#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "cChunkMap.h" #include "cChunk.h" #include "cWorld.h" #include "cRoot.h" #include "cMakeDir.h" #ifndef _WIN32 #include // abs #endif #include "zlib.h" #include #define USE_MEMCPY //////////////////////////////////////////////////////////////////////////////// // cChunkMap: cChunkMap::cChunkMap(cWorld * a_World ) : m_World( a_World ) { } cChunkMap::~cChunkMap() { cCSLock Lock(m_CSLayers); for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) { delete *itr; } // for itr - m_Layers[] } void cChunkMap::RemoveLayer( cChunkLayer* a_Layer ) { cCSLock Lock(m_CSLayers); m_Layers.remove(a_Layer); } cChunkMap::cChunkLayer * cChunkMap::GetLayer(int a_LayerX, int a_LayerZ) { cCSLock Lock(m_CSLayers); for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) { if (((*itr)->GetX() == a_LayerX) && ((*itr)->GetZ() == a_LayerZ)) { return *itr; } } // Not found, create new: cChunkLayer * Layer = new cChunkLayer(a_LayerX, a_LayerZ, this); if (Layer == NULL) { LOGERROR("cChunkMap: Cannot create new layer, server out of memory?"); return NULL; } m_Layers.push_back(Layer); return Layer; } cChunkMap::cChunkLayer * cChunkMap::GetLayerForChunk( int a_ChunkX, int a_ChunkZ ) { const int LayerX = (int)(floorf((float)a_ChunkX / (float)(LAYER_SIZE))); const int LayerZ = (int)(floorf((float)a_ChunkZ / (float)(LAYER_SIZE))); return GetLayer( LayerX, LayerZ ); } cChunkPtr cChunkMap::GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ ) { cCSLock Lock(m_CSLayers); cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ ); if (Layer == NULL) { // An error must have occurred, since layers are automatically created if they don't exist return cChunkPtr(); } cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ); if (!(Chunk->IsValid())) { m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ); } return Chunk; } cChunkPtr cChunkMap::GetChunkNoGen( int a_ChunkX, int a_ChunkY, int a_ChunkZ ) { cCSLock Lock(m_CSLayers); cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ ); if (Layer == NULL) { // An error must have occurred, since layers are automatically created if they don't exist return cChunkPtr(); } cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ); // TODO: Load, but do not generate, if not valid return Chunk; } void cChunkMap::BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude) { // Broadcasts a_Packet to all clients in the chunk where block [x, y, z] is, except to client a_Exclude cCSLock Lock(m_CSLayers); int ChunkX, ChunkZ; BlockToChunk(a_X, a_Y, a_Z, ChunkX, ChunkZ); cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ); if (Chunk == NULL) { return; } // Packets can be broadcasted even to invalid chunks! Chunk->Broadcast(a_Packet); } void cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z) { // a_Player rclked block entity at the coords specified, handle it cCSLock Lock(m_CSLayers); int ChunkX, ChunkZ; BlockToChunk(a_X, a_Y, a_Z, ChunkX, ChunkZ); cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ); if ((Chunk == NULL) || !Chunk->IsValid()) { return; } Chunk->UseBlockEntity(a_Player, a_X, a_Y, a_Z); } void cChunkMap::MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ) { cCSLock Lock(m_CSLayers); cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ); if ((Chunk == NULL) || !Chunk->IsValid()) { return; } Chunk->MarkDirty(); } void cChunkMap::MarkChunkSaving(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { cCSLock Lock(m_CSLayers); cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ); if ((Chunk == NULL) || !Chunk->IsValid()) { return; } Chunk->MarkSaving(); } void cChunkMap::MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ) { cCSLock Lock(m_CSLayers); cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ); if ((Chunk == NULL) || !Chunk->IsValid()) { return; } Chunk->MarkSaved(); } void cChunkMap::ChunkDataLoaded(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities) { cCSLock Lock(m_CSLayers); cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ); if (Chunk == NULL) { return; } Chunk->SetAllData(a_BlockData, a_Entities, a_BlockEntities); Chunk->MarkLoaded(); } void cChunkMap::ChunkDataGenerated(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities) { cCSLock Lock(m_CSLayers); cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ); if (Chunk == NULL) { return; } Chunk->SetAllData(a_BlockData, a_Entities, a_BlockEntities); // TODO: This has to go - lighting takes way too long to execute in a locked ChunkMap! Chunk->CalculateLighting(); Chunk->SetValid(); Chunk->MarkDirty(); } void cChunkMap::GetChunkData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback * a_Callback) { cCSLock Lock(m_CSLayers); cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ); if ((Chunk == NULL) || !Chunk->IsValid()) { return; } Chunk->GetAllData(a_Callback); } bool cChunkMap::GetChunkBlocks(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_Blocks) { cCSLock Lock(m_CSLayers); cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ); if ((Chunk == NULL) || !Chunk->IsValid()) { return false; } Chunk->GetBlocks(a_Blocks); return true; } bool cChunkMap::IsChunkValid(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { cCSLock Lock(m_CSLayers); cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ); return (Chunk != NULL) && Chunk->IsValid(); } bool cChunkMap::HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { cCSLock Lock(m_CSLayers); cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ); return (Chunk != NULL) && Chunk->HasAnyClients(); } void cChunkMap::SpreadChunkLighting(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { cCSLock Lock(m_CSLayers); cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ); if ((Chunk != NULL) && Chunk->IsValid()) { // TODO: Rewrite this to call Chunk's lighting without any parameters Chunk->SpreadLight( Chunk->pGetSkyLight() ); Chunk->SpreadLight( Chunk->pGetLight() ); } } int cChunkMap::GetHeight(int a_BlockX, int a_BlockZ) { cCSLock Lock(m_CSLayers); int ChunkX, ChunkZ, BlockY = 0; AbsoluteToRelative(a_BlockX, BlockY, a_BlockZ, ChunkX, ChunkZ); cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ); if (Chunk == NULL) { return 0; } // Wait for the chunk to become valid: while (!Chunk->IsValid()) { GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ); // Re-queue (in case it managed to get unloaded before we caught it cCSUnlock Unlock(Lock); m_evtChunkValid.Wait(); } return Chunk->GetHeight(a_BlockX, a_BlockZ); } void cChunkMap::FastSetBlocks(sSetBlockList & a_BlockList) { sSetBlockList Failed; // Process all items from a_BlockList, either successfully or by placing into Failed while (!a_BlockList.empty()) { int ChunkX = a_BlockList.front().ChunkX; int ChunkZ = a_BlockList.front().ChunkZ; cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ); if ((Chunk != NULL) && Chunk->IsValid()) { for (sSetBlockList::iterator itr = a_BlockList.begin(); itr != a_BlockList.end();) { if ((itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ)) { Chunk->FastSetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta); itr = a_BlockList.erase(itr); } else { ++itr; } } // for itr - a_BlockList[] } else { // The chunk is not valid, move all blocks within this chunk to Failed for (sSetBlockList::iterator itr = a_BlockList.begin(); itr != a_BlockList.end();) { if ((itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ)) { Failed.push_back(*itr); itr = a_BlockList.erase(itr); } else { ++itr; } } // for itr - a_BlockList[] } } // Return the failed: std::swap(Failed, a_BlockList); } void cChunkMap::Tick( float a_Dt, MTRand & a_TickRandom ) { cCSLock Lock(m_CSLayers); for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) { (*itr)->Tick(a_Dt, a_TickRandom); } // for itr - m_Layers } void cChunkMap::UnloadUnusedChunks() { cCSLock Lock(m_CSLayers); for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) { (*itr)->UnloadUnusedChunks(); } // for itr - m_Layers } void cChunkMap::SaveAllChunks(void) { cCSLock Lock(m_CSLayers); for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) { (*itr)->Save(); } // for itr - m_Layers[] } //////////////////////////////////////////////////////////////////////////////// // cChunkMap::cChunkLayer: cChunkMap::cChunkLayer::cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Parent) : m_LayerX( a_LayerX ) , m_LayerZ( a_LayerZ ) , m_Parent( a_Parent ) , m_NumChunksLoaded( 0 ) { } cChunkPtr cChunkMap::cChunkLayer::GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ ) { // Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check const int LocalX = a_ChunkX - m_LayerX * LAYER_SIZE; const int LocalZ = a_ChunkZ - m_LayerZ * LAYER_SIZE; if (!((LocalX < LAYER_SIZE) && (LocalZ < LAYER_SIZE) && (LocalX > -1) && (LocalZ > -1))) { assert(!"Asking a cChunkLayer for a chunk that doesn't belong to it!"); return cChunkPtr(); } int Index = LocalX + LocalZ * LAYER_SIZE; if (m_Chunks[Index].get() == NULL) { m_Chunks[Index].reset(new cChunk(a_ChunkX, 0, a_ChunkZ, m_Parent->GetWorld())); } return m_Chunks[Index]; } void cChunkMap::cChunkLayer::Tick(float a_Dt, MTRand & a_TickRand) { for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) { // Only tick chunks that are valid and have clients: if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients()) { m_Chunks[i]->Tick(a_Dt, a_TickRand); } } // for i - m_Chunks[] } int cChunkMap::cChunkLayer::GetNumChunksLoaded(void) const { int NumChunks = 0; for ( int i = 0; i < ARRAYCOUNT(m_Chunks); ++i ) { if (m_Chunks[i] != NULL) { NumChunks++; } } // for i - m_Chunks[] return NumChunks; } void cChunkMap::cChunkLayer::Save(void) { cWorld * World = m_Parent->GetWorld(); for (int i = 0; i < ARRAYCOUNT(m_Chunks); ++i) { if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->IsDirty()) { World->GetStorage().QueueSaveChunk(m_Chunks[i]->GetPosX(), m_Chunks[i]->GetPosY(), m_Chunks[i]->GetPosZ()); } } // for i - m_Chunks[] } void cChunkMap::cChunkLayer::UnloadUnusedChunks(void) { for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++) { if ((m_Chunks[i] != NULL) && (m_Chunks[i]->CanUnload())) { m_Chunks[i].reset(); } } // for i - m_Chunks[] } int cChunkMap::GetNumChunks(void) { cCSLock Lock(m_CSLayers); int NumChunks = 0; for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr) { NumChunks += (*itr)->GetNumChunksLoaded(); } return NumChunks; } void cChunkMap::ChunkValidated(void) { m_evtChunkValid.Set(); }