#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cChunkMap.h"
#include "cWorld.h"
#include "cRoot.h"
#include "cMakeDir.h"
#include "cPlayer.h"
#include "BlockID.h"
#include "cItem.h"
#include "cPickup.h"
#ifndef _WIN32
#include <cstdlib> // abs
#endif
#include "zlib.h"
#include <json/json.h>
#define RECI_RAND_MAX (1.f/RAND_MAX)
inline float fRadRand( float a_Radius )
{
MTRand r1;
return ((float)r1.rand() * RECI_RAND_MAX)*a_Radius - a_Radius*0.5f;
}
////////////////////////////////////////////////////////////////////////////////
// cChunkMap:
cChunkMap::cChunkMap(cWorld * a_World )
: m_World( a_World )
{
}
cChunkMap::~cChunkMap()
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
delete *itr;
} // for itr - m_Layers[]
}
void cChunkMap::RemoveLayer( cChunkLayer* a_Layer )
{
cCSLock Lock(m_CSLayers);
m_Layers.remove(a_Layer);
}
cChunkMap::cChunkLayer * cChunkMap::GetLayer(int a_LayerX, int a_LayerZ)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
if (((*itr)->GetX() == a_LayerX) && ((*itr)->GetZ() == a_LayerZ))
{
return *itr;
}
}
// Not found, create new:
cChunkLayer * Layer = new cChunkLayer(a_LayerX, a_LayerZ, this);
if (Layer == NULL)
{
LOGERROR("cChunkMap: Cannot create new layer, server out of memory?");
return NULL;
}
m_Layers.push_back(Layer);
return Layer;
}
cChunkMap::cChunkLayer * cChunkMap::GetLayerForChunk( int a_ChunkX, int a_ChunkZ )
{
const int LayerX = (int)(floorf((float)a_ChunkX / (float)(LAYER_SIZE)));
const int LayerZ = (int)(floorf((float)a_ChunkZ / (float)(LAYER_SIZE)));
return GetLayer( LayerX, LayerZ );
}
cChunkPtr cChunkMap::GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
{
// No need to lock m_CSLayers, since it's already locked by the operation that called us
cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ );
if (Layer == NULL)
{
// An error must have occurred, since layers are automatically created if they don't exist
return NULL;
}
cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return NULL;
}
if (!(Chunk->IsValid()))
{
m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ, true);
}
return Chunk;
}
cChunkPtr cChunkMap::GetChunkNoGen( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
{
// No need to lock m_CSLayers, since it's already locked by the operation that called us
cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ );
if (Layer == NULL)
{
// An error must have occurred, since layers are automatically created if they don't exist
return NULL;
}
cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return NULL;
}
if (!(Chunk->IsValid()))
{
m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ, false);
}
return Chunk;
}
cChunkPtr cChunkMap::GetChunkNoLoad( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
{
// No need to lock m_CSLayers, since it's already locked by the operation that called us
cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ );
if (Layer == NULL)
{
// An error must have occurred, since layers are automatically created if they don't exist
return NULL;
}
return Layer->GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
}
void cChunkMap::BroadcastToChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const cPacket & a_Packet, cClientHandle * a_Exclude)
{
// Broadcasts a_Packet to all clients in the chunk where block [x, y, z] is, except to client a_Exclude
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->Broadcast(a_Packet, a_Exclude);
}
void cChunkMap::BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, const cPacket * a_Packet, cClientHandle * a_Exclude)
{
// Broadcasts a_Packet to all clients in the chunk where block [x, y, z] is, except to client a_Exclude
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
BlockToChunk(a_X, a_Y, a_Z, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk == NULL)
{
return;
}
// It's perfectly legal to broadcast packets even to invalid chunks!
