diff options
Diffstat (limited to 'src/Generating/ChunkGenerator.cpp')
-rw-r--r-- | src/Generating/ChunkGenerator.cpp | 329 |
1 files changed, 329 insertions, 0 deletions
diff --git a/src/Generating/ChunkGenerator.cpp b/src/Generating/ChunkGenerator.cpp new file mode 100644 index 000000000..33c956eba --- /dev/null +++ b/src/Generating/ChunkGenerator.cpp @@ -0,0 +1,329 @@ + +#include "Globals.h" + +#include "ChunkGenerator.h" +#include "../World.h" +#include "../../iniFile/iniFile.h" +#include "../Root.h" +#include "../PluginManager.h" +#include "ChunkDesc.h" +#include "ComposableGenerator.h" +#include "Noise3DGenerator.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_World(NULL), + m_Generator(NULL) +{ +} + + + + + +cChunkGenerator::~cChunkGenerator() +{ + Stop(); +} + + + + + +bool cChunkGenerator::Start(cWorld * a_World, cIniFile & a_IniFile) +{ + MTRand rnd; + m_World = a_World; + m_Seed = a_IniFile.GetValueSetI("Seed", "Seed", rnd.randInt()); + 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 == NULL) + { + LOGERROR("Generator could not start, aborting the server"); + return false; + } + + m_Generator->Initialize(a_World, 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 = NULL; +} + + + + + +void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + { + cCSLock Lock(m_CS); + + // Check if it is already in the queue: + for (cChunkCoordsList::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr) + { + if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ)) + { + // Already in the queue, bail out + return; + } + } // for itr - m_Queue[] + + // 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! (%i)", a_ChunkX, a_ChunkZ, m_Queue.size()); + } + m_Queue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); + } + + m_Event.Set(); +} + + + + + +void cChunkGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) +{ + if (m_Generator != NULL) + { + 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 (int)m_Queue.size(); +} + + + + + +EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ) +{ + ASSERT(m_Generator != NULL); + 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); + BLOCKTYPE 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 BlockStringToType(a_Default); + } + return 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.size() == 0) + { + if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC)) + { + LOG("Chunk generator performance: %.2f ch/s (%d ch total)", + (double)NumChunksGenerated * CLOCKS_PER_SEC/ (clock() - GenerationStart), + NumChunksGenerated + ); + } + cCSUnlock Unlock(Lock); + m_Event.Wait(); + if (m_ShouldTerminate) + { + return; + } + NumChunksGenerated = 0; + GenerationStart = clock(); + LastReportTick = clock(); + } + + cChunkCoords coords = m_Queue.front(); // Get next coord from queue + m_Queue.erase( m_Queue.begin() ); // Remove coordinate from queue + bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT); + 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/s (%d ch total)", + (double)NumChunksGenerated * CLOCKS_PER_SEC / (clock() - GenerationStart), + NumChunksGenerated + ); + LastReportTick = clock(); + } + + // Hack for regenerating chunks: if Y != 0, the chunk is considered invalid, even if it has its data set + if ((coords.m_ChunkY == 0) && m_World->IsChunkValid(coords.m_ChunkX, coords.m_ChunkZ)) + { + LOGD("Chunk [%d, %d] already generated, skipping generation", coords.m_ChunkX, coords.m_ChunkZ); + // Already generated, ignore request + continue; + } + + if (SkipEnabled && !m_World->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkZ)) + { + LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d]", coords.m_ChunkX, coords.m_ChunkZ); + continue; + } + + LOGD("Generating chunk [%d, %d, %d]", coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ); + DoGenerate(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ); + + // Save the chunk right after generating, so that we don't have to generate it again on next run + m_World->GetStorage().QueueSaveChunk(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ); + + NumChunksGenerated++; + } // while (!bStop) +} + + + + +void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + cChunkDesc ChunkDesc(a_ChunkX, a_ChunkZ); + cRoot::Get()->GetPluginManager()->CallHookChunkGenerating(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc); + m_Generator->DoGenerate(a_ChunkX, a_ChunkZ, ChunkDesc); + cRoot::Get()->GetPluginManager()->CallHookChunkGenerated(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc); + + #ifdef _DEBUG + // Verify that the generator has produced valid data: + ChunkDesc.VerifyHeightmap(); + #endif + + cChunkDef::BlockNibbles BlockMetas; + ChunkDesc.CompressBlockMetas(BlockMetas); + + m_World->SetChunkData( + a_ChunkX, a_ChunkZ, + ChunkDesc.GetBlockTypes(), BlockMetas, + NULL, NULL, // We don't have lighting, chunk will be lighted when needed + &ChunkDesc.GetHeightMap(), &ChunkDesc.GetBiomeMap(), + ChunkDesc.GetEntities(), ChunkDesc.GetBlockEntities(), + true + ); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cChunkGenerator::cGenerator: + +cChunkGenerator::cGenerator::cGenerator(cChunkGenerator & a_ChunkGenerator) : + m_ChunkGenerator(a_ChunkGenerator) +{ +} + + + + + +void cChunkGenerator::cGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile) +{ + m_World = a_World; + UNUSED(a_IniFile); +} + + + + + +EMCSBiome cChunkGenerator::cGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ) +{ + cChunkDef::BiomeMap Biomes; + int Y = 0; + int ChunkX, ChunkZ; + cWorld::AbsoluteToRelative(a_BlockX, Y, a_BlockZ, ChunkX, Y, ChunkZ); + GenerateBiomes(ChunkX, ChunkZ, Biomes); + return cChