// 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 "cChunk.h" #include "cIsThread.h" #include // fwd: class cEntity; class cBlockEntity; /// 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; /// Helper class for serializing a chunk into Json class cJsonChunkSerializer : public cChunkDataCallback { public: cJsonChunkSerializer(void); Json::Value & GetRoot (void) {return m_Root; } AString & GetBlockData(void) {return m_BlockData; } bool HasJsonData (void) const {return m_HasJsonData; } protected: // BlockData is serialized into string AString m_BlockData; // Entities and BlockEntities are serialized to Json Json::Value m_Root; Json::Value m_AllChests; Json::Value m_AllFurnaces; Json::Value m_AllSigns; bool m_HasJsonData; // cChunkDataCallback overrides: virtual void BlockData (const char * a_Data) override; virtual void Entity (cEntity * a_Entity) override; virtual void BlockEntity(cBlockEntity * a_Entity) override; } ; /// The actual world storage class class cWorldStorage : public cIsThread { typedef cIsThread super; public: cWorldStorage(void); ~cWorldStorage(); void QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Queues the chunk for loading; if not loaded, the chunk will be generated void QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); void UnqueueLoad(const cChunkCoords & a_Chunk); void UnqueueSave(const cChunkCoords & a_Chunk); bool Start(cWorld * a_World, const AString & a_StorageSchemaName); // Hide the cIsThread's Start() method, we need to provide args void WaitForFinish(void); void WaitForQueuesEmpty(void); int GetLoadQueueLength(void); int GetSaveQueueLength(void); protected: cWorld * m_World; AString m_StorageSchemaName; // Both queues are locked by the same CS cCriticalSection m_CSQueues; cChunkCoordsList m_LoadQueue; cChunkCoordsList m_SaveQueue; cEvent m_Event; // Set when there's any addition to the queues cEvent m_evtRemoved; // Set when an item has been removed from the queue, either by the worker thread or the Unqueue methods /// All the storage schemas (all used for loading) cWSSchemaList m_Schemas; /// The one storage schema used for saving cWSSchema * m_SaveSchema; void InitSchemas(void); virtual void Execute(void) override; /// 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); /// Loads the chunk specified; returns true on success, false on failure bool LoadChunk(const cChunkCoords & a_Chunk); } ; #endif // WORLDSTORAGE_H_INCLUDED