// cChunkMap.h // Interfaces to the cChunkMap class representing the chunk storage for a single world #pragma once #include "ChunkDataCallback.h" #include "EffectID.h" #include "FunctionRef.h" class cWorld; class cItem; class cItems; class cChunkStay; class cChunk; class cPlayer; class cBlockArea; class cMobCensus; class cMobSpawner; class cBoundingBox; class cDeadlockDetect; struct SetChunkData; using cChunkCallback = cFunctionRef; using cEntityCallback = cFunctionRef; using cBlockEntityCallback = cFunctionRef; class cChunkMap { public: cChunkMap(cWorld * a_World); /** Sends the block entity, if it is at the coords specified, to a_Client */ void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client); /** a_Player rclked block entity at the coords specified, handle it returns true if the use was successful, return false to use the block as a "normal" block */ bool UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z); /** Calls the callback for the chunk specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback */ bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback a_Callback); /** Calls the callback for the chunk at the block position specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback */ bool DoWithChunkAt(Vector3i a_BlockPos, cChunkCallback a_Callback); /** Wakes up simulators for the specified block */ void WakeUpSimulators(Vector3i a_Block); // DEPRECATED, use the vector-parametered version instead. void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ) { LOGWARNING("cChunkMap::WakeUpSimulators(int, int, int) is deprecated, use cChunkMap::WakeUpSimulators(Vector3i) instead."); WakeUpSimulators(Vector3i(a_BlockX, a_BlockY, a_BlockZ)); } void MarkChunkDirty (int a_ChunkX, int a_ChunkZ); void MarkChunkSaving (int a_ChunkX, int a_ChunkZ); void MarkChunkSaved (int a_ChunkX, int a_ChunkZ); /** Sets the chunk data as either loaded from the storage or generated. BlockLight and BlockSkyLight are optional, if not present, chunk will be marked as unlighted. If MarkDirty is set, the chunk is set as dirty (used after generating) Modifies the BlockEntity list in a_SetChunkData - moves the block entities into the chunk. */ void SetChunkData(SetChunkData && a_SetChunkData); void ChunkLighted( int a_ChunkX, int a_ChunkZ, const cChunkDef::BlockNibbles & a_BlockLight, const cChunkDef::BlockNibbles & a_SkyLight ); /** Calls the callback with the chunk's data, if available (with ChunkCS locked). Returns true if the chunk was reported successfully, false if not (chunk not present or callback failed). */ bool GetChunkData(cChunkCoords a_Coords, cChunkDataCallback & a_Callback) const; /** Returns true iff the chunk is in the loader / generator queue. */ bool IsChunkQueued(int a_ChunkX, int a_ChunkZ) const; bool IsWeatherSunnyAt(int a_BlockX, int a_BlockZ) const; bool IsWeatherWetAt(int a_BlockX, int a_BlockZ) const; bool IsWeatherWetAt(Vector3i a_Position) const; bool IsChunkValid (int a_ChunkX, int a_ChunkZ) const; bool HasChunkAnyClients (int a_ChunkX, int a_ChunkZ) const; int GetHeight (int a_BlockX, int a_BlockZ); // Waits for the chunk to get loaded / generated bool TryGetHeight (int a_BlockX, int a_BlockZ, int & a_Height); // Returns false if chunk not loaded / generated /** Sets the block at the specified coords to the specified value. The replacement doesn't trigger block updates, nor wake up simulators. The replaced blocks aren't checked for block entities (block entity is leaked if it exists at this block). If the chunk is invalid, the operation is ignored silently. */ void FastSetBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); /** Makes the specified entity collect all the pickups around them. */ void CollectPickupsByEntity(cEntity & a_Entity); BLOCKTYPE GetBlock (Vector3i a_BlockPos) const; NIBBLETYPE GetBlockMeta (Vector3i a_BlockPos) const; NIBBLETYPE GetBlockSkyLight (Vector3i a_BlockPos) const; NIBBLETYPE GetBlockBlockLight(Vector3i a_BlockPos) const; /** Sets the meta for the specified block, while keeping the blocktype. Ignored if the chunk is invalid. */ void SetBlockMeta(Vector3i a_BlockPos, NIBBLETYPE a_BlockMeta); void SetBlock (Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); /** Get the block type and meta at the specified coords Will always initialise a_BlockType and a_BlockMeta if called. Returns false if the data could not be retrieved, either because the chunk is invalid or the height is invalid. Otherwise, returns true. */ bool GetBlockTypeMeta (Vector3i a_BlockPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const; bool GetBlockInfo (Vector3i, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight) const; /** Special function used for growing trees, replaces only blocks that tree may overwrite */ void ReplaceTreeBlocks(const sSetBlockVector & a_Blocks); /** Returns the biome at the specified coords. Reads the biome from the chunk, if loaded, invalid otherwise. */ EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ) const; /** Sets