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-rw-r--r--src/Generating/ChunkGenerator.cpp329
1 files changed, 329 insertions, 0 deletions
diff --git a/src/Generating/ChunkGenerator.cpp b/src/Generating/ChunkGenerator.cpp
new file mode 100644
index 000000000..f28504441
--- /dev/null
+++ b/src/Generating/ChunkGenerator.cpp
@@ -0,0 +1,329 @@
+
+#include "Globals.h"
+
+#include "ChunkGenerator.h"
+#include "../World.h"
+#include "inifile/iniFile.h"
+#include "../Root.h"
+#include "../PluginManager.h"
+#include "ChunkDesc.h"
+#include "ComposableGenerator.h"
+#include "Noise3DGenerator.h"
+
+
+
+
+
+/// If the generation queue size exceeds this number, a warning will be output
+const unsigned int QUEUE_WARNING_LIMIT = 1000;
+
+/// If the generation queue size exceeds this number, chunks with no clients will be skipped
+const unsigned int QUEUE_SKIP_LIMIT = 500;
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cChunkGenerator:
+
+cChunkGenerator::cChunkGenerator(void) :
+ super("cChunkGenerator"),
+ m_World(NULL),
+ m_Generator(NULL)
+{
+}
+
+
+
+
+
+cChunkGenerator::~cChunkGenerator()
+{
+ Stop();
+}
+
+
+
+
+
+bool cChunkGenerator::Start(cWorld * a_World, cIniFile & a_IniFile)
+{
+ MTRand rnd;
+ m_World = a_World;
+ m_Seed = a_IniFile.GetValueSetI("Seed", "Seed", rnd.randInt());
+ AString GeneratorName = a_IniFile.GetValueSet("Generator", "Generator", "Composable");
+
+ if (NoCaseCompare(GeneratorName, "Noise3D") == 0)
+ {
+ m_Generator = new cNoise3DGenerator(*this);
+ }
+ else
+ {
+ if (NoCaseCompare(GeneratorName, "composable") != 0)
+ {
+ LOGWARN("[Generator]::Generator value \"%s\" not recognized, using \"Composable\".", GeneratorName.c_str());
+ }
+ m_Generator = new cComposableGenerator(*this);
+ }
+
+ if (m_Generator == NULL)
+ {
+ LOGERROR("Generator could not start, aborting the server");
+ return false;
+ }
+
+ m_Generator->Initialize(a_World, a_IniFile);
+
+ return super::Start();
+}
+
+
+
+
+
+void cChunkGenerator::Stop(void)
+{
+ m_ShouldTerminate = true;
+ m_Event.Set();
+ m_evtRemoved.Set(); // Wake up anybody waiting for empty queue
+ Wait();
+
+ delete m_Generator;
+ m_Generator = NULL;
+}
+
+
+
+
+
+void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ {
+ cCSLock Lock(m_CS);
+
+ // Check if it is already in the queue:
+ for (cChunkCoordsList::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr)
+ {
+ if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
+ {
+ // Already in the queue, bail out
+ return;
+ }
+ } // for itr - m_Queue[]
+
+ // Add to queue, issue a warning if too many:
+ if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
+ {
+ LOGWARN("WARNING: Adding chunk [%i, %i] to generation queue; Queue is too big! (%i)", a_ChunkX, a_ChunkZ, m_Queue.size());
+ }
+ m_Queue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
+ }
+
+ m_Event.Set();
+}
+
+
+
+
+
+void cChunkGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
+{
+ if (m_Generator != NULL)
+ {
+ m_Generator->GenerateBiomes(a_ChunkX, a_ChunkZ, a_BiomeMap);
+ }
+}
+
+
+
+
+
+void cChunkGenerator::WaitForQueueEmpty(void)
+{
+ cCSLock Lock(m_CS);
+ while (!m_ShouldTerminate && !m_Queue.empty())
+ {
+ cCSUnlock Unlock(Lock);
+ m_evtRemoved.Wait();
+ }
+}
+
+
+
+
+
+int cChunkGenerator::GetQueueLength(void)
+{
+ cCSLock Lock(m_CS);
+ return (int)m_Queue.size();
+}
+
+
+
+
+
+EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
+{
+ ASSERT(m_Generator != NULL);
+ return m_Generator->GetBiomeAt(a_BlockX, a_BlockZ);
+}
+
+
+
+
+
+BLOCKTYPE cChunkGenerator::GetIniBlock(cIniFile & a_IniFile, const AString & a_SectionName, const AString & a_ValueName, const AString & a_Default)
+{
+ AString BlockType = a_IniFile.GetValueSet(a_SectionName, a_ValueName, a_Default);
+ BLOCKTYPE Block = BlockStringToType(BlockType);
+ if (Block < 0)
+ {
+ LOGWARN("[&s].%s Could not parse block value \"%s\". Using default: \"%s\".", a_SectionName.c_str(), a_ValueName.c_str(), BlockType.c_str(),a_Default.c_str());
+ return BlockStringToType(a_Default);
+ }
+ return Block;
+}
+
+
+
+
+
+void cChunkGenerator::Execute(void)
+{
+ // To be able to display performance information, the generator counts the chunks generated.
