#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cChunkMap.h"
#include "cWorld.h"
#include "cRoot.h"
#include "cMakeDir.h"
#include "cPlayer.h"
#include "BlockID.h"
#include "cItem.h"
#include "cPickup.h"
#include "cChunk.h"
#include "Trees.h" // used in cChunkMap::ReplaceTreeBlocks() for tree block discrimination
#ifndef _WIN32
#include <cstdlib> // abs
#endif
#include "zlib.h"
#include <json/json.h>
////////////////////////////////////////////////////////////////////////////////
// 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 )
{
// No need to lock m_CSLayers, since it's already locked by the operation that called us
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 NULL;
}
cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return NULL;
}
if (!(Chunk->IsValid()))
{
m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ, true);
}
return Chunk;
}
cChunkPtr cChunkMap::GetChunkNoGen( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
{
// No need to lock m_CSLayers, since it's already locked by the operation that called us
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 NULL;
}
cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return NULL;
}
if (!(Chunk->IsValid()))
{
m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ, false);
}
return Chunk;
}
cChunkPtr cChunkMap::GetChunkNoLoad( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
{
// No need to lock m_CSLayers, since it's already locked by the operation that called us
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 NULL;
}
return Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
}
bool cChunkMap::LockedGetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
{
// We already have m_CSLayers locked since this can be called only from within the tick thread
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk == NULL)
{
return false;
}
int Index = cChunkDef::MakeIndexNoCheck(a_BlockX, a_BlockY, a_BlockZ);
a_BlockType = Chunk->GetBlock(Index);
a_BlockMeta = Chunk->GetMeta(Index);
return true;
}
bool cChunkMap::LockedSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
// We already have m_CSLayers locked since this can be called only from within the tick thread
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk == NULL)
{
return false;
}
Chunk->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
return true;
}
bool cChunkMap::LockedFastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
// We already have m_CSLayers locked since this can be called only from within the tick thread
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk == NULL)
{
return false;
}
Chunk->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
return true;
}
void cChunkMap::BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const 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);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->Broadcast(a_Packet, a_Exclude);
}
void cChunkMap::BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, const 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;
cChunkDef::BlockToChunk(a_X, a_Y, a_Z, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->Broadcast(a_Packet, a_Exclude);
}
void cChunkMap::BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Player.GetChunkX(), a_Player.GetChunkY(), a_Player.GetChunkZ());
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastPlayerAnimation(a_Player, a_Animation, a_Exclude);
}
void cChunkMap::BroadcastEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkY(), a_Entity.GetChunkZ());
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntityEquipment(a_Entity, a_SlotNum, a_Item, a_Exclude);
}
void cChunkMap::BroadcastRelEntMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkY(), a_Entity.GetChunkZ());
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastRelEntMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
}
void cChunkMap::BroadcastRelEntMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkY(), a_Entity.GetChunkZ());
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastRelEntMove(a_Entity, a_RelX, a_RelY, a_RelZ, a_Exclude);
}
void cChunkMap::BroadcastEntLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkY(), a_Entity.GetChunkZ());
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntLook(a_Entity, a_Exclude);
}
void cChunkMap::BroadcastEntHeadLook(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkY(), a_Entity.GetChunkZ());
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntHeadLook(a_Entity, a_Exclude);
}
