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-rw-r--r--src/WorldStorage/WorldStorage.cpp409
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diff --git a/src/WorldStorage/WorldStorage.cpp b/src/WorldStorage/WorldStorage.cpp
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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 "WSSAnvil.h"
+#include "../World.h"
+#include "../Generating/ChunkGenerator.h"
+#include "../Entities/Entity.h"
+#include "../BlockEntities/BlockEntity.h"
+
+
+
+
+
+/// If a chunk with this Y coord is de-queued, it is a signal to emit the saved-all message (cWorldStorage::QueueSavedMessage())
+#define CHUNK_Y_MESSAGE 2
+
+
+
+
+
+/// 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 cChunkCoords & a_Chunk) override {return false; }
+ virtual bool SaveChunk(const cChunkCoords & 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::Stop(void)
+{
+ WaitForFinish();
+}
+
+
+
+
+
+void cWorldStorage::WaitForFinish(void)
+{
+ LOG("Waiting for the world storage to finish saving");
+
+ {
+ // Cancel all loading requests:
+ cCSLock Lock(m_CSQueues);
+ m_LoadQueue.clear();
+ }
+
+ // Wait for the saving to finish:
+ WaitForQueuesEmpty();
+
+ // Wait for the thread to finish:
+ m_ShouldTerminate = true;
+ m_Event.Set();
+ m_evtRemoved.Set(); // Wake up anybody waiting in the WaitForQueuesEmpty() method
+ super::Wait();
+ LOG("World storage thread finished");
+}
+
+
+
+
+
+void cWorldStorage::WaitForQueuesEmpty(void)
+{
+ cCSLock Lock(m_CSQueues);
+ while (!m_ShouldTerminate && (!m_LoadQueue.empty() || !m_SaveQueue.empty()))
+ {
+ cCSUnlock Unlock(Lock);
+ m_evtRemoved.Wait();
+ }
+}
+
+
+
+
+
+int cWorldStorage::GetLoadQueueLength(void)
+{
+ cCSLock Lock(m_CSQueues);
+ return (int)m_LoadQueue.size();
+}
+
+
+
+
+
+int cWorldStorage::GetSaveQueueLength(void)
+{
+ cCSLock Lock(m_CSQueues);
+ return (int)m_SaveQueue.size();
+}
+
+
+
+
+
+void cWorldStorage::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
+ {
+ cCSLock Lock(m_CSQueues);
+
+ // Check if already in the queue:
+ for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
+ {
+ if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ) && (itr->m_Generate == a_Generate))
+ {
+ return;
+ }
+ }
+ m_LoadQueue.push_back(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
+ }
+
+ m_Event.Set();
+}
+
+
+
+
+
+void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ {
+ cCSLock Lock(m_CSQueues);
+ m_SaveQueue.remove (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); // Don't add twice
+ m_SaveQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
+ }
+ m_Event.Set();
+}
+
+
+
+
+
+void cWorldStorage::QueueSavedMessage(void)
+{
+ // Pushes a special coord pair into the queue, signalizing a message instead:
+ {
+ cCSLock Lock(m_CSQueues);
+ m_SaveQueue.push_back(cChunkCoords(0, CHUNK_Y_MESSAGE, 0));
+ }
+ m_Event.Set();
+}
+
+
+
+
+
+void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ cCSLock Lock(m_CSQueues);
+ for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
+ {
+ if ((itr->m_ChunkX != a_ChunkX) || (itr->m_ChunkY != a_ChunkY) || (itr->m_ChunkZ != a_ChunkZ))
+ {
+ continue;
+ }
+ m_LoadQueue.erase(itr);
+ Lock.Unlock();
+ m_evtRemoved.Set();
+ return;
+ } // for itr - m_LoadQueue[]
+}
+
+
+
+
+
+void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
+{
+ {
+ cCSLock Lock(m_CSQueues);
+ m_SaveQueue.remove(a_Chunk);
+ }
+ m_evtRemoved.Set();
