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authormadmaxoft <github@xoft.cz>2014-02-08 21:55:21 +0100
committermadmaxoft <github@xoft.cz>2014-02-08 21:55:21 +0100
commitea71bfa9b645cda80b7d4364c675ebaee8db8353 (patch)
tree8db9fc2cd467e32bebd2aae4aaac2208fee60c2f /src/LightingThread.h
parentMerge pull request #653 from mc-server/RedstoneSimulator (diff)
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Diffstat (limited to 'src/LightingThread.h')
-rw-r--r--src/LightingThread.h76
1 files changed, 42 insertions, 34 deletions
diff --git a/src/LightingThread.h b/src/LightingThread.h
index d8ce59f01..0e17c485f 100644
--- a/src/LightingThread.h
+++ b/src/LightingThread.h
@@ -33,6 +33,7 @@ Chunks from m_PostponedQueue are moved back into m_Queue when their neighbors ge
#include "OSSupport/IsThread.h"
#include "ChunkDef.h"
+#include "ChunkStay.h"
@@ -41,9 +42,6 @@ Chunks from m_PostponedQueue are moved back into m_Queue when their neighbors ge
// fwd: "cWorld.h"
class cWorld;
-// fwd: "cChunkMap.h"
-class cChunkStay;
-
@@ -62,43 +60,49 @@ public:
void Stop(void);
- /// Queues the entire chunk for lighting
+ /** Queues the entire chunk for lighting */
void QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter = NULL);
- /// Blocks until the queue is empty or the thread is terminated
+ /** Blocks until the queue is empty or the thread is terminated */
void WaitForQueueEmpty(void);
size_t GetQueueLength(void);
- /// Called from cWorld when a chunk gets valid. Chunks in m_PostponedQueue may need moving into m_Queue
- void ChunkReady(int a_ChunkX, int a_ChunkZ);
-
protected:
- struct sItem
+ class cLightingChunkStay :
+ public cChunkStay
{
- int x, z;
- cChunkStay * m_ChunkStay;
- cChunkCoordCallback * m_Callback;
+ public:
+ cLightingThread & m_LightingThread;
+ int m_ChunkX;
+ int m_ChunkZ;
+ cChunkCoordCallback * m_CallbackAfter;
- sItem(void) {} // empty default constructor needed
- sItem(int a_X, int a_Z, cChunkStay * a_ChunkStay, cChunkCoordCallback * a_Callback) :
- x(a_X),
- z(a_Z),
- m_ChunkStay(a_ChunkStay),
- m_Callback(a_Callback)
- {
- }
+ cLightingChunkStay(cLightingThread & a_LightingThread, int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter);
+
+ protected:
+ virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkZ) override {}
+ virtual void OnAllChunksAvailable(void) override;
} ;
- typedef std::list<sItem> sItems;
+ typedef std::list<cChunkStay *> cChunkStays;
+
- cWorld * m_World;
+ cWorld * m_World;
+
+ /** The mutex to protect m_Queue and m_PendingQueue */
cCriticalSection m_CS;
- sItems m_Queue;
- sItems m_PostponedQueue; // Chunks that have been postponed due to missing neighbors
- cEvent m_evtItemAdded; // Set when queue is appended, or to stop the thread
- cEvent m_evtQueueEmpty; // Set when the queue gets empty
+
+ /** The ChunkStays that are loaded and are waiting to be lit. */
+ cChunkStays m_Queue;
+
+ /** The ChunkStays that are waiting for load. Used for stopping the thread. */
+ cChunkStays m_PendingQueue;
+
+ cEvent m_evtItemAdded; // Set when queue is appended, or to stop the thread
+ cEvent m_evtQueueEmpty; // Set when the queue gets empty
+
// Buffers for the 3x3 chunk data
// These buffers alone are 1.7 MiB in size, therefore they cannot be located on the stack safely - some architectures may have only 1 MiB for stack, or even less
@@ -124,29 +128,29 @@ protected:
virtual void Execute(void) override;
- /// Lights the entire chunk. If neighbor chunks don't exist, touches them and re-queues the chunk
- void LightChunk(sItem & a_Item);
+ /** Lights the entire chunk. If neighbor chunks don't exist, touches them and re-queues the chunk */
+ void LightChunk(cLightingChunkStay & a_Item);
- /// Prepares m_BlockTypes and m_HeightMap data; returns false if any of the chunks fail. Zeroes out the light arrays
+ /** Prepares m_BlockTypes and m_HeightMap data; returns false if any of the chunks fail. Zeroes out the light arrays */
bool ReadChunks(int a_ChunkX, int a_ChunkZ);
- /// Uses m_HeightMap to initialize the m_SkyLight[] data; fills in seeds for the skylight
+ /** Uses m_HeightMap to initialize the m_SkyLight[] data; fills in seeds for the skylight */
void PrepareSkyLight(void);
- /// Uses m_BlockTypes to initialize the m_BlockLight[] data; fills in seeds for the blocklight
+ /** Uses m_BlockTypes to initialize the m_BlockLight[] data; fills in seeds for the blocklight */
void PrepareBlockLight(void);
- /// Calculates light in the light array specified, using stored seeds
+ /** Calculates light in the light array specified, using stored seeds */
void CalcLight(NIBBLETYPE * a_Light);
- /// Does one step in the light calculation - one seed propagation and seed recalculation
+ /** Does one step in the light calculation - one seed propagation and seed recalculation */
void CalcLightStep(
NIBBLETYPE * a_Light,
int a_NumSeedsIn, unsigned char * a_IsSeedIn, unsigned int * a_SeedIdxIn,
int & a_NumSeedsOut, unsigned char * a_IsSeedOut, unsigned int * a_SeedIdxOut
);
- /// Compresses from 1-block-per-byte (faster calc) into 2-blocks-per-byte (MC storage):
+ /** Compresses from 1-block-per-byte (faster calc) into 2-blocks-per-byte (MC storage): */
void CompressLight(NIBBLETYPE * a_LightArray, NIBBLETYPE * a_ChunkLight);
inline void PropagateLight(
@@ -174,6 +178,10 @@ protected:
}
}
+ /** Queues a chunkstay that has all of its chunks loaded.
+ Called by cLightingChunkStay when all of its chunks are loaded. */
+ void QueueChunkStay(cLightingChunkStay & a_ChunkStay);
+
} ;