Chunk->Broadcast(a_Packet, a_Exclude);
}
void cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z)
{
// a_Player rclked block entity at the coords specified, handle it
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
BlockToChunk(a_X, a_Y, a_Z, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return;
}
Chunk->UseBlockEntity(a_Player, a_X, a_Y, a_Z);
}
void cChunkMap::MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return;
}
Chunk->MarkDirty();
}
void cChunkMap::MarkChunkSaving(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return;
}
Chunk->MarkSaving();
}
void cChunkMap::MarkChunkSaved (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return;
}
Chunk->MarkSaved();
}
void cChunkMap::ChunkDataLoaded(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return;
}
Chunk->SetAllData(a_BlockData, a_Entities, a_BlockEntities);
Chunk->MarkLoaded();
}
void cChunkMap::ChunkDataGenerated(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return;
}
Chunk->SetAllData(a_BlockData, a_Entities, a_BlockEntities);
// TODO: This has to go - lighting takes way too long to execute in a locked ChunkMap!
Chunk->CalculateLighting();
Chunk->SetValid();
Chunk->MarkDirty();
}
void cChunkMap::GetChunkData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cChunkDataCallback * a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return;
}
Chunk->GetAllData(a_Callback);
}
bool cChunkMap::GetChunkBlocks(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_Blocks)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return false;
}
Chunk->GetBlocks(a_Blocks);
return true;
}
bool cChunkMap::IsChunkValid(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkY, a_ChunkZ);
return (Chunk != NULL) && Chunk->IsValid();
}
bool cChunkMap::HasChunkAnyClients(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
return (Chunk != NULL) && Chunk->HasAnyClients();
}
void cChunkMap::SpreadChunkLighting(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if ((Chunk != NULL) && Chunk->IsValid())
{
// TODO: Rewrite this to call Chunk's lighting without any parameters
Chunk->SpreadLight( Chunk->pGetSkyLight() );
Chunk->SpreadLight( Chunk->pGetLight() );
}
}
int cChunkMap::GetHeight(int a_BlockX, int a_BlockZ)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ, BlockY = 0;
AbsoluteToRelative(a_BlockX, BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk == NULL)
{
return 0;
}
// Wait for the chunk to become valid:
while (!Chunk->IsValid())
{
GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ); // Re-queue (in case it managed to get unloaded before we caught it
cCSUnlock Unlock(Lock);
m_evtChunkValid.Wait();
}
return Chunk->GetHeight(a_BlockX, a_BlockZ);
}
void cChunkMap::FastSetBlocks(sSetBlockList & a_BlockList)
{
sSetBlockList Failed;
// Process all items from a_BlockList, either successfully or by placing into Failed
while (!a_BlockList.empty())
{
int ChunkX = a_BlockList.front().ChunkX;
int ChunkZ = a_BlockList.front().ChunkZ;
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if ((Chunk != NULL) && Chunk->IsValid())
{
for (sSetBlockList::iterator itr = a_BlockList.begin(); itr != a_BlockList.end();)
{
if ((itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ))
{
Chunk->FastSetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
itr = a_BlockList.erase(itr);
}
else
{
++itr;
}
} // for itr - a_BlockList[]
}
else
{
// The chunk is not valid, move all blocks within this chunk to Failed
for (sSetBlockList::iterator itr = a_BlockList.begin(); itr != a_BlockList.end();)
{
if ((itr->ChunkX == ChunkX) && (itr->ChunkZ == ChunkZ))
{
Failed.push_back(*itr);
itr = a_BlockList.erase(itr);
}
else
{
++itr;
}
} // for itr - a_BlockList[]
}
}
// Return the failed:
std::swap(Failed, a_BlockList);
}
void cChunkMap::CollectPickupsByPlayer(cPlayer * a_Player)
{
