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authorTiger Wang <ziwei.tiger@outlook.com>2021-01-06 01:35:42 +0100
committerTiger Wang <ziwei.tiger@outlook.com>2021-01-12 13:34:34 +0100
commit054a89dd9e5d6819adede9d7ba781b69f98ff2f4 (patch)
tree820a104cae2d9e4ec912b0a1bd7debac52cf4cc9 /src/World.cpp
parentConvert most calls to blocking GetHeight/GetBiomeAt to direct chunk accesses (diff)
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Diffstat (limited to '')
-rw-r--r--src/World.cpp367
1 files changed, 63 insertions, 304 deletions
diff --git a/src/World.cpp b/src/World.cpp
index 6b224b634..7f6fa0d10 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -234,8 +234,7 @@ cWorld::cWorld(
Serializer.Load();
// Track the CSs used by this world in the deadlock detector:
- a_DeadlockDetect.TrackCriticalSection(m_CSClients, Printf("World %s clients", m_WorldName.c_str()));
- a_DeadlockDetect.TrackCriticalSection(m_CSTasks, Printf("World %s tasks", m_WorldName.c_str()));
+ a_DeadlockDetect.TrackCriticalSection(m_CSTasks, Printf("World %s tasks", m_WorldName.c_str()));
// Load world settings from the ini file
cIniFile IniFile;
@@ -914,16 +913,6 @@ void cWorld::InitializeAndLoadMobSpawningValues(cIniFile & a_IniFile)
void cWorld::Stop(cDeadlockDetect & a_DeadlockDetect)
{
- // Delete the clients that have been in this world:
- {
- cCSLock Lock(m_CSClients);
- for (auto itr = m_Clients.begin(); itr != m_Clients.end(); ++itr)
- {
- (*itr)->Destroy();
- } // for itr - m_Clients[]
- m_Clients.clear();
- }
-
// Write settings to file; these are all plugin changeable values - keep updated!
cIniFile IniFile;
IniFile.ReadFile(m_IniFileName);
@@ -951,7 +940,6 @@ void cWorld::Stop(cDeadlockDetect & a_DeadlockDetect)
m_ChunkSender.Stop();
m_Storage.Stop(); // Waits for thread to finish
- a_DeadlockDetect.UntrackCriticalSection(m_CSClients);
a_DeadlockDetect.UntrackCriticalSection(m_CSTasks);
m_ChunkMap.UntrackInDeadlockDetect(a_DeadlockDetect);
@@ -1009,26 +997,10 @@ void cWorld::Tick(std::chrono::milliseconds a_Dt, std::chrono::milliseconds a_La
}
}
- // Add entities waiting in the queue to be added:
- cEntityList EntitiesToAdd;
- {
- // Don't access chunkmap while holding lock
- cCSLock Lock(m_CSEntitiesToAdd);
- std::swap(EntitiesToAdd, m_EntitiesToAdd);
- }
- for (auto & Entity : EntitiesToAdd)
- {
- m_ChunkMap.AddEntity(std::move(Entity));
- }
- EntitiesToAdd.clear();
-
- // Add players waiting in the queue to be added:
- AddQueuedPlayers();
-
- TickClients(static_cast<float>(a_Dt.count()));
TickQueuedBlocks();
- m_ChunkMap.Tick(a_Dt); // Tick chunk after clients to apply at least one round of queued ticks (e.g. cBlockHandler::Check) this tick
+ m_ChunkMap.Tick(a_Dt);
TickMobs(a_Dt);
+ TickQueuedEntityAdditions();
m_MapManager.TickMaps();
TickQueuedTasks();
@@ -1179,6 +1151,45 @@ void cWorld::TickMobs(std::chrono::milliseconds a_Dt)
+void cWorld::TickQueuedEntityAdditions(void)
+{
+ decltype(m_EntitiesToAdd) EntitiesToAdd;
+ {
+ cCSLock Lock(m_CSEntitiesToAdd);
+ EntitiesToAdd = std::move(m_EntitiesToAdd);
+ }
+
+ // Ensures m_Players manipulation happens under the chunkmap lock.
+ cLock Lock(*this);
+
+ // Add entities waiting in the queue to be added:
+ for (auto & Item: EntitiesToAdd)
+ {
+ const auto Entity = Item.first.get();
+
+ if (Entity->IsPlayer())
+ {
+ const auto Player = static_cast<cPlayer *>(Entity);
+
+ LOGD("Adding player %s to world \"%s\".", Player->GetName().c_str(), m_WorldName.c_str());
+ ASSERT(std::find(m_Players.begin(), m_Players.end(), Player) == m_Players.end()); // Is it already in the list? HOW?
