// WorldStorage.h // Interfaces to the cWorldStorage class representing the chunk loading / saving thread // This class decides which storage schema to use for saving; it queries all available schemas for loading // Also declares the base class for all storage schemas, cWSSchema // Helper serialization class cJsonChunkSerializer is declared as well #pragma once #ifndef WORLDSTORAGE_H_INCLUDED #define WORLDSTORAGE_H_INCLUDED #include "../ChunkDef.h" #include "../OSSupport/IsThread.h" #include "../OSSupport/Queue.h" // fwd: class cWorld; typedef cQueue cChunkCoordsQueue; /// Interface that all the world storage schemas need to implement class cWSSchema abstract { public: cWSSchema(cWorld * a_World) : m_World(a_World) {} virtual ~cWSSchema() {} // Force the descendants' destructors to be virtual virtual bool LoadChunk(const cChunkCoords & a_Chunk) = 0; virtual bool SaveChunk(const cChunkCoords & a_Chunk) = 0; virtual const AString GetName(void) const = 0; protected: cWorld * m_World; } ; typedef std::list cWSSchemaList; /// The actual world storage class class cWorldStorage : public cIsThread { typedef cIsThread super; public: cWorldStorage(void); ~cWorldStorage(); void QueueLoadChunk(int a_ChunkX, int a_ChunkZ); void QueueSaveChunk(int a_ChunkX, int a_ChunkZ); void UnqueueLoad(int a_ChunkX, int a_ChunkZ); void UnqueueSave(const cChunkCoords & a_Chunk); bool Start(cWorld * a_World, const AString & a_StorageSchemaName, int a_StorageCompressionFactor); // Hide the cIsThread's Start() method, we need to provide args void Stop(void); // Hide the cIsThread's Stop() method, we need to signal the event void WaitForFinish(void); void WaitForLoadQueueEmpty(void); void WaitForSaveQueueEmpty(void); size_t GetLoadQueueLength(void); size_t GetSaveQueueLength(void); protected: cWorld * m_World; AString m_StorageSchemaName; cChunkCoordsQueue m_LoadQueue; cChunkCoordsQueue m_SaveQueue; /// All the storage schemas (all used for loading) cWSSchemaList m_Schemas; /// The one storage schema used for saving cWSSchema * m_SaveSchema; /// Loads the chunk specified; returns true on success, false on failure bool LoadChunk(int a_ChunkX, int a_ChunkZ); void InitSchemas(int a_StorageCompressionFactor); virtual void Execute(void) override; cEvent m_Event; // Set when there's any addition to the queues /// Loads one chunk from the queue (if any queued); returns true if there are more chunks in the load queue bool LoadOneChunk(void); /// Saves one chunk from the queue (if any queued); returns true if there are more chunks in the save queue bool SaveOneChunk(void); } ; #endif // WORLDSTORAGE_H_INCLUDED