+}
+
+
+
+
+
+void cWorldStorage::InitSchemas(void)
+{
+ // The first schema added is considered the default
+ m_Schemas.push_back(new cWSSAnvil (m_World));
+ m_Schemas.push_back(new cWSSCompact (m_World));
+ m_Schemas.push_back(new cWSSForgetful(m_World));
+ // Add new schemas here
+
+ if (NoCaseCompare(m_StorageSchemaName, "default") == 0)
+ {
+ m_SaveSchema = m_Schemas.front();
+ return;
+ }
+ for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
+ {
+ if (NoCaseCompare((*itr)->GetName(), m_StorageSchemaName) == 0)
+ {
+ m_SaveSchema = *itr;
+ return;
+ }
+ } // for itr - m_Schemas[]
+
+ // Unknown schema selected, let the admin know:
+ LOGWARNING("Unknown storage schema name \"%s\". Using default (\"%s\"). Available schemas:",
+ m_StorageSchemaName.c_str(), m_SaveSchema->GetName().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 (!m_ShouldTerminate)
+ {
+ m_Event.Wait();
+
+ // Process both queues until they are empty again:
+ bool HasMore;
+ do
+ {
+ HasMore = false;
+ if (m_ShouldTerminate)
+ {
+ return;
+ }
+
+ HasMore = LoadOneChunk();
+ HasMore = HasMore | SaveOneChunk();
+ m_evtRemoved.Set();
+ } while (HasMore);
+ }
+}
+
+
+
+
+
+bool cWorldStorage::LoadOneChunk(void)
+{
+ sChunkLoad ToLoad(0, 0, 0, false);
+ bool HasMore;
+ bool ShouldLoad = false;
+ {
+ cCSLock Lock(m_CSQueues);
+ if (!m_LoadQueue.empty())
+ {
+ ToLoad = m_LoadQueue.front();
+ m_LoadQueue.pop_front();
+ ShouldLoad = true;
+ }
+ HasMore = !m_LoadQueue.empty();
+ }
+
+ if (ShouldLoad && !LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ))
+ {
+ if (ToLoad.m_Generate)
+ {
+ // The chunk couldn't be loaded, generate it:
+ m_World->GetGenerator().QueueGenerateChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
+ }
+ else
+ {
+ // TODO: Notify the world that the load has failed:
+ // m_World->ChunkLoadFailed(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
+ }
+ }
+ return HasMore;
+}
+
+
+
+
+
+bool cWorldStorage::SaveOneChunk(void)
+{
+ cChunkCoords Save(0, 0, 0);
+ bool HasMore;
+ bool ShouldSave = false;
+ {
+ cCSLock Lock(m_CSQueues);
+ if (!m_SaveQueue.empty())
+ {
+ Save = m_SaveQueue.front();
+ m_SaveQueue.pop_front();
+ ShouldSave = true;
+ }
+ HasMore = !m_SaveQueue.empty();
+ }
+ if (Save.m_ChunkY == CHUNK_Y_MESSAGE)
+ {
+ LOGINFO("Saved all chunks in world %s", m_World->GetName().c_str());
+ return HasMore;
+ }
+ if (ShouldSave && m_World->IsChunkValid(Save.m_ChunkX, Save.m_ChunkZ))
+ {
+ m_World->MarkChunkSaving(Save.m_ChunkX, Save.m_ChunkZ);
+ if (m_SaveSchema->SaveChunk(Save))
+ {
+ m_World->MarkChunkSaved(Save.m_ChunkX, Save.m_ChunkZ);
+ }
+ }
+ return HasMore;
+}
+
+
+
+
+
+bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ if (m_World->IsChunkValid(a_ChunkX, a_ChunkZ))
+ {
+ // Already loaded (can happen, since the queue is async)
+ return true;
+ }
+
+ cChunkCoords Coords(a_ChunkX, a_ChunkY, a_ChunkZ);
+
+ // First try the schema that is used for saving
+ if (m_SaveSchema->LoadChunk(Coords))
+ {
+ return true;
+ }
+
+ // If it didn't have the chunk, try all the other schemas:
+ for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
+ {
+ if (((*itr) != m_SaveSchema) && (*itr)->LoadChunk(Coords))
+ {
+ return true;
+ }
+ }
+
+ // Notify the chunk owner that the chunk failed to load (sets cChunk::m_HasLoadFailed to true):
+ m_World->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ);
+
+ return false;
+}
+
+
+
+
+