+
+ m_Players.push_back(Player);
+ }
+
+ m_ChunkMap.AddEntity(std::move(Item.first));
+
+ if (const auto OldWorld = Item.second; OldWorld != nullptr)
+ {
+ cRoot::Get()->GetPluginManager()->CallHookEntityChangedWorld(*Entity, *OldWorld);
+ }
+ }
+}
+
+
+
+
+
void cWorld::TickQueuedTasks(void)
{
// Move the tasks to be executed to a seperate vector to avoid deadlocks on accessing m_Tasks
@@ -1218,57 +1229,6 @@ void cWorld::TickQueuedTasks(void)
-void cWorld::TickClients(float a_Dt)
-{
- cClientHandlePtrs RemoveClients;
- {
- cCSLock Lock(m_CSClients);
-
- // Remove clients scheduled for removal:
- for (auto itr = m_ClientsToRemove.begin(), end = m_ClientsToRemove.end(); itr != end; ++itr)
- {
- for (auto itrC = m_Clients.begin(), endC = m_Clients.end(); itrC != endC; ++itrC)
- {
- if (itrC->get() == *itr)
- {
- m_Clients.erase(itrC);
- break;
- }
- }
- } // for itr - m_ClientsToRemove[]
- m_ClientsToRemove.clear();
-
- // Add clients scheduled for adding:
- for (auto itr = m_ClientsToAdd.begin(), end = m_ClientsToAdd.end(); itr != end; ++itr)
- {
- ASSERT(std::find(m_Clients.begin(), m_Clients.end(), *itr) == m_Clients.end());
- m_Clients.push_back(*itr);
- } // for itr - m_ClientsToRemove[]
- m_ClientsToAdd.clear();
-
- // Tick the clients, take out those that have been destroyed into RemoveClients
- for (auto itr = m_Clients.begin(); itr != m_Clients.end();)
- {
- if ((*itr)->IsDestroyed())
- {
- // Remove the client later, when CS is not held, to avoid deadlock
- RemoveClients.push_back(*itr);
- itr = m_Clients.erase(itr);
- continue;
- }
- (*itr)->Tick(a_Dt);
- ++itr;
- } // for itr - m_Clients[]
- }
-
- // Delete the clients queued for removal:
- RemoveClients.clear();
-}
-
-
-
-
-
void cWorld::UpdateSkyDarkness(void)
{
int TempTime = std::chrono::duration_cast<cTickTime>(m_TimeOfDay).count();
@@ -2421,123 +2381,6 @@ void cWorld::CollectPickupsByPlayer(cPlayer & a_Player)
-void cWorld::AddPlayer(std::unique_ptr<cPlayer> a_Player, cWorld * a_OldWorld)
-{
- cCSLock Lock(m_CSPlayersToAdd);
- m_PlayersToAdd.emplace_back(std::move(a_Player), a_OldWorld);
-}
-
-
-
-
-
-std::unique_ptr<cPlayer> cWorld::RemovePlayer(cPlayer & a_Player)
-{
- // Check the chunkmap
- std::unique_ptr<cPlayer> PlayerPtr(static_cast<cPlayer *>(m_ChunkMap.RemoveEntity(a_Player).release()));
-
- if (PlayerPtr != nullptr)
- {
- // Player found in the world, tell it it's being removed
- PlayerPtr->OnRemoveFromWorld(*this);
- }
- else // Check the awaiting players list
- {
- cCSLock Lock(m_CSPlayersToAdd);
- auto itr = std::find_if(m_PlayersToAdd.begin(), m_PlayersToAdd.end(),
- [&](const decltype(m_PlayersToAdd)::value_type & value)
- {
- return (value.first.get() == &a_Player);
- }
- );
-
- if (itr != m_PlayersToAdd.end())
- {
- PlayerPtr = std::move(itr->first);
- m_PlayersToAdd.erase(itr);
- }
- }
-
- // Remove from the player list
- {
- cLock Lock(*this);
- LOGD("Removing player %s from world \"%s\"", a_Player.GetName().c_str(), m_WorldName.c_str());
- m_Players.remove(&a_Player);
- }
-
- // Remove the player's client from the list of clients to be ticked:
- cClientHandle * Client = a_Player.GetClientHandle();
- if (Client != nullptr)
- {
- Client->RemoveFromWorld();
- m_ChunkMap.RemoveClientFromChunks(Client);
- cCSLock Lock(m_CSClients);
- m_ClientsToRemove.push_back(Client);
- }
-
- return PlayerPtr;
-}
-
-