int BlockX = (int)(a_Player->GetPosX()); // Truncating doesn't matter much; we're scanning entire chunks anyway
int BlockY = (int)(a_Player->GetPosY());
int BlockZ = (int)(a_Player->GetPosZ());
int ChunkX, ChunkZ, ChunkY = ZERO_CHUNK_Y;
AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
int OtherChunkX = ChunkX + ((BlockX > 8) ? 1 : -1);
int OtherChunkZ = ChunkZ + ((BlockZ > 8) ? 1 : -1);
cCSLock Lock(m_CSLayers);
GetChunkNoGen(ChunkX, ChunkY, ChunkZ)->CollectPickupsByPlayer(a_Player);
// Check the neighboring chunks as well:
GetChunkNoGen(OtherChunkX, ChunkY, ChunkZ )->CollectPickupsByPlayer(a_Player);
GetChunkNoGen(OtherChunkX, ChunkY, OtherChunkZ)->CollectPickupsByPlayer(a_Player);
GetChunkNoGen(ChunkX, ChunkY, ChunkZ )->CollectPickupsByPlayer(a_Player);
GetChunkNoGen(ChunkX, ChunkY, OtherChunkZ)->CollectPickupsByPlayer(a_Player);
}
char cChunkMap::GetBlock(int a_X, int a_Y, int a_Z)
{
int ChunkX, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkZ );
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if ((Chunk != NULL) && Chunk->IsValid())
{
return Chunk->GetBlock(a_X, a_Y, a_Z);
}
return 0;
}
char cChunkMap::GetBlockMeta(int a_X, int a_Y, int a_Z)
{
int ChunkX, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkZ );
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
if ((Chunk != NULL) && Chunk->IsValid() )
{
// Although it is called GetLight(), it actually gets meta when passed the Meta field
return Chunk->GetLight( Chunk->pGetMeta(), a_X, a_Y, a_Z );
}
return 0;
}
void cChunkMap::SetBlockMeta(int a_X, int a_Y, int a_Z, char a_BlockMeta)
{
int ChunkX, ChunkZ;
AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkZ );
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
if ((Chunk != NULL) && Chunk->IsValid() )
{
// Although it is called SetLight(), it actually sets meta when passed the Meta field
Chunk->SetLight( Chunk->pGetMeta(), a_X, a_Y, a_Z, a_BlockMeta );
Chunk->SendBlockTo( a_X, a_Y, a_Z, NULL );
}
}
void cChunkMap::SetBlock(int a_X, int a_Y, int a_Z, char a_BlockType, char a_BlockMeta)
{
int ChunkX, ChunkZ, X = a_X, Y = a_Y, Z = a_Z;
AbsoluteToRelative( X, Y, Z, ChunkX, ChunkZ );
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
if ((Chunk != NULL) && Chunk->IsValid())
{
Chunk->SetBlock(X, Y, Z, a_BlockType, a_BlockMeta );
}
}
bool cChunkMap::DigBlock(int a_X, int a_Y, int a_Z, cItem & a_PickupItem)
{
int PosX = a_X, PosY = a_Y, PosZ = a_Z, ChunkX, ChunkZ;
AbsoluteToRelative( PosX, PosY, PosZ, ChunkX, ChunkZ );
{
cCSLock Lock(m_CSLayers);
cChunkPtr DestChunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
if ((DestChunk == NULL) || !DestChunk->IsValid())
{
return false;
}
DestChunk->SetBlock(PosX, PosY, PosZ, E_BLOCK_AIR, 0 );
}
m_World->GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
if ( !a_PickupItem.IsEmpty() )
{
cPickup * Pickup = new cPickup( a_X * 32 + 16 + (int)fRadRand(16.f), a_Y * 32 + 16 + (int)fRadRand(16.f), a_Z * 32 + 16 + (int)fRadRand(16.f), a_PickupItem );
Pickup->Initialize(m_World);
}
return true;
}
void cChunkMap::SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player)
{
int ChunkX, ChunkZ;
AbsoluteToRelative(a_X, a_Y, a_Z, ChunkX, ChunkZ);
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk->IsValid())
{
Chunk->SendBlockTo(a_X, a_Y, a_Z, a_Player->GetClientHandle());
}
}
void cChunkMap::CompareChunkClients(int a_ChunkX1, int a_ChunkY1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkY2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk1 = GetChunkNoGen(a_ChunkX1, a_ChunkY1, a_ChunkZ1);
if (Chunk1 == NULL)
{
return;
}
cChunkPtr Chunk2 = GetChunkNoGen(a_ChunkX2, a_ChunkY2, a_ChunkZ2);
if (Chunk2 == NULL)
{
return;
}
cClientHandleList Clients1(Chunk1->GetAllClients());
cClientHandleList Clients2(Chunk2->GetAllClients());
// Find "removed" clients:
for (cClientHandleList::iterator itr1 = Clients1.begin(); itr1 != Clients1.end(); ++itr1)
