// 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 "../Entity.h"
#include "../BlockEntity.h"
#include "../BlockID.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::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 cWSSCompact (m_World));
m_Schemas.push_back(new cWSSAnvil (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_ChunkY, Save.m_ChunkZ))
{
m_World->MarkChunkSaving(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
if (m_SaveSchema->SaveChunk(Save))
{
m_World->MarkChunkSaved(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
}
else
{
LOGWARNING("Cannot save chunk [%d, %d, %d]", Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
}
}
return HasMore;
}
bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
if (m_World->IsChunkValid(a_ChunkX, a_ChunkY, 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;
}