-
-
-
-#ifdef _DEBUG
-bool cWorld::IsPlayerReferencedInWorldOrChunk(cPlayer & a_Player)
-{
- {
- cLock lock(*this);
- auto * Chunk = a_Player.GetParentChunk();
- if (Chunk && Chunk->HasEntity(a_Player.GetUniqueID()))
- {
- return true;
- }
- }
-
- {
- cCSLock Lock(m_CSPlayersToAdd);
- if (std::find_if(
- m_PlayersToAdd.begin(), m_PlayersToAdd.end(),
- [&a_Player](const cAwaitingPlayerList::value_type & Item) { return Item.first.get() == &a_Player; }) != m_PlayersToAdd.end()
- )
- {
- return true;
- }
- }
-
- {
- cLock Lock(*this);
- if (std::find(m_Players.begin(), m_Players.end(), &a_Player) != m_Players.end())
- {
- return true;
- }
- }
-
- {
- cCSLock Lock(m_CSEntitiesToAdd);
- if (std::find(m_ClientsToAdd.begin(), m_ClientsToAdd.end(), a_Player.GetClientHandlePtr()) != m_ClientsToAdd.end())
- {
- return true;
- }
- }
-
- {
- cCSLock Lock(m_CSClients);
- if (std::find(m_Clients.begin(), m_Clients.end(), a_Player.GetClientHandlePtr()) != m_Clients.end())
- {
- return true;
- }
- }
-
- // Assume OK if in ClientsToRemove or PlayersToRemove
- return false;
-}
-#endif
-
-
-
-
-
bool cWorld::ForEachPlayer(cPlayerListCallback a_Callback)
{
// Calls the callback for each player in the list
@@ -2686,12 +2529,11 @@ void cWorld::SendPlayerList(cPlayer * a_DestPlayer)
{
// Sends the playerlist to a_DestPlayer
cLock Lock(*this);
- for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
+ for (const auto & Player : m_Players)
{
- cClientHandle * ch = (*itr)->GetClientHandle();
- if ((ch != nullptr) && !ch->IsDestroyed())
+ if (!Player->GetClientHandle()->IsDestroyed())
{
- a_DestPlayer->GetClientHandle()->SendPlayerListAddPlayer(*(*itr));
+ a_DestPlayer->GetClientHandle()->SendPlayerListAddPlayer(*Player);
}
}
}
@@ -2732,11 +2574,11 @@ bool cWorld::DoWithEntityByID(UInt32 a_UniqueID, cEntityCallback a_Callback)
// First check the entities-to-add:
{
cCSLock Lock(m_CSEntitiesToAdd);
- for (const auto & ent: m_EntitiesToAdd)
+ for (const auto & Item : m_EntitiesToAdd)
{
- if (ent->GetUniqueID() == a_UniqueID)
+ if (Item.first->GetUniqueID() == a_UniqueID)
{
- a_Callback(*ent);
+ a_Callback(*Item.first);
return true;
}
} // for ent - m_EntitiesToAdd[]
@@ -2805,15 +2647,6 @@ void cWorld::ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::Priority
-void cWorld::RemoveClientFromChunkSender(cClientHandle * a_Client)
-{
- m_ChunkSender.RemoveClient(a_Client);
-}
-
-
-
-
-
void cWorld::PrepareChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallAfter)
{
m_ChunkMap.PrepareChunk(a_ChunkX, a_ChunkZ, std::move(a_CallAfter));
@@ -3014,10 +2847,10 @@ void cWorld::ScheduleTask(int a_DelayTicks, std::function<void (cWorld &)> a_Tas
-void cWorld::AddEntity(OwnedEntity a_Entity)
+void cWorld::AddEntity(OwnedEntity a_Entity, cWorld * a_OldWorld)
{
cCSLock Lock(m_CSEntitiesToAdd);
- m_EntitiesToAdd.emplace_back(std::move(a_Entity));
+ m_EntitiesToAdd.emplace_back(std::move(a_Entity), a_OldWorld);
}
@@ -3026,6 +2859,15 @@ void cWorld::AddEntity(OwnedEntity a_Entity)
OwnedEntity cWorld::RemoveEntity(cEntity & a_Entity)
{
+ // Remove players from the player list:
+ if (a_Entity.IsPlayer())
+ {
+ cLock Lock(*this);
+ const auto Player = static_cast<cPlayer *>(&a_Entity);
+ LOGD("Removing player %s from world \"%s\"", Player->GetName().c_str(), m_WorldName.c_str());
+ m_Players.remove(Player);
+ }
+
