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author | Mattes D <github@xoft.cz> | 2013-11-27 09:23:17 +0100 |
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committer | Mattes D <github@xoft.cz> | 2013-11-27 09:23:17 +0100 |
commit | 49760db89d94ede5d123d927141a6cd60dbaaf07 (patch) | |
tree | 6c6cf99e4cf3128311a93cd187947b502f3732a0 /src/WorldStorage/WorldStorage.h | |
parent | cWorld::SpawnExperienceOrb() now returns the entity ID of the spawned orb. (diff) | |
parent | Fixed VC2008 compilation, normalized include paths. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/WorldStorage/WorldStorage.h | 135 |
1 files changed, 135 insertions, 0 deletions
diff --git a/src/WorldStorage/WorldStorage.h b/src/WorldStorage/WorldStorage.h new file mode 100644 index 000000000..98e7e1686 --- /dev/null +++ b/src/WorldStorage/WorldStorage.h @@ -0,0 +1,135 @@ + +// WorldStorage.h + +// Interfaces to the cWorldStorage class representing the chunk loading / saving thread +// This class decides which storage schema to use for saving; it queries all available schemas for loading +// Also declares the base class for all storage schemas, cWSSchema +// Helper serialization class cJsonChunkSerializer is declared as well + + + + + +#pragma once +#ifndef WORLDSTORAGE_H_INCLUDED +#define WORLDSTORAGE_H_INCLUDED + +#include "../ChunkDef.h" +#include "../OSSupport/IsThread.h" +#include "json/json.h" + + + + + +// fwd: +class cWorld; + + + + + +/// Interface that all the world storage schemas need to implement +class cWSSchema abstract +{ +public: + cWSSchema(cWorld * a_World) : m_World(a_World) {} + virtual ~cWSSchema() {} // Force the descendants' destructors to be virtual + + virtual bool LoadChunk(const cChunkCoords & a_Chunk) = 0; + virtual bool SaveChunk(const cChunkCoords & a_Chunk) = 0; + virtual const AString GetName(void) const = 0; + +protected: + + cWorld * m_World; +} ; + +typedef std::list<cWSSchema *> cWSSchemaList; + + + + + +/// The actual world storage class +class cWorldStorage : + public cIsThread +{ + typedef cIsThread super; + +public: + + cWorldStorage(void); + ~cWorldStorage(); + + void 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 if a_Generate is true + void QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); + + /// Signals that a message should be output to the console when all the chunks have been saved + void QueueSavedMessage(void); + + /// Loads the chunk specified; returns true on success, false on failure + bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); + + void UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ); + void UnqueueSave(const cChunkCoords & a_Chunk); + + bool Start(cWorld * a_World, const AString & a_StorageSchemaName); // Hide the cIsThread's Start() method, we need to provide args + void Stop(void); // Hide the cIsThread's Stop() method, we need to signal the event + void WaitForFinish(void); + void WaitForQueuesEmpty(void); + + int GetLoadQueueLength(void); + int GetSaveQueueLength(void); + +protected: + + struct sChunkLoad + { + int m_ChunkX; + int m_ChunkY; + int m_ChunkZ; + bool m_Generate; // If true, the chunk will be generated if it cannot be loaded + + sChunkLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate) : m_ChunkX(a_ChunkX), m_ChunkY(a_ChunkY), m_ChunkZ(a_ChunkZ), m_Generate(a_Generate) {} + } ; + + typedef std::list<sChunkLoad> sChunkLoadQueue; + + cWorld * m_World; + AString m_StorageSchemaName; + + // Both queues are locked by the same CS + cCriticalSection m_CSQueues; + sChunkLoadQueue m_LoadQueue; + cChunkCoordsList m_SaveQueue; + + cEvent m_Event; // Set when there's any addition to the queues + cEvent m_evtRemoved; // Set when an item has been removed from the queue, either by the worker thread or the Unqueue methods + + /// All the storage schemas (all used for loading) + cWSSchemaList m_Schemas; + + /// The one storage schema used for saving + cWSSchema * m_SaveSchema; + + void InitSchemas(void); + + virtual void Execute(void) override; + + /// Loads one chunk from the queue (if any queued); returns true if there are more chunks in the load queue + bool LoadOneChunk(void); + + /// Saves one chunk from the queue (if any queued); returns true if there are more chunks in the save queue + bool SaveOneChunk(void); +} ; + + + + + +#endif // WORLDSTORAGE_H_INCLUDED + + + + |