{
bool Found = false;
for (cClientHandleList::iterator itr2 = Clients2.begin(); itr2 != Clients2.end(); ++itr2)
{
if (*itr1 == *itr2)
{
Found = true;
break;
}
} // for itr2 - Clients2[]
if (!Found)
{
a_Callback.Removed(*itr1);
}
} // for itr1 - Clients1[]
// Find "added" clients:
for (cClientHandleList::iterator itr2 = Clients2.begin(); itr2 != Clients2.end(); ++itr2)
{
bool Found = false;
for (cClientHandleList::iterator itr1 = Clients1.begin(); itr1 != Clients1.end(); ++itr1)
{
if (*itr1 == *itr2)
{
Found = true;
break;
}
} // for itr1 - Clients1[]
if (!Found)
{
a_Callback.Added(*itr2);
}
} // for itr2 - Clients2[]
}
bool cChunkMap::AddChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return false;
}
return Chunk->AddClient(a_Client);
}
void cChunkMap::RemoveChunkClient(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return;
}
Chunk->RemoveClient(a_Client);
}
void cChunkMap::RemoveClientFromChunks(cClientHandle * a_Client, const cChunkCoordsList & a_Chunks)
{
cCSLock Lock(m_CSLayers);
for (cChunkCoordsList::const_iterator itr = a_Chunks.begin(); itr != a_Chunks.end(); ++itr)
{
GetChunkNoGen(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ)->RemoveClient(a_Client);
}
}
bool cChunkMap::SendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return false;
}
Chunk->SendTo(a_Client);
return true;
}
void cChunkMap::MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr OldChunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkY(), a_Entity->GetChunkZ());
if (OldChunk != NULL)
{
OldChunk->RemoveEntity(a_Entity);
}
cChunkPtr NewChunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if (NewChunk != NULL)
{
NewChunk->AddEntity(a_Entity);
}
}
void cChunkMap::RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if ((Chunk == NULL) && !Chunk->IsValid())
{
return;
}
Chunk->RemoveEntity(a_Entity);
}
void cChunkMap::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
GetChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
}
/// Loads the chunk synchronously, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before)
bool cChunkMap::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
// Internal error
return false;
}
if (Chunk->IsValid())
{
// Already loaded
return true;
}
if (Chunk->HasLoadFailed())
{
// Already tried loading and it failed
return false;
}
}
return m_World->GetStorage().LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
}
/// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid()
void cChunkMap::LoadChunks(const cChunkCoordsList & a_Chunks)
{
for (cChunkCoordsList::const_iterator itr = a_Chunks.begin(); itr != a_Chunks.end(); ++itr)
{
LoadChunk(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
} // for itr - a_Chunks[]
}
void cChunkMap::ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkY, a_ChunkZ);
if (Chunk == NULL)
{
return;
}
Chunk->MarkLoadFailed();
}
void cChunkMap::UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
BlockToChunk(a_X, a_Y, a_Z, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return;
}
Chunk->UpdateSign(a_X, a_Y, a_Z, a_Line1, a_Line2, a_Line3, a_Line4);
}
void cChunkMap::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
{
cCSLock Lock(m_CSLayers);
for (cChunkCoordsList::const_iterator itr = a_Chunks.begin(); itr != a_Chunks.end(); ++itr)
{
cChunkPtr Chunk = GetChunkNoLoad(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
if (Chunk == NULL)
{
continue;
}
Chunk->Stay(a_Stay);
}
}
void cChunkMap::Tick( float a_Dt, MTRand & a_TickRandom )
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->Tick(a_Dt, a_TickRandom);
} // for itr - m_Layers
}
void cChunkMap::UnloadUnusedChunks()
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->UnloadUnusedChunks();
} // for itr - m_Layers
}
void cChunkMap::SaveAllChunks(void)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->Save();