// Check if the entity is in the chunkmap:
auto Entity = m_ChunkMap.RemoveEntity(a_Entity);
if (Entity != nullptr)
@@ -3037,17 +2879,18 @@ OwnedEntity cWorld::RemoveEntity(cEntity & a_Entity)
// Check if the entity is in the queue to be added to the world:
cCSLock Lock(m_CSEntitiesToAdd);
auto itr = std::find_if(m_EntitiesToAdd.begin(), m_EntitiesToAdd.end(),
- [&a_Entity](const OwnedEntity & a_OwnedEntity)
+ [&a_Entity](const auto & Item)
{
- return (a_OwnedEntity.get() == &a_Entity);
+ return (Item.first.get() == &a_Entity);
}
);
if (itr != m_EntitiesToAdd.end())
{
- Entity = std::move(*itr);
+ Entity = std::move(itr->first);
m_EntitiesToAdd.erase(itr);
}
+
return Entity;
}
@@ -3400,90 +3243,6 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c
-void cWorld::AddQueuedPlayers(void)
-{
- ASSERT(m_TickThread.IsCurrentThread());
-
- // Grab the list of players to add, it has to be locked to access it:
- cAwaitingPlayerList PlayersToAdd;
- {
- cCSLock Lock(m_CSPlayersToAdd);
- std::swap(PlayersToAdd, m_PlayersToAdd);
- }
-
- // Temporary (#3115-will-fix): store pointers to player objects after ownership transferral
- std::vector<std::pair<cPlayer *, cWorld *>> AddedPlayerPtrs;
- AddedPlayerPtrs.reserve(PlayersToAdd.size());
-
- // Add all the players in the grabbed list:
- {
- cLock Lock(*this);
- for (auto & AwaitingPlayer : PlayersToAdd)
- {
- auto & Player = AwaitingPlayer.first;
- ASSERT(std::find(m_Players.begin(), m_Players.end(), Player.get()) == m_Players.end()); // Is it already in the list? HOW?
- LOGD("Adding player %s to world \"%s\".", Player->GetName().c_str(), m_WorldName.c_str());
-
- m_Players.push_back(Player.get());
- Player->SetWorld(this);
-
- // Add to chunkmap, if not already there (Spawn vs MoveToWorld):
- auto PlayerPtr = Player.get();
- m_ChunkMap.AddPlayer(std::move(Player));
- PlayerPtr->OnAddToWorld(*this);
- ASSERT(!PlayerPtr->IsTicking());
- PlayerPtr->SetIsTicking(true);
- AddedPlayerPtrs.emplace_back(PlayerPtr, AwaitingPlayer.second);
- } // for itr - PlayersToAdd[]
- } // cLock(*this)
-
- // Add all the players' clienthandles:
- {
- cCSLock Lock(m_CSClients);
- for (auto & AwaitingPlayer : AddedPlayerPtrs)
- {
- auto & Player = AwaitingPlayer.first;
- cClientHandlePtr Client = Player->GetClientHandlePtr();
- if (Client != nullptr)
- {
- m_Clients.push_back(Client);
- }
- } // for itr - PlayersToAdd[]
- } // Lock(m_CSClients)
-
- // Stream chunks to all eligible clients:
- for (auto & AwaitingPlayer : AddedPlayerPtrs)
- {
- auto & Player = AwaitingPlayer.first;
- cClientHandle * Client = Player->GetClientHandle();
- if (Client != nullptr)
- {
- Client->SendHealth();
- Client->SendWholeInventory(*Player->GetWindow());
-
- // Send resource pack
- auto ResourcePackUrl = cRoot::Get()->GetServer()->GetResourcePackUrl();
- if (!ResourcePackUrl.empty())
- {
- Client->SendResourcePack(ResourcePackUrl);
- }
- }
- } // for itr - PlayersToAdd[]
-
- // Call EntityChangedWorld callback on all eligible clients
- for (auto & AwaitingPlayer : AddedPlayerPtrs)
- {
- if (AwaitingPlayer.second != nullptr)
- {
- cRoot::Get()->GetPluginManager()->CallHookEntityChangedWorld(*(static_cast <cEntity *>(AwaitingPlayer.first)), *AwaitingPlayer.second);
- }
- }
-}
-
-
-
-
-
////////////////////////////////////////////////////////////////////////////////
// cWorld::cChunkGeneratorCallbacks: