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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 "cWorld.h"
#include "cChunkGenerator.h"
/// 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 cChunkPtr & a_Chunk) override {return false; }
virtual bool SaveChunk(const cChunkPtr & 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_CSLoadQueue);
m_LoadQueue.clear();
// Wait for the thread to finish:
mShouldTerminate = true;
m_Event.Set();
super::Wait();
}
void cWorldStorage::QueueLoadChunk(cChunkPtr & a_Chunk)
{
// Queues the chunk for loading; if not loaded, the chunk will be generated
cCSLock Lock(m_CSLoadQueue);
m_LoadQueue.remove(a_Chunk); // Don't add twice
m_LoadQueue.push_back(a_Chunk);
m_Event.Set();
}
void cWorldStorage::QueueSaveChunk(cChunkPtr & a_Chunk)
{
cCSLock Lock(m_CSSaveQueue);
m_SaveQueue.remove(a_Chunk); // Don't add twice
m_SaveQueue.push_back(a_Chunk);
m_Event.Set();
}
void cWorldStorage::UnqueueLoad(const cChunkPtr & a_Chunk)
{
cCSLock Lock(m_CSLoadQueue);
m_LoadQueue.remove(a_Chunk);
}
void cWorldStorage::UnqueueSave(const cChunkPtr & a_Chunk)
{
cCSLock Lock(m_CSSaveQueue);
m_SaveQueue.remove(a_Chunk);
}
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 cWSSForgetful(m_World));
// Add new schemas here
if (m_StorageSchemaName == "Default")
{
m_SaveSchema = m_Schemas.front();
return;
}
for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
{
if ((*itr)->GetName() == m_StorageSchemaName)
{
m_SaveSchema = *itr;
return;
}
} // for itr - m_Schemas[]
// Unknown schema selected, let the admin know:
LOGWARNING("Unknown storage schema name \"%s\". Using default. Available schemas:", m_StorageSchemaName.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 (!mShouldTerminate)
{
m_Event.Wait();
// Process both queues until they are empty again:
bool HasMore;
do
{
HasMore = false;
if (mShouldTerminate)
{
return;
}
// Load 1 chunk:
cChunkPtr ToLoad;
{
cCSLock Lock(m_CSLoadQueue);
if (m_LoadQueue.size() > 0)
{
ToLoad = m_LoadQueue.front();
m_LoadQueue.pop_front();
}
HasMore = (m_LoadQueue.size() > 0);
}
if ((ToLoad != NULL) && !LoadChunk(ToLoad))
{
// The chunk couldn't be loaded, generate it:
m_World->GetGenerator().GenerateChunk(ToLoad->GetPosX(), ToLoad->GetPosZ());
}
// Save 1 chunk:
cChunkPtr Save;
{
cCSLock Lock(m_CSSaveQueue);
if (m_SaveQueue.size() > 0)
{
Save = m_SaveQueue.front();
m_SaveQueue.pop_front();
}
HasMore = HasMore || (m_SaveQueue.size() > 0);
}
if ((Save != NULL) && (!m_SaveSchema->SaveChunk(Save)))
{
LOGWARNING("Cannot save chunk [%d, %d]", Save->GetPosX(), Save->GetPosZ());
}
} while (HasMore);
}
}
bool cWorldStorage::LoadChunk(const cChunkPtr & a_Chunk)
{
if (a_Chunk->IsValid())
{
// Already loaded (can happen, since the queue is async)
return true;
}
if (m_SaveSchema->LoadChunk(a_Chunk))
{
return true;
}
for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
{
if ((*itr)->LoadChunk(a_Chunk))
{
return true;
}
}
return false;
}
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