} // for itr - m_Layers[]
}
////////////////////////////////////////////////////////////////////////////////
// cChunkMap::cChunkLayer:
cChunkMap::cChunkLayer::cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Parent)
: m_LayerX( a_LayerX )
, m_LayerZ( a_LayerZ )
, m_Parent( a_Parent )
, m_NumChunksLoaded( 0 )
{
memset(m_Chunks, 0, sizeof(m_Chunks));
}
cChunkMap::cChunkLayer::~cChunkLayer()
{
for (int i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
{
delete m_Chunks[i];
} // for i - m_Chunks[]
}
cChunkPtr cChunkMap::cChunkLayer::GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
{
// Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check
const int LocalX = a_ChunkX - m_LayerX * LAYER_SIZE;
const int LocalZ = a_ChunkZ - m_LayerZ * LAYER_SIZE;
if (!((LocalX < LAYER_SIZE) && (LocalZ < LAYER_SIZE) && (LocalX > -1) && (LocalZ > -1)))
{
ASSERT(!"Asking a cChunkLayer for a chunk that doesn't belong to it!");
return NULL;
}
int Index = LocalX + LocalZ * LAYER_SIZE;
if (m_Chunks[Index] == NULL)
{
m_Chunks[Index] = new cChunk(a_ChunkX, 0, a_ChunkZ, m_Parent, m_Parent->GetWorld());
}
return m_Chunks[Index];
}
void cChunkMap::cChunkLayer::Tick(float a_Dt, MTRand & a_TickRand)
{
for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
// Only tick chunks that are valid and have clients:
if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients())
{
m_Chunks[i]->Tick(a_Dt, a_TickRand);
}
} // for i - m_Chunks[]
}
int cChunkMap::cChunkLayer::GetNumChunksLoaded(void) const
{
int NumChunks = 0;
for ( int i = 0; i < ARRAYCOUNT(m_Chunks); ++i )
{
if (m_Chunks[i] != NULL)
{
NumChunks++;
}
} // for i - m_Chunks[]
return NumChunks;
}
void cChunkMap::cChunkLayer::Save(void)
{
cWorld * World = m_Parent->GetWorld();
for (int i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
{
if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->IsDirty())
{
World->GetStorage().QueueSaveChunk(m_Chunks[i]->GetPosX(), m_Chunks[i]->GetPosY(), m_Chunks[i]->GetPosZ());
}
} // for i - m_Chunks[]
}
void cChunkMap::cChunkLayer::UnloadUnusedChunks(void)
{
for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
if ((m_Chunks[i] != NULL) && (m_Chunks[i]->CanUnload()))
{
// The cChunk destructor calls our GetChunk() while removing its entities
// so we still need to be able to return the chunk. Therefore we first delete, then NULLify
// Doing otherwise results in bug http://forum.mc-server.org/showthread.php?tid=355
delete m_Chunks[i];
m_Chunks[i] = NULL;
}
} // for i - m_Chunks[]
}
int cChunkMap::GetNumChunks(void)
{
cCSLock Lock(m_CSLayers);
int NumChunks = 0;
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
NumChunks += (*itr)->GetNumChunksLoaded();
}
return NumChunks;
}
void cChunkMap::ChunkValidated(void)
{
m_evtChunkValid.Set();
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cChunkStay:
cChunkStay::cChunkStay(cWorld * a_World) :
m_World(a_World),
m_IsEnabled(false)
{
}
cChunkStay::~cChunkStay()
{
Clear();
}
void cChunkStay::Clear(void)
{
if (m_IsEnabled)
{
Disable();
}
m_Chunks.clear();
}
void cChunkStay::Add(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
ASSERT(!m_IsEnabled);
for (cChunkCoordsList::const_iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
{
// Already present
return;
}
} // for itr - Chunks[]
m_Chunks.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
void cChunkStay::Remove(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
ASSERT(!m_IsEnabled);
for (cChunkCoordsList::const_iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
{
// Found, un-"stay"
m_Chunks.erase(itr);
return;
}
} // for itr - Chunks[]
}
void cChunkStay::Enable(void)
{
ASSERT(!m_IsEnabled);
m_World->ChunksStay(*this, true);
m_IsEnabled = true;
}
void cChunkStay::Disable(void)
{
ASSERT(m_IsEnabled);
m_World->ChunksStay(*this, false);
m_IsEnabled = false;
}