1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
|
#include "Globals.h"
#include "ChunkGenerator.h"
#include "../IniFile.h"
#include "ChunkDesc.h"
#include "ComposableGenerator.h"
#include "Noise3DGenerator.h"
#include "FastRandom.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_Seed(0), // Will be overwritten by the actual generator
m_Generator(nullptr),
m_PluginInterface(nullptr),
m_ChunkSink(nullptr)
{
}
cChunkGenerator::~cChunkGenerator()
{
Stop();
}
bool cChunkGenerator::Start(cPluginInterface & a_PluginInterface, cChunkSink & a_ChunkSink, cIniFile & a_IniFile)
{
m_PluginInterface = &a_PluginInterface;
m_ChunkSink = &a_ChunkSink;
// Get the seed; create a new one and log it if not found in the INI file:
if (a_IniFile.HasValue("Seed", "Seed"))
{
m_Seed = a_IniFile.GetValueI("Seed", "Seed");
}
else
{
MTRand rnd;
m_Seed = rnd.randInt();
LOGINFO("Chosen a new random seed for world: %d", m_Seed);
a_IniFile.SetValueI("Seed", "Seed", m_Seed);
}
// Get the generator engine based on the INI file settings:
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 == nullptr)
{
LOGERROR("Generator could not start, aborting the server");
return false;
}
m_Generator->Initialize(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 = nullptr;
}
void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate, cChunkCoordCallback * a_Callback)
{
ASSERT(m_ChunkSink->IsChunkQueued(a_ChunkX, a_ChunkZ));
{
cCSLock Lock(m_CS);
// 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! (" SIZE_T_FMT ")", a_ChunkX, a_ChunkZ, m_Queue.size());
}
m_Queue.push_back(cQueueItem{a_ChunkX, a_ChunkZ, a_ForceGenerate, a_Callback});
}
m_Event.Set();
}
void cChunkGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
if (m_Generator != nullptr)
{
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 static_cast<int>(m_Queue.size());
}
EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
{
ASSERT(m_Generator != nullptr);
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);
int 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 static_cast<BLOCKTYPE>(BlockStringToType(a_Default));
}
return static_cast<BLOCKTYPE>(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.empty())
{
if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC))
{
LOG("Chunk generator performance: %.2f ch / sec (%d ch total)",
static_cast<double>(NumChunksGenerated) * CLOCKS_PER_SEC/ (clock() - GenerationStart),
NumChunksGenerated
);
}
cCSUnlock Unlock(Lock);
m_Event.Wait();
if (m_ShouldTerminate)
{
return;
}
NumChunksGenerated = 0;
GenerationStart = clock();
LastReportTick = clock();
}
if (m_Queue.empty())
{
// Sometimes the queue remains empty
// If so, we can't do any front() operations on it!
continue;
}
cQueueItem item = m_Queue.front(); // Get next chunk from the queue
bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
m_Queue.erase(m_Queue.begin()); // Remove the item from the queue
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 / sec (%d ch total)",
static_cast<double>(NumChunksGenerated) * CLOCKS_PER_SEC / (clock() - GenerationStart),
NumChunksGenerated
);
LastReportTick = clock();
}
// Skip the chunk if it's already generated and regeneration is not forced. Report as success:
if (!item.m_ForceGenerate && m_ChunkSink->IsChunkValid(item.m_ChunkX, item.m_ChunkZ))
{
LOGD("Chunk [%d, %d] already generated, skipping generation", item.m_ChunkX, item.m_ChunkZ);
if (item.m_Callback != nullptr)
{
item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ, true);
}
continue;
}
// Skip the chunk if the generator is overloaded:
if (SkipEnabled && !m_ChunkSink->HasChunkAnyClients(item.m_ChunkX, item.m_ChunkZ))
{
LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d]", item.m_ChunkX, item.m_ChunkZ);
if (item.m_Callback != nullptr)
{
item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ, false);
}
continue;
}
// Generate the chunk:
LOGD("Generating chunk [%d, %d]", item.m_ChunkX, item.m_ChunkZ);
DoGenerate(item.m_ChunkX, item.m_ChunkZ);
if (item.m_Callback != nullptr)
{
item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ, true);
}
NumChunksGenerated++;
} // while (!bStop)
}
void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ)
{
ASSERT(m_PluginInterface != nullptr);
ASSERT(m_ChunkSink != nullptr);
ASSERT(m_ChunkSink->IsChunkQueued(a_ChunkX, a_ChunkZ));
cChunkDesc ChunkDesc(a_ChunkX, a_ChunkZ);
m_PluginInterface->CallHookChunkGenerating(ChunkDesc);
m_Generator->DoGenerate(a_ChunkX, a_ChunkZ, ChunkDesc);
m_PluginInterface->CallHookChunkGenerated(ChunkDesc);
#ifdef _DEBUG
// Verify that the generator has produced valid data:
ChunkDesc.VerifyHeightmap();
#endif
m_ChunkSink->OnChunkGenerated(ChunkDesc);
}
////////////////////////////////////////////////////////////////////////////////
// cChunkGenerator::cGenerator:
cChunkGenerator::cGenerator::cGenerator(cChunkGenerator & a_ChunkGenerator) :
m_ChunkGenerator(a_ChunkGenerator)
{
}
void cChunkGenerator::cGenerator::Initialize(cIniFile & a_IniFile)
{
UNUSED(a_IniFile);
}
EMCSBiome cChunkGenerator::cGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
{
cChunkDef::BiomeMap Biomes;
int Y = 0;
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, Y, a_BlockZ, ChunkX, ChunkZ);
GenerateBiomes(ChunkX, ChunkZ, Biomes);
return cChunkDef::GetBiome(Biomes, a_BlockX, a_BlockZ);
}
|