void cChunkMap::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
int x, y, z, ChunkX, ChunkZ;
x = a_BlockX;
y = a_BlockY;
z = a_BlockZ;
cChunkDef::BlockToChunk(x, y, z, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_Exclude);
}
void cChunkMap::BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkY(), a_Entity.GetChunkZ());
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastDestroyEntity(a_Entity, a_Exclude);
}
void cChunkMap::BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkY(), a_Entity.GetChunkZ());
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastEntityStatus(a_Entity, a_Status, a_Exclude);
}
void cChunkMap::BroadcastMetadata(const cPawn & a_Pawn, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Pawn.GetChunkX(), a_Pawn.GetChunkY(), a_Pawn.GetChunkZ());
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->BroadcastMetadata(a_Pawn, a_Exclude);
}
void cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
// a_Player rclked block entity at the coords specified, handle it
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return;
}
Chunk->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ);
}
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::SetChunkData(
int a_ChunkX, int a_ChunkY, int a_ChunkZ,
const BLOCKTYPE * a_BlockTypes,
const NIBBLETYPE * a_BlockMeta,
const NIBBLETYPE * a_BlockLight,
const NIBBLETYPE * a_BlockSkyLight,
const cChunkDef::HeightMap * a_HeightMap,
const cChunkDef::BiomeMap & a_BiomeMap,
cEntityList & a_Entities,
cBlockEntityList & a_BlockEntities,
bool a_MarkDirty
)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return;
}
Chunk->SetAllData(a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight, a_HeightMap, a_BiomeMap, a_Entities, a_BlockEntities);
Chunk->SetValid();
if (a_MarkDirty)
{
Chunk->MarkDirty();
}
}
void cChunkMap::ChunkLighted(
int a_ChunkX, int a_ChunkZ,
const cChunkDef::BlockNibbles & a_BlockLight,
const cChunkDef::BlockNibbles & a_SkyLight
)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
if (Chunk == NULL)
{
return;
}
Chunk->SetLight(a_BlockLight, a_SkyLight);
Chunk->MarkDirty();
}
bool 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 false;
}
Chunk->GetAllData(a_Callback);
return true;
}
bool cChunkMap::GetChunkBlockTypes(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockTypes)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return false;
}
Chunk->GetBlockTypes(a_BlockTypes);
return true;
}
bool cChunkMap::GetChunkBlockData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockData)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return false;
}
Chunk->GetBlockData(a_BlockData);
return true;
}
bool cChunkMap::IsChunkValid(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(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();
}
int cChunkMap::GetHeight(int a_BlockX, int a_BlockZ)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ, BlockY = 0;
cChunkDef::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;
cCSLock Lock(m_CSLayers);
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::CollectPickupsByPlayer(cPlayer * a_Player)
{
int BlockX = (int)(a_Player->GetPosX()); // Truncating doesn't matter much; we're scanning entire chunks anyway
int BlockY = (int)(a_Player->GetPosY());
int BlockZ = (int)(a_Player->GetPosZ());
int ChunkX, ChunkZ, ChunkY = ZERO_CHUNK_Y;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
int OtherChunkX = ChunkX + ((BlockX > 8) ? 1 : -1);
int OtherChunkZ = ChunkZ + ((BlockZ > 8) ? 1 : -1);
// We suppose that each player keeps their chunks in memory, therefore it makes little sense to try to re-load or even generate them.
// The only time the chunks are not valid is when the player is downloading the initial world and they should not call this at that moment
cCSLock Lock(m_CSLayers);
GetChunkNoLoad(ChunkX, ChunkY, ChunkZ)->CollectPickupsByPlayer(a_Player);
// Check the neighboring chunks as well:
GetChunkNoLoad(OtherChunkX, ChunkY, ChunkZ )->CollectPickupsByPlayer(a_Player);
GetChunkNoLoad(OtherChunkX, ChunkY, OtherChunkZ)->CollectPickupsByPlayer(a_Player);
GetChunkNoLoad(ChunkX, ChunkY, ChunkZ )->CollectPickupsByPlayer(a_Player);
GetChunkNoLoad(ChunkX, ChunkY, OtherChunkZ)->CollectPickupsByPlayer(a_Player);
}
BLOCKTYPE cChunkMap::GetBlock(int a_X, int a_Y, int a_Z)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkZ );
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if ((Chunk != NULL) && Chunk->IsValid())
{
return Chunk->GetBlock(a_X, a_Y, a_Z);
}
return 0;
}
