ")", a_ChunkX, a_ChunkZ, m_Queue.size());
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}
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m_Queue.push_back(cQueueItem{a_ChunkX, a_ChunkZ, a_ForceGenerate, a_Callback});
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}
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m_Event.Set();
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}
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void cChunkGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
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{
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if (m_Generator != nullptr)
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{
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m_Generator->GenerateBiomes(a_ChunkX, a_ChunkZ, a_BiomeMap);
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}
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}
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void cChunkGenerator::WaitForQueueEmpty(void)
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{
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cCSLock Lock(m_CS);
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while (!m_ShouldTerminate && !m_Queue.empty())
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{
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cCSUnlock Unlock(Lock);
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m_evtRemoved.Wait();
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}
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}
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int cChunkGenerator::GetQueueLength(void)
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{
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cCSLock Lock(m_CS);
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return static_cast<int>(m_Queue.size());
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}
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EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
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{
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ASSERT(m_Generator != nullptr);
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return m_Generator->GetBiomeAt(a_BlockX, a_BlockZ);
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}
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BLOCKTYPE cChunkGenerator::GetIniBlock(cIniFile & a_IniFile, const AString & a_SectionName, const AString & a_ValueName, const AString & a_Default)
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{
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AString BlockType = a_IniFile.GetValueSet(a_SectionName, a_ValueName, a_Default);
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int Block = BlockStringToType(BlockType);
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if (Block < 0)
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{
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LOGWARN("[%s].%s Could not parse block value \"%s\". Using default: \"%s\".", a_SectionName.c_str(), a_ValueName.c_str(), BlockType.c_str(), a_Default.c_str());
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return static_cast<BLOCKTYPE>(BlockStringToType(a_Default));
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}
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return static_cast<BLOCKTYPE>(Block);
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}
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void cChunkGenerator::Execute(void)
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{
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// To be able to display performance information, the generator counts the chunks generated.
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// When the queue gets empty, the count is reset, so that waiting for the queue is not counted into the total time.
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int NumChunksGenerated = 0; // Number of chunks generated since the queue was last empty
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clock_t GenerationStart = clock(); // Clock tick when the queue started to fill
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clock_t LastReportTick = clock(); // Clock tick of the last report made (so that performance isn't reported too often)
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while (!m_ShouldTerminate)
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{
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cCSLock Lock(m_CS);
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while (m_Queue.empty())
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{
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if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC))
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{
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LOG("Chunk generator performance: %.2f ch / sec (%d ch total)",
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static_cast<double>(NumChunksGenerated) * CLOCKS_PER_SEC/ (clock() - GenerationStart),
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NumChunksGenerated
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);
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}
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cCSUnlock Unlock(Lock);
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m_Event.Wait();
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if (m_ShouldTerminate)
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{
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return;
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}
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NumChunksGenerated = 0;
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GenerationStart = clock();
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LastReportTick = clock();
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}
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if (m_Queue.empty())
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{
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// Sometimes the queue remains empty
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// If so, we can't do any front() operations on it!
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continue;
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}
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cQueueItem item = m_Queue.front(); // Get next chunk from the queue
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bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
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m_Queue.erase(m_Queue.begin()); // Remove the item from the queue
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Lock.Unlock(); // Unlock ASAP
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m_evtRemoved.Set();
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// Display perf info once in a while:
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if ((NumChunksGenerated > 16) && (clock() - LastReportTick > 2 * CLOCKS_PER_SEC))
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{
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LOG("Chunk generator performance: %.2f ch / sec (%d ch total)",
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static_cast<double>(NumChunksGenerated) * CLOCKS_PER_SEC / (clock() - GenerationStart),
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NumChunksGenerated
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);
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LastReportTick = clock();
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}
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// Skip the chunk if it's already generated and regeneration is not forced. Report as success:
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if (!item.m_ForceGenerate && m_ChunkSink->IsChunkValid(item.m_ChunkX, item.m_ChunkZ))
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{
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LOGD("Chunk [%d, %d] already generated, skipping generation", item.m_ChunkX, item.m_ChunkZ);
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if (item.m_Callback != nullptr)
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{
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item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ, true);
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}
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continue;
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}
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// Skip the chunk if the generator is overloaded:
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if (SkipEnabled && !m_ChunkSink->HasChunkAnyClients(item.m_ChunkX, item.m_ChunkZ))
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{
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LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d]", item.m_ChunkX, item.m_ChunkZ);
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if (item.m_Callback != nullptr)
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{
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item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ, false);
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}
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continue;
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}
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// Generate the chunk:
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LOGD("Generating chunk [%d, %d]", item.m_ChunkX, item.m_ChunkZ);
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DoGenerate(item.m_ChunkX, item.m_ChunkZ);
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if (item.m_Callback != nullptr)
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{
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item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ, true);
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}
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NumChunksGenerated++;
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} // while (!bStop)
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}
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void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ)
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{
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ASSERT(m_PluginInterface != nullptr);
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ASSERT(m_ChunkSink != nullptr);
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ASSERT(m_ChunkSink->IsChunkQueued(a_ChunkX, a_ChunkZ));
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cChunkDesc ChunkDesc(a_ChunkX, a_ChunkZ);
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m_PluginInterface->CallHookChunkGenerating(ChunkDesc);
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m_Generator->DoGenerate(a_ChunkX, a_ChunkZ, ChunkDesc);
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m_PluginInterface->CallHookChunkGenerated(ChunkDesc);
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#ifdef _DEBUG
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// Verify that the generator has produced valid data:
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ChunkDesc.VerifyHeightmap();
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#endif
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m_ChunkSink->OnChunkGenerated(ChunkDesc);
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}
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////////////////////////////////////////////////////////////////////////////////
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// cChunkGenerator::cGenerator:
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cChunkGenerator::cGenerator::cGenerator(cChunkGenerator & a_ChunkGenerator) :
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m_ChunkGenerator(a_ChunkGenerator)
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{
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}
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void cChunkGenerator::cGenerator::Initialize(cIniFile & a_IniFile)
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{
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UNUSED(a_IniFile);
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}
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EMCSBiome cChunkGenerator::cGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
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{
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cChunkDef::BiomeMap Biomes;
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int Y = 0;
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int ChunkX, ChunkZ;
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cChunkDef::AbsoluteToRelative(a_BlockX, Y, a_BlockZ, ChunkX, ChunkZ);
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GenerateBiomes(ChunkX, ChunkZ, Biomes);
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return cChunkDef::GetBiome(Biomes, a_BlockX, a_BlockZ);
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}
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