the biome at the specified coords. Returns true if successful, false if not (chunk not loaded). Doesn't resend the chunk to clients. */ bool SetBiomeAt(int a_BlockX, int a_BlockZ, EMCSBiome a_Biome); /** Sets the biome at the area. Returns true if successful, false if any subarea failed (chunk not loaded). (Re)sends the chunks to their relevant clients if successful. */ bool SetAreaBiome(int a_MinX, int a_MaxX, int a_MinZ, int a_MaxZ, EMCSBiome a_Biome); /** Retrieves block types and metas of the specified blocks. If a chunk is not loaded, doesn't modify the block and consults a_ContinueOnFailure whether to process the rest of the array. Returns true if all blocks were read, false if any one failed. */ bool GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure); /** Removes the block at the specified coords and wakes up simulators. Returns false if the chunk is not loaded (and the block is not dug). Returns true if successful. */ bool DigBlock(Vector3i a_BlockPos); /** Returns all the pickups that would result if the a_Digger dug up the block at a_BlockPos using a_Tool. a_Digger is usually a player, but can be nullptr for natural causes. a_Tool is an optional item used to dig up the block, used by the handlers (empty hand vs shears produce different pickups from leaves). An empty hand is assumed if a_Tool is nullptr. Returns an empty cItems object if the chunk is not present. */ cItems PickupsFromBlock(Vector3i a_BlockPos, const cEntity * a_Digger, const cItem * a_Tool); /** Sends the block at the specified coords to the specified player. Uses a blockchange packet to send the block. If the relevant chunk isn't loaded, doesn't do anything. */ void SendBlockTo(int a_BlockX, int a_BlockY, int a_BlockZ, const cPlayer & a_Player); /** Compares clients of two chunks, calls the callback accordingly */ void CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback); /** Compares clients of two chunks, calls the callback accordingly */ void CompareChunkClients(cChunk * a_Chunk1, cChunk * a_Chunk2, cClientDiffCallback & a_Callback); /** Adds client to a chunk, if not already present; returns true if added, false if present */ bool AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client); /** Removes the client from the chunk */ void RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client); /** Removes the client from all chunks it is present in */ void RemoveClientFromChunks(cClientHandle * a_Client); /** Adds the entity to its appropriate chunk, takes ownership of the entity pointer */ void AddEntity(OwnedEntity a_Entity); /** Adds the player to its appropriate chunk, takes ownership of the player pointer */ void AddPlayer(std::unique_ptr a_Player); /** Returns true if the entity with specified ID is present in the chunks */ bool HasEntity(UInt32 a_EntityID) const; /** Removes the entity from its appropriate chunk Returns an owning reference to the found entity. */ OwnedEntity RemoveEntity(cEntity & a_Entity); /** Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true */ bool ForEachEntity(cEntityCallback a_Callback) const; // Lua-accessible /** Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true */ bool ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback a_Callback); // Lua-accessible /** Calls the callback for each entity that has a nonempty intersection with the specified boundingbox. Returns true if all entities processed, false if the callback aborted by returning true. If any chunk in the box is missing, ignores the entities in that chunk silently. */ bool ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback a_Callback); // Lua-accessible /** Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found and callback returned false. */ bool DoWithEntityByID(UInt32 a_EntityID, cEntityCallback a_Callback) const; // Lua-accessible /** Calls the callback for each block entity in the specified chunk. Returns true if all block entities processed, false if the callback aborted by returning true. */ bool ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback a_Callback); // Lua-accessible /** Calls the callback for the block entity at the specified coords. Returns false if there's no block entity at those coords, and whatever the callback returns if found. */ bool DoWithBlockEntityAt(Vector3i a_Position, cBlockEntityCallback a_Callback); // Lua-acessible /** Queues the chunk for preparing - making sure that it's generated and lit. The specified chunk is queued to be loaded or generated, and lit if needed. The specified callback is called after the chunk has been prepared. If there's no preparation to do, only the callback is called. It is legal to call without the callback. */ void PrepareChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr a_CallAfter = {}); // Lua-accessible /** Queues the chunk for generating. First attempts to load the chunk from the storage. If that fails, queues the chunk for generating. */ void GenerateChunk(int a_ChunkX, int