BLOCKTYPE cChunkMap::GetBlockMeta(int a_X, int a_Y, int a_Z)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkZ );
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
if ((Chunk != NULL) && Chunk->IsValid() )
{
return Chunk->GetMeta(a_X, a_Y, a_Z);
}
return 0;
}
BLOCKTYPE cChunkMap::GetBlockSkyLight(int a_X, int a_Y, int a_Z)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkZ );
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
if ((Chunk != NULL) && Chunk->IsValid() )
{
return Chunk->GetSkyLight( a_X, a_Y, a_Z );
}
return 0;
}
void cChunkMap::SetBlockMeta(int a_X, int a_Y, int a_Z, NIBBLETYPE a_BlockMeta)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkZ );
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
if ((Chunk != NULL) && Chunk->IsValid() )
{
Chunk->SetMeta(a_X, a_Y, a_Z, a_BlockMeta);
Chunk->MarkDirty();
Chunk->SendBlockTo( a_X, a_Y, a_Z, NULL );
}
}
void cChunkMap::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta)
{
int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, Z = a_BlockZ;
cChunkDef::AbsoluteToRelative( X, Y, Z, ChunkX, ChunkZ );
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
if ((Chunk != NULL) && Chunk->IsValid())
{
Chunk->SetBlock(X, Y, Z, a_BlockType, a_BlockMeta );
}
}
void cChunkMap::GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
{
int ChunkX, ChunkZ, X = a_BlockX, Y = a_BlockY, Z = a_BlockZ;
cChunkDef::AbsoluteToRelative( X, Y, Z, ChunkX, ChunkZ );
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
if ((Chunk != NULL) && Chunk->IsValid())
{
Chunk->GetBlockTypeMeta(X, Y, Z, a_BlockType, a_BlockMeta);
}
}
void cChunkMap::ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType)
{
cCSLock Lock(m_CSLayers);
for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
{
cChunkPtr Chunk = GetChunk(itr->ChunkX, ZERO_CHUNK_Y, itr->ChunkZ );
if ((Chunk == NULL) || !Chunk->IsValid())
{
continue;
}
if (Chunk->GetBlock(itr->x, itr->y, itr->z) == a_FilterBlockType)
{
Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
}
}
}
void cChunkMap::ReplaceTreeBlocks(const sSetBlockVector & a_Blocks)
{
cCSLock Lock(m_CSLayers);
for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
{
cChunkPtr Chunk = GetChunk(itr->ChunkX, ZERO_CHUNK_Y, itr->ChunkZ );
if ((Chunk == NULL) || !Chunk->IsValid())
{
continue;
}
switch (Chunk->GetBlock(itr->x, itr->y, itr->z))
{
CASE_TREE_OVERWRITTEN_BLOCKS:
{
Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
break;
}
case E_BLOCK_LEAVES:
{
if (itr->BlockType == E_BLOCK_LOG)
{
Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
}
break;
}
}
} // for itr - a_Blocks[]
}
EMCSBiome cChunkMap::GetBiomeAt (int a_BlockX, int a_BlockZ)
{
int ChunkX, ChunkZ, X = a_BlockX, Y = 0, Z = a_BlockZ;
cChunkDef::AbsoluteToRelative( X, Y, Z, ChunkX, ChunkZ );
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
if ((Chunk != NULL) && Chunk->IsValid())
{
return Chunk->GetBiomeAt(X, Z);
}
else
{
return m_World->GetGenerator().GetBiomeAt(a_BlockX, a_BlockZ);
}
}
bool cChunkMap::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure)
{
bool res = true;
cCSLock Lock(m_CSLayers);
for (sSetBlockVector::iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
{
cChunkPtr Chunk = GetChunk(itr->ChunkX, ZERO_CHUNK_Y, itr->ChunkZ );
if ((Chunk == NULL) || !Chunk->IsValid())
{
if (!a_ContinueOnFailure)
{
return false;
}
res = false;
continue;
}
int idx = cChunkDef::MakeIndexNoCheck(itr->x, itr->y, itr->z);
itr->BlockType = Chunk->GetBlock(idx);
itr->BlockMeta = Chunk->GetMeta(idx);
}
return res;
}
bool cChunkMap::DigBlock(int a_X, int a_Y, int a_Z)
{
int PosX = a_X, PosY = a_Y, PosZ = a_Z, ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative( PosX, PosY, PosZ, ChunkX, ChunkZ );
{
cCSLock Lock(m_CSLayers);
cChunkPtr DestChunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
if ((DestChunk == NULL) || !DestChunk->IsValid())
{
return false;
}
DestChunk->SetBlock(PosX, PosY, PosZ, E_BLOCK_AIR, 0 );
}
m_World->GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
return true;
}
void cChunkMap::SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_X, a_Y, a_Z, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk->IsValid())
{
Chunk->SendBlockTo(a_X, a_Y, a_Z, a_Player->GetClientHandle());
}
}
void cChunkMap::CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk1 = GetChunkNoGen(a_ChunkX1, a_ChunkY1, a_ChunkZ1);
if (Chunk1 == NULL)
{
return;
}
cChunkPtr Chunk2 = GetChunkNoGen(a_ChunkX2, a_ChunkY2, a_ChunkZ2);
if (Chunk2 == NULL)
{
return;
}
cClientHandleList Clients1(Chunk1->GetAllClients());
cClientHandleList Clients2(Chunk2->GetAllClients());
// Find "removed" clients:
for (cClientHandleList::iterator itr1 = Clients1.begin(); itr1 != Clients1.end(); ++itr1)
{
bool Found = false;
for (cClientHandleList::iterator itr2 = Clients2.begin(); itr2 != Clients2.end(); ++itr2)
{
if (*itr1 == *itr2)
{
Found = true;
break;
}
} // for itr2 - Clients2[]
if (!Found)
{
a_Callback.Removed(*itr1);
}
} // for itr1 - Clients1[]
// Find "added" clients:
for (cClientHandleList::iterator itr2 = Clients2.begin(); itr2 != Clients2.end(); ++itr2)
{
bool Found = false;
for (cClientHandleList::iterator itr1 = Clients1.begin(); itr1 != Clients1.end(); ++itr1)
{
if (*itr1 == *itr2)
{
Found = true;
break;
}
} // for itr1 - Clients1[]
if (!Found)
{
a_Callback.Added(*itr2);
}
} // for itr2 - Clients2[]
}
bool cChunkMap::AddChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return false;
}
return Chunk->AddClient(a_Client);
}
void cChunkMap::RemoveChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return;
}
Chunk->RemoveClient(a_Client);
}
void cChunkMap::RemoveClientFromChunks(cClientHandle * a_Client)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->RemoveClient(a_Client);
} // for itr - m_Layers[]
}
void cChunkMap::MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr OldChunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkY(), a_Entity->GetChunkZ());
if (OldChunk != NULL)
{
OldChunk->RemoveEntity(a_Entity);
}
cChunkPtr NewChunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if (NewChunk != NULL)
{
NewChunk->AddEntity(a_Entity);
}
}
void cChunkMap::RemoveEntityFromChunk(cEntity * a_Entity, 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->RemoveEntity(a_Entity);
}
bool cChunkMap::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
if ((Chunk == NULL) && !Chunk->IsValid())
{
return false;
}
return Chunk->ForEachEntity(a_Callback);
}
bool cChunkMap::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
if ((Chunk == NULL) && !Chunk->IsValid())
{
return false;
}
return Chunk->ForEachChest(a_Callback);
}
bool cChunkMap::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
if ((Chunk == NULL) && !Chunk->IsValid())
{
return false;
}
return Chunk->ForEachFurnace(a_Callback);
}
bool cChunkMap::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if ((Chunk == NULL) && !Chunk->IsValid())
{
return false;
}
return Chunk->DoWithChestAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cChunkMap::DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if ((Chunk == NULL) && !Chunk->IsValid())
{
return false;
}
return Chunk->DoWithFurnaceAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cChunkMap::GetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4)
{
int ChunkX, ChunkZ;
int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if ((Chunk == NULL) && !Chunk->IsValid())
{
return false;
}
return Chunk->GetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4);
}
void cChunkMap::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
}
/// Loads the chunk synchronously, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before)
bool cChunkMap::LoadChunk(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)
{
// Internal error
return false;
}
if (Chunk->IsValid())
{
// Already loaded
return true;
}
if (Chunk->HasLoadFailed())
{
// Already tried loading and it failed
return false;
}
}
return m_World->GetStorage().LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
}
/// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid()
void cChunkMap::LoadChunks(const cChunkCoordsList & a_Chunks)
{
for (cChunkCoordsList::const_iterator itr = a_Chunks.begin(); itr != a_Chunks.end(); ++itr)
{
LoadChunk(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
} // for itr - a_Chunks[]
}
void cChunkMap::ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return;
}
Chunk->MarkLoadFailed();
}
void cChunkMap::UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_X, a_Y, a_Z, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return;
}
Chunk->UpdateSign(a_X, a_Y, a_Z, a_Line1, a_Line2, a_Line3, a_Line4);
}
void cChunkMap::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
{
cCSLock Lock(m_CSLayers);
for (cChunkCoordsList::const_iterator itr = a_Chunks.begin(); itr != a_Chunks.end(); ++itr)
{
cChunkPtr Chunk = GetChunkNoLoad(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
if (Chunk == NULL)
{
continue;
}
Chunk->Stay(a_Stay);
}
}
void cChunkMap::MarkChunkRegenerating(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
if (Chunk == NULL)
