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cuberite-2a/source/cChunk.h
faketruth f43b65cf53 cClientHandles have a unique ID now to distinguish them
cAuthenticator uses unique client ID for authentication
Changed the kick function used by cAuthenticator to take a client ID instead of name, so the correct user is kicked
Using callback reference instead of pointer in GetChunkData and affiliates
GetChunkData returns false when failed, and true when succeeded
Renamed entity type enums to something prettier
Exposed some functions to Lua

git-svn-id: http://mc-server.googlecode.com/svn/trunk@388 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-03-09 13:42:28 +00:00

326 lines
10 KiB
C++

#pragma once
#include "cEntity.h"
#define C_CHUNK_USE_INLINE 1
// Do not touch
#if C_CHUNK_USE_INLINE
#define __C_CHUNK_INLINE__ inline
#else
#define __C_CHUNK_INLINE__
#endif
/** This is really only a placeholder to be used in places where we need to "make up" a chunk's Y coord.
It will help us when the new chunk format comes out and we need to patch everything up for compatibility.
*/
#define ZERO_CHUNK_Y 0
namespace Json
{
class Value;
};
class cWorld;
class cFurnaceEntity;
class cPacket;
class cBlockEntity;
class cClientHandle;
class cServer;
class MTRand;
class cPlayer;
class cChunkMap;
typedef std::list<cClientHandle *> cClientHandleList;
typedef std::list<cBlockEntity *> cBlockEntityList;
/** Interface class used for getting data out of a chunk using the GetAllData() function.
Implementation must use the pointers immediately and NOT store any of them for later use
*/
class cChunkDataCallback
{
public:
/// Called once to export blockdata
virtual void BlockData(const char * a_Data) = 0;
/// Called for each entity in the chunk
virtual void Entity(cEntity * a_Entity) = 0;
/// Called for each blockentity in the chunk
virtual void BlockEntity(cBlockEntity * a_Entity) = 0;
} ;
/** Interface class used for comparing clients of two chunks.
Used primarily for entity moving while both chunks are locked.
*/
class cClientDiffCallback
{
public:
/// Called for clients that are in Chunk1 and not in Chunk2,
virtual void Removed(cClientHandle * a_Client) = 0;
/// Called for clients that are in Chunk2 and not in Chunk1.
virtual void Added(cClientHandle * a_Client) = 0;
} ;
struct sSetBlock
{
int x, y, z;
int ChunkX, ChunkZ;
char BlockType, BlockMeta;
sSetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta ); // absolute block position
};
typedef std::list< sSetBlock > sSetBlockList;
// This class is not to be used directly
// Instead, call actions on cChunkMap (such as cChunkMap::SetBlock() etc.)
class cChunk
{
public:
static const int c_ChunkWidth = 16;
static const int c_ChunkHeight = 256;
static const int c_NumBlocks = c_ChunkWidth * c_ChunkHeight * c_ChunkWidth;
static const int c_BlockDataSize = c_NumBlocks * 2 + (c_NumBlocks/2); // 2.5 * numblocks
cChunk(int a_X, int a_Y, int a_Z, cChunkMap * a_ChunkMap, cWorld * a_World);
~cChunk();
bool IsValid(void) const {return m_IsValid; } // Returns true if the chunk is valid (loaded / generated)
void SetValid(bool a_SendToClients = true); // Also wakes up all clients attached to this chunk to let them finish logging in
bool IsDirty(void) const {return m_IsDirty; } // Returns true if the chunk has changed since it was last saved
bool HasLoadFailed(void) const {return m_HasLoadFailed; } // Returns true if the chunk failed to load and hasn't been generated since then
bool CanUnload(void);
/*
To save a chunk, the WSSchema must:
1. Mark the chunk as being saved (MarkSaving() )
2. Get the chunk's data using GetAllData()
3. Mark the chunk as saved (MarkSaved() )
If anywhere inside this sequence another thread mmodifies the chunk, the chunk will not get marked as saved in MarkSaved()
*/
void MarkSaving(void); // Marks the chunk as being saved.