a_ChunkZ); // Lua-accessible /** Marks the chunk as failed-to-load */ void ChunkLoadFailed(int a_ChunkX, int a_ChunkZ); /** Marks the chunk as being regenerated - all its clients want that chunk again (used by cWorld::RegenerateChunk()) */ void MarkChunkRegenerating(int a_ChunkX, int a_ChunkZ); bool IsChunkLighted(int a_ChunkX, int a_ChunkZ); /** Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully */ bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback); /** Calls the callback for each loaded chunk. Returns true if all chunks have been processed successfully */ bool ForEachLoadedChunk(cFunctionRef a_Callback) const; /** Writes the block area into the specified coords. Returns true if all chunks have been processed. Prefer cBlockArea::Write() instead. */ bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes); /** Returns the number of valid chunks and the number of dirty chunks */ void GetChunkStats(int & a_NumChunksValid, int & a_NumChunksDirty) const; /** Grows the plant at the specified position by at most a_NumStages. The block's Grow handler is invoked. Returns the number of stages the plant has grown, 0 if not a plant. */ int GrowPlantAt(Vector3i a_BlockPos, int a_NumStages = 1); /** Causes the specified block to be ticked on the next Tick() call. Plugins can use this via the cWorld:SetNextBlockToTick() API. Only one block coord per chunk may be set, a second call overwrites the first call */ void SetNextBlockToTick(const Vector3i a_BlockPos); /** Make a Mob census, of all mobs, their family, their chunk and their distance to closest player */ void CollectMobCensus(cMobCensus & a_ToFill); /** Try to Spawn Monsters inside all Chunks */ void SpawnMobs(cMobSpawner & a_MobSpawner); void Tick(std::chrono::milliseconds a_Dt); /** Ticks a single block. Used by cWorld::TickQueuedBlocks() to tick the queued blocks */ void TickBlock(const Vector3i a_BlockPos); void UnloadUnusedChunks(void); void SaveAllChunks(void) const; cWorld * GetWorld(void) const { return m_World; } size_t GetNumChunks(void) const; /** Returns the number of unused dirty chunks. Those are chunks that we can save and then unload */ size_t GetNumUnusedDirtyChunks(void) const; void ChunkValidated(void); // Called by chunks that have become valid /** Returns the CS for locking the chunkmap; only cWorld::cLock may use this function! */ cCriticalSection & GetCS(void) const { return m_CSChunks; } /** Increments (a_AlwaysTicked == true) or decrements (false) the m_AlwaysTicked counter for the specified chunk. If the m_AlwaysTicked counter is greater than zero, the chunk is ticked in the tick-thread regardless of whether it has any clients or not. This function allows nesting and task-concurrency (multiple separate tasks can request ticking and as long as at least one requests is active the chunk will be ticked). */ void SetChunkAlwaysTicked(int a_ChunkX, int a_ChunkZ, bool a_AlwaysTicked); /** Adds this chunkmap's CS to the DeadlockDetect's tracked CSs. */ void TrackInDeadlockDetect(cDeadlockDetect & a_DeadlockDetect, const AString & a_WorldName); /** Removes this chunkmap's CS from the DeadlockDetect's tracked CSs. */ void UntrackInDeadlockDetect(cDeadlockDetect & a_DeadlockDetect); private: // Chunks query their neighbors using FindChunk(), while being ticked friend class cChunk; // The chunkstay can (de-)register itself using AddChunkStay() and DelChunkStay() friend class cChunkStay; typedef std::list cChunkStays; mutable cCriticalSection m_CSChunks; /** A map of chunk coordinates to chunks. Uses a map (as opposed to unordered_map) because sorted maps are apparently faster. */ std::map m_Chunks; cEvent m_evtChunkValid; // Set whenever any chunk becomes valid, via ChunkValidated() cWorld * m_World; /** The cChunkStay descendants that are currently enabled in this chunkmap */ cChunkStays m_ChunkStays; /** Returns or creates and returns a chunk pointer corresponding to the given chunk coordinates. Emplaces this chunk in the chunk map. */ cChunk & ConstructChunk(int a_ChunkX, int a_ChunkZ); /** Constructs a chunk and queues it for loading / generating if not valid, returning it */ cChunk & GetChunk(int a_ChunkX, int a_ChunkZ); /** Locates a chunk ptr in the chunkmap; doesn't create it when not found; assumes m_CSChunks is locked. To be called only from cChunkMap. */ cChunk * FindChunk(int a_ChunkX, int a_ChunkZ); /** Locates a chunk ptr in the chunkmap; doesn't create it when not found; assumes m_CSChunks is locked. To be called only from cChunkMap. */ const cChunk * FindChunk(int a_ChunkX, int a_ChunkZ) const; /** Adds a new cChunkStay descendant to the internal list of ChunkStays; loads its chunks. To be used only by cChunkStay; others should use cChunkStay::Enable() instead */ void AddChunkStay(cChunkStay & a_ChunkStay); /** Removes the specified cChunkStay descendant from the internal list of ChunkStays. To be used only by cChunkStay; others should use cChunkStay::Disable() instead */ void DelChunkStay(cChunkStay & a_ChunkStay); };