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// WorldStorage.cpp

// Implements the cWorldStorage class representing the chunk loading / saving thread

// To add a new storage schema, implement a cWSSchema descendant and add it to cWorldStorage::InitSchemas()

#include "Globals.h"
#include "WorldStorage.h"
#include "WSSCompact.h"
#include "WSSAnvil.h"
#include "cWorld.h"
#include "cChunkGenerator.h"
#include "cEntity.h"
#include "cBlockEntity.h"
#include "BlockID.h"





/// If a chunk with this Y coord is de-queued, it is a signal to emit the saved-all message (cWorldStorage::QueueSavedMessage())
#define CHUNK_Y_MESSAGE 2





/// Example storage schema - forgets all chunks ;)
class cWSSForgetful :
	public cWSSchema
{
public:
	cWSSForgetful(cWorld * a_World) : cWSSchema(a_World) {}
	
protected:
	// cWSSchema overrides:
	virtual bool LoadChunk(const cChunkCoords & a_Chunk) override {return false; }
	virtual bool SaveChunk(const cChunkCoords & a_Chunk) override {return true; }
	virtual const AString GetName(void) const override {return "forgetful"; }
} ;





///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorldStorage:

cWorldStorage::cWorldStorage(void) :
	super("cWorldStorage"),
	m_World(NULL),
	m_SaveSchema(NULL)
{
}





cWorldStorage::~cWorldStorage()
{
	for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
	{
		delete *itr;
	}  // for itr - m_Schemas[]
	m_LoadQueue.clear();
	m_SaveQueue.clear();
}





bool cWorldStorage::Start(cWorld * a_World, const AString & a_StorageSchemaName)
{
	m_World = a_World;
	m_StorageSchemaName = a_StorageSchemaName;
	InitSchemas();
	
	return super::Start();
}





void cWorldStorage::WaitForFinish(void)
{
	LOG("Waiting for the world storage to finish saving");
	
	{
		// Cancel all loading requests:
		cCSLock Lock(m_CSQueues);
		m_LoadQueue.clear();
	}
	
	// Wait for the saving to finish:
	WaitForQueuesEmpty();
	
	// Wait for the thread to finish:
	m_ShouldTerminate = true;
	m_Event.Set();
	m_evtRemoved.Set();  // Wake up anybody waiting in the WaitForQueuesEmpty() method
	super::Wait();
	LOG("World storage thread finished");
}





void cWorldStorage::WaitForQueuesEmpty(void)
{
	cCSLock Lock(m_CSQueues);
	while (!m_ShouldTerminate && (!m_LoadQueue.empty() || !m_SaveQueue.empty()))
	{
		cCSUnlock Unlock(Lock);
		m_evtRemoved.Wait();
	}
}





int cWorldStorage::GetLoadQueueLength(void)
{
	cCSLock Lock(m_CSQueues);
	return (int)m_LoadQueue.size();
}





int cWorldStorage::GetSaveQueueLength(void)
{
	cCSLock Lock(m_CSQueues);
	return (int)m_SaveQueue.size();
}





void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate)
{
	// Queues the chunk for loading; if not loaded, the chunk will be generated
	{
		cCSLock Lock(m_CSQueues);
		
		// Check if already in the queue:
		for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
		{
			if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ) && (itr->m_Generate == a_Generate))
			{
				return;
			}
		}
		m_LoadQueue.push_back(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
	}
	
	m_Event.Set();
}





void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
	{
		cCSLock Lock(m_CSQueues);
		m_SaveQueue.remove   (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));  // Don't add twice
		m_SaveQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
	}
	m_Event.Set();
}





void cWorldStorage::QueueSavedMessage(void)
{
	// Pushes a special coord pair into the queue, signalizing a message instead:
	{
		cCSLock Lock(m_CSQueues);
		m_SaveQueue.push_back(cChunkCoords(0, CHUNK_Y_MESSAGE, 0));
	}
	m_Event.Set();
}





void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
	cCSLock Lock(m_CSQueues);
	for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
	{
		if ((itr->m_ChunkX != a_ChunkX) || (itr->m_ChunkY != a_ChunkY) || (itr->m_ChunkZ != a_ChunkZ))
		{
			continue;
		}
		m_LoadQueue.erase(itr);
		Lock.Unlock();
		m_evtRemoved.Set();
		return;
	}  // for itr - m_LoadQueue[]
}





