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#include "Globals.h"
#include "cChunkGenerator.h"
#include "cWorld.h"
#include "cWorldGenerator.h"
#include "cWorldGenerator_Test.h"
#include "WGFlat.h"
/// If the generation queue size exceeds this number, a warning will be output
const int QUEUE_WARNING_LIMIT = 1000;
/// If the generation queue size exceeds this number, chunks with no clients will be skipped
const int QUEUE_SKIP_LIMIT = 500;
cChunkGenerator::cChunkGenerator(void)
: super("cChunkGenerator")
, m_World(NULL)
, m_pWorldGenerator(NULL)
{
}
cChunkGenerator::~cChunkGenerator()
{
Stop();
}
bool cChunkGenerator::Start(cWorld * a_World, const AString & a_WorldGeneratorName)
{
m_World = a_World;
if (NoCaseCompare(a_WorldGeneratorName, "Test") == 0 )
{
m_pWorldGenerator = new cWorldGenerator_Test(a_World);
}
else if (NoCaseCompare(a_WorldGeneratorName, "flat") == 0)
{
m_pWorldGenerator = new cWGFlat(a_World);
}
else // Default
{
m_pWorldGenerator = new cWorldGenerator(a_World);
}
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_pWorldGenerator;
m_pWorldGenerator = NULL;
}
void cChunkGenerator::GenerateChunk(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::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();
}
void cChunkGenerator::Execute(void)
{
while (!m_ShouldTerminate)
{
cCSLock Lock(m_CS);
while (m_Queue.size() == 0)
{
cCSUnlock Unlock(Lock);
m_Event.Wait();
if (m_ShouldTerminate)
{
return;
}
}
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();
if (m_World->IsChunkValid(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ))
{
// Already generated, ignore request
continue;
}
if (SkipEnabled && !m_World->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ))
{
LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d, %d] (HasClients: %d)", coords.m_ChunkX, coords.m_ChunkY, 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);
} // while (!bStop)
}
void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
BLOCKTYPE BlockData[cChunkDef::BlockDataSize];
cEntityList Entities;
cBlockEntityList BlockEntities;
m_pWorldGenerator->GenerateChunk(a_ChunkX, a_ChunkY, a_ChunkZ, BlockData, Entities, BlockEntities);
m_World->ChunkDataGenerated(
a_ChunkX, a_ChunkY, a_ChunkZ,
BlockData,
BlockData + cChunkDef::MetaOffset,
BlockData + cChunkDef::LightOffset,
BlockData + cChunkDef::SkyLightOffset,
NULL,
Entities, BlockEntities
);
m_pWorldGenerator->PostGenerateChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
}
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