void MarkSaved(void); // Marks the chunk as saved, if it didn't change from the last call to MarkSaving()
void MarkLoaded(void); // Marks the chunk as freshly loaded. Fails if the chunk is already valid
void MarkLoadFailed(void); // Marks the chunk as failed to load. Ignored is the chunk is already valid
/// Gets all chunk data, calls the a_Callback's methods for each data type
void GetAllData(cChunkDataCallback & a_Callback);
/// Sets all chunk data
void SetAllData(const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities);
/// Copies m_BlockData into a_Blocks, only the block types
void GetBlocks(char * a_Blocks);
/// Copies m_BlockData into a_Blocks, the entire array
void GetBlockData(char * a_BlockData);
/// Returns true if there is a block entity at the coords specified
bool HasBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ);
/// Sets or resets the internal flag that prevents chunk from being unloaded
void Stay(bool a_Stay = true);
void Tick(float a_Dt, MTRand & a_TickRandom);
int GetPosX() { return m_PosX; }
int GetPosY() { return m_PosY; }
int GetPosZ() { return m_PosZ; }
cWorld * GetWorld() { return m_World; }
// OBSOLETE void SendTo( cClientHandle * a_Client );
void SetBlock( int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta );
void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, char a_BlockType, char a_BlockMeta ); // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc.
char GetBlock( int a_X, int a_Y, int a_Z );
char GetBlock( int a_BlockIdx );
void CollectPickupsByPlayer(cPlayer * a_Player);
void UpdateSign(int a_PosX, int a_PosY, int a_PosZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4); // Also sends update packets to all clients in the chunk
int GetHeight( int a_X, int a_Z );
void SendBlockTo( int a_X, int a_Y, int a_Z, cClientHandle* a_Client );
/// Adds a client to the chunk; returns true if added, false if already there
bool AddClient (cClientHandle* a_Client );
void RemoveClient (cClientHandle* a_Client );
bool HasClient (cClientHandle* a_Client );
bool HasAnyClients(void); // Returns true if theres any client in the chunk; false otherwise
void AddEntity( cEntity * a_Entity);
void RemoveEntity( cEntity * a_Entity);
void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z); // [x, y, z] in world block coords
inline void RecalculateLighting() { m_bCalculateLighting = true; } // Recalculate lighting next tick
void SpreadLight(char* a_LightBuffer);
void CalculateLighting(); // Recalculate right now
void CalculateHeightmap();
// Broadcasts to all clients that have loaded this chunk
void Broadcast( const cPacket & a_Packet, cClientHandle * a_Exclude = NULL) {Broadcast(&a_Packet, a_Exclude); }
void Broadcast( const cPacket * a_Packet, cClientHandle * a_Exclude = NULL);
// Loaded(blockdata, lightdata, blockentities, entities),
// Generated(blockdata, lightdata, blockentities, entities),
// GetBlockData(blockdatadest) etc.
char* pGetBlockData() { return m_BlockData; }
char* pGetType() { return m_BlockType; }
char* pGetMeta() { return m_BlockMeta; }
char* pGetLight() { return m_BlockLight; }
char* pGetSkyLight() { return m_BlockSkyLight; }
void CopyBlockDataFrom(const char * a_NewBlockData); // Copies all blockdata, recalculates heightmap (used by chunk loaders)
static char GetNibble(char * a_Buffer, int a_BlockIdx);
static char GetNibble(char * a_Buffer, int x, int y, int z);
static void SetNibble(char * a_Buffer, int a_BlockIdx, char a_Light);
static void SetNibble(char * a_Buffer, int x, int y, int z, char light);
void PositionToWorldPosition(int a_ChunkX, int a_ChunkY, int a_ChunkZ, int & a_X, int & a_Y, int & a_Z);
Vector3i PositionToWorldPosition( const Vector3i & a_InChunkPos );
static const unsigned int INDEX_OUT_OF_RANGE = 0xffffffff;
inline static unsigned int MakeIndex(int x, int y, int z )
{
if( x < c_ChunkWidth && x > -1 && y < c_ChunkHeight && y > -1 && z < c_ChunkWidth && z > -1 )
{
return y + (z * c_ChunkHeight) + (x * c_ChunkHeight * c_ChunkWidth);
}
return INDEX_OUT_OF_RANGE;
}
inline void MarkDirty(void)
{
m_IsDirty = true;
m_IsSaving = false;
}
private:
friend class cChunkMap;
bool m_IsValid; // True if the chunk is loaded / generated
bool m_IsDirty; // True if the chunk has changed since it was last saved
bool m_IsSaving; // True if the chunk is being saved
bool m_HasLoadFailed; // True if chunk failed to load and hasn't been generated yet since then
cCriticalSection m_CSBlockLists;
std::deque< unsigned int > m_ToTickBlocks;
std::vector< unsigned int > m_PendingSendBlocks;
// A critical section is not needed, because all chunk access is protected by its parent ChunkMap's csLayers
cClientHandleList m_LoadedByClient;
cClientHandleList m_UnloadQuery;
cEntityList m_Entities;
cBlockEntityList m_BlockEntities;
/// Number of times the chunk has been requested to stay (by various cChunkStay objects); if zero, the chunk can be unloaded
int m_StayCount;
bool m_bCalculateLighting;
int m_PosX, m_PosY, m_PosZ;
cWorld * m_World;
cChunkMap * m_ChunkMap;
char m_BlockData[c_BlockDataSize]; // Chunk data ready to be compressed and sent
char *m_BlockType; // Pointers to an element in m_BlockData
char *m_BlockMeta; // += NumBlocks
char *m_BlockLight; // += NumBlocks/2
char *m_BlockSkyLight; // += NumBlocks/2
unsigned char m_HeightMap[c_ChunkWidth * c_ChunkWidth];
unsigned int m_BlockTickNum;
unsigned int m_BlockTickX, m_BlockTickY, m_BlockTickZ;
void RemoveBlockEntity( cBlockEntity* a_BlockEntity );
void AddBlockEntity( cBlockEntity* a_BlockEntity );
cBlockEntity * GetBlockEntity( int a_X, int a_Y, int a_Z );
void SpreadLightOfBlock(char* a_LightBuffer, int a_X, int a_Y, int a_Z, char a_Falloff);
void SpreadLightOfBlockX(char* a_LightBuffer, int a_X, int a_Y, int a_Z);
void SpreadLightOfBlockY(char* a_LightBuffer, int a_X, int a_Y, int a_Z);
void SpreadLightOfBlockZ(char* a_LightBuffer, int a_X, int a_Y, int a_Z);
void CreateBlockEntities(void);
// Makes a copy of the list
cClientHandleList GetAllClients(void) const {return m_LoadedByClient; }
};
typedef cChunk * cChunkPtr;
typedef std::list<cChunkPtr> cChunkPtrList;
class cChunkCoords
{
public:
int m_ChunkX;
int m_ChunkY;
int m_ChunkZ;
cChunkCoords(int a_ChunkX, int a_ChunkY, int a_ChunkZ) : m_ChunkX(a_ChunkX), m_ChunkY(a_ChunkY), m_ChunkZ(a_ChunkZ) {}
bool operator == (const cChunkCoords & a_Other)
{
return ((m_ChunkX == a_Other.m_ChunkX) && (m_ChunkY == a_Other.m_ChunkY) && (m_ChunkZ == a_Other.m_ChunkZ));
}
} ;
typedef std::list<cChunkCoords> cChunkCoordsList;
#if C_CHUNK_USE_INLINE
#include "cChunk.inl.h"
#endif