void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
{
	{
		cCSLock Lock(m_CSQueues);
		m_SaveQueue.remove(a_Chunk);
	}
	m_evtRemoved.Set();
}





void cWorldStorage::InitSchemas(void)
{
	// The first schema added is considered the default
	m_Schemas.push_back(new cWSSCompact  (m_World));
	m_Schemas.push_back(new cWSSAnvil    (m_World));
	m_Schemas.push_back(new cWSSForgetful(m_World));
	// Add new schemas here
	
	if (NoCaseCompare(m_StorageSchemaName, "default") == 0)
	{
		m_SaveSchema = m_Schemas.front();
		return;
	}
	for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
	{
		if (NoCaseCompare((*itr)->GetName(), m_StorageSchemaName) == 0)
		{
			m_SaveSchema = *itr;
			return;
		}
	}  // for itr - m_Schemas[]
	
	// Unknown schema selected, let the admin know:
	LOGWARNING("Unknown storage schema name \"%s\". Using default (\"%s\"). Available schemas:", 
		m_StorageSchemaName.c_str(), m_SaveSchema->GetName().c_str()
	);
	for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
	{
		LOGWARNING("\t\"%s\"", (*itr)->GetName().c_str());
	}
	m_SaveSchema = m_Schemas.front();
}





void cWorldStorage::Execute(void)
{
	while (!m_ShouldTerminate)
	{
		m_Event.Wait();
		
		// Process both queues until they are empty again:
		bool HasMore;
		do
		{
			HasMore = false;
			if (m_ShouldTerminate)
			{
				return;
			}
			
			HasMore = LoadOneChunk();
			HasMore = HasMore | SaveOneChunk();
			m_evtRemoved.Set();
		} while (HasMore);
	}
}





bool cWorldStorage::LoadOneChunk(void)
{
	sChunkLoad ToLoad(0, 0, 0, false);
	bool HasMore;
	bool ShouldLoad = false;
	{
		cCSLock Lock(m_CSQueues);
		if (!m_LoadQueue.empty())
		{
			ToLoad = m_LoadQueue.front();
			m_LoadQueue.pop_front();
			ShouldLoad = true;
		}
		HasMore = !m_LoadQueue.empty();
	}
	
	if (ShouldLoad && !LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ))
	{
		if (ToLoad.m_Generate)
		{
			// The chunk couldn't be loaded, generate it:
			m_World->GetGenerator().QueueGenerateChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
		}
		else
		{
			// TODO: Notify the world that the load has failed:
			// m_World->ChunkLoadFailed(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
		}
	}
	return HasMore;
}





bool cWorldStorage::SaveOneChunk(void)
{
	cChunkCoords Save(0, 0, 0);
	bool HasMore;
	bool ShouldSave = false;
	{
		cCSLock Lock(m_CSQueues);
		if (!m_SaveQueue.empty())
		{
			Save = m_SaveQueue.front();
			m_SaveQueue.pop_front();
			ShouldSave = true;
		}
		HasMore = !m_SaveQueue.empty();
	}
	if (Save.m_ChunkY == CHUNK_Y_MESSAGE)
	{
		LOGINFO("Saved all chunks in world %s", m_World->GetName().c_str());
		return HasMore;
	}
	if (ShouldSave && m_World->IsChunkValid(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ))
	{
		m_World->MarkChunkSaving(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
		if (m_SaveSchema->SaveChunk(Save))
		{
			m_World->MarkChunkSaved(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
		}
		else
		{
			LOGWARNING("Cannot save chunk [%d, %d, %d]", Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
		}
	}
	return HasMore;
}





bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
	if (m_World->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ))
	{
		// Already loaded (can happen, since the queue is async)
		return true;
	}
	
	cChunkCoords Coords(a_ChunkX, a_ChunkY, a_ChunkZ);

	// First try the schema that is used for saving
	if (m_SaveSchema->LoadChunk(Coords))
	{
		return true;
	}
	
	// If it didn't have the chunk, try all the other schemas:
	for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
	{
		if (((*itr) != m_SaveSchema) && (*itr)->LoadChunk(Coords))
		{
			return true;
		}
	}
	
	// Notify the chunk owner that the chunk failed to load (sets cChunk::m_HasLoadFailed to true):
	m_World->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ);
	
	return false;
}