+ // When the queue gets empty, the count is reset, so that waiting for the queue is not counted into the total time.
+ int NumChunksGenerated = 0; // Number of chunks generated since the queue was last empty
+ clock_t GenerationStart = clock(); // Clock tick when the queue started to fill
+ clock_t LastReportTick = clock(); // Clock tick of the last report made (so that performance isn't reported too often)
+
+ while (!m_ShouldTerminate)
+ {
+ cCSLock Lock(m_CS);
+ while (m_Queue.size() == 0)
+ {
+ if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC))
+ {
+ LOG("Chunk generator performance: %.2f ch/s (%d ch total)",
+ (double)NumChunksGenerated * CLOCKS_PER_SEC/ (clock() - GenerationStart),
+ NumChunksGenerated
+ );
+ }
+ cCSUnlock Unlock(Lock);
+ m_Event.Wait();
+ if (m_ShouldTerminate)
+ {
+ return;
+ }
+ NumChunksGenerated = 0;
+ GenerationStart = clock();
+ LastReportTick = clock();
+ }
+
+ cChunkCoords coords = m_Queue.front(); // Get next coord from queue
+ m_Queue.erase( m_Queue.begin() ); // Remove coordinate from queue
+ bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
+ Lock.Unlock(); // Unlock ASAP
+ m_evtRemoved.Set();
+
+ // Display perf info once in a while:
+ if ((NumChunksGenerated > 16) && (clock() - LastReportTick > 2 * CLOCKS_PER_SEC))
+ {
+ LOG("Chunk generator performance: %.2f ch/s (%d ch total)",
+ (double)NumChunksGenerated * CLOCKS_PER_SEC / (clock() - GenerationStart),
+ NumChunksGenerated
+ );
+ LastReportTick = clock();
+ }
+
+ // Hack for regenerating chunks: if Y != 0, the chunk is considered invalid, even if it has its data set
+ if ((coords.m_ChunkY == 0) && m_World->IsChunkValid(coords.m_ChunkX, coords.m_ChunkZ))
+ {
+ LOGD("Chunk [%d, %d] already generated, skipping generation", coords.m_ChunkX, coords.m_ChunkZ);
+ // Already generated, ignore request
+ continue;
+ }
+
+ if (SkipEnabled && !m_World->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkZ))
+ {
+ LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d]", coords.m_ChunkX, coords.m_ChunkZ);
+ continue;
+ }
+
+ LOGD("Generating chunk [%d, %d, %d]", coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
+ DoGenerate(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
+
+ // Save the chunk right after generating, so that we don't have to generate it again on next run
+ m_World->GetStorage().QueueSaveChunk(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
+
+ NumChunksGenerated++;
+ } // while (!bStop)
+}
+
+
+
+
+void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ cChunkDesc ChunkDesc(a_ChunkX, a_ChunkZ);
+ cRoot::Get()->GetPluginManager()->CallHookChunkGenerating(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc);
+ m_Generator->DoGenerate(a_ChunkX, a_ChunkZ, ChunkDesc);
+ cRoot::Get()->GetPluginManager()->CallHookChunkGenerated(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc);
+
+ #ifdef _DEBUG
+ // Verify that the generator has produced valid data:
+ ChunkDesc.VerifyHeightmap();
+ #endif
+
+ cChunkDef::BlockNibbles BlockMetas;
+ ChunkDesc.CompressBlockMetas(BlockMetas);
+
+ m_World->SetChunkData(
+ a_ChunkX, a_ChunkZ,
+ ChunkDesc.GetBlockTypes(), BlockMetas,
+ NULL, NULL, // We don't have lighting, chunk will be lighted when needed
+ &ChunkDesc.GetHeightMap(), &ChunkDesc.GetBiomeMap(),
+ ChunkDesc.GetEntities(), ChunkDesc.GetBlockEntities(),
+ true
+ );
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cChunkGenerator::cGenerator:
+
+cChunkGenerator::cGenerator::cGenerator(cChunkGenerator & a_ChunkGenerator) :
+ m_ChunkGenerator(a_ChunkGenerator)
+{
+}
+
+
+
+
+
+void cChunkGenerator::cGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile)
+{
+ m_World = a_World;
+ UNUSED(a_IniFile);
+}
+
+
+
+
+
+EMCSBiome cChunkGenerator::cGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
+{
+ cChunkDef::BiomeMap Biomes;
+ int Y = 0;
+ int ChunkX, ChunkZ;
+ cWorld::AbsoluteToRelative(a_BlockX, Y, a_BlockZ, ChunkX, Y, ChunkZ);
+ GenerateBiomes(ChunkX, ChunkZ, Biomes);
+ return cChunkDef::GetBiome(Biomes, a_BlockX, a_BlockZ);
+}
+
+
+
+