{
// Not present
return;
}
Chunk->MarkRegenerating();
}
bool cChunkMap::IsChunkLighted(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
if (Chunk == NULL)
{
// Not present
return false;
}
return Chunk->IsLightValid();
}
bool cChunkMap::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback)
{
bool Result = true;
cCSLock Lock(m_CSLayers);
for (int z = a_MinChunkZ; z <= a_MaxChunkZ; z++)
{
for (int x = a_MinChunkX; x <= a_MaxChunkX; x++)
{
cChunkPtr Chunk = GetChunkNoLoad(x, ZERO_CHUNK_Y, z);
if ((Chunk == NULL) || (!Chunk->IsValid()))
{
// Not present / not valid
Result = false;
continue;
}
if (!a_Callback.Coords(x, z))
{
continue;
}
Chunk->GetAllData(a_Callback);
}
}
return Result;
}
void cChunkMap::GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty)
{
a_NumChunksValid = 0;
a_NumChunksDirty = 0;
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
int NumValid = 0, NumDirty = 0;
(*itr)->GetChunkStats(NumValid, NumDirty);
a_NumChunksValid += NumValid;
a_NumChunksDirty += NumDirty;
} // for itr - m_Layers[]
}
void cChunkMap::GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, MTRand & a_Rand)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk != NULL)
{
Chunk->GrowMelonPumpkin(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_Rand);
}
}
void cChunkMap::GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk != NULL)
{
Chunk->GrowSugarcane(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
}
}
void cChunkMap::GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk != NULL)
{
Chunk->GrowCactus(a_BlockX, a_BlockY, a_BlockZ, a_NumBlocksToGrow);
}
}
void cChunkMap::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk != NULL)
{
Chunk->SetNextBlockTick(a_BlockX, a_BlockY, a_BlockZ);
}
}
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 )
{
memset(m_Chunks, 0, sizeof(m_Chunks));
}
cChunkMap::cChunkLayer::~cChunkLayer()
{
for (int i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
{
delete m_Chunks[i];
} // for i - m_Chunks[]
}
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 NULL;
}
int Index = LocalX + LocalZ * LAYER_SIZE;
if (m_Chunks[Index] == NULL)
{
m_Chunks[Index] = new cChunk(a_ChunkX, 0, a_ChunkZ, m_Parent, 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[]
}
void cChunkMap::cChunkLayer::RemoveClient(cClientHandle * a_Client)
{
for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
if (m_Chunks[i] != NULL)
{
m_Chunks[i]->RemoveClient(a_Client);
}
} // 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::GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty) const
{
int NumValid = 0;
int NumDirty = 0;
for ( int i = 0; i < ARRAYCOUNT(m_Chunks); ++i )
{
if (m_Chunks[i] == NULL)
{
continue;
}
NumValid++;
if (m_Chunks[i]->IsDirty())
{
NumDirty++;
}
} // for i - m_Chunks[]
a_NumChunksValid = NumValid;
a_NumChunksDirty = NumDirty;
}
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()))
{
// The cChunk destructor calls our GetChunk() while removing its entities
// so we still need to be able to return the chunk. Therefore we first delete, then NULLify
// Doing otherwise results in bug http://forum.mc-server.org/showthread.php?tid=355
delete m_Chunks[i];
m_Chunks[i] = NULL;
}
} // 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();
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cChunkStay:
cChunkStay::cChunkStay(cWorld * a_World) :
m_World(a_World),
m_IsEnabled(false)
{
}
cChunkStay::~cChunkStay()
{
Clear();
}
void cChunkStay::Clear(void)
{
if (m_IsEnabled)
{
Disable();
}
m_Chunks.clear();
}
void cChunkStay::Add(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
ASSERT(!m_IsEnabled);
for (cChunkCoordsList::const_iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
{
// Already present
return;
}
} // for itr - Chunks[]
m_Chunks.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
void cChunkStay::Remove(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
ASSERT(!m_IsEnabled);
for (cChunkCoordsList::iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
{
// Found, un-"stay"
m_Chunks.erase(itr);
return;
}
} // for itr - m_Chunks[]
}
void cChunkStay::Enable(void)
{
ASSERT(!m_IsEnabled);
m_World->ChunksStay(*this, true);
m_IsEnabled = true;
}
void cChunkStay::Load(void)
{
for (cChunkCoordsList::iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
{
m_World->TouchChunk(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
} // for itr - m_Chunks[]
}
void cChunkStay::Disable(void)
{
ASSERT(m_IsEnabled);
m_World->ChunksStay(*this, false);
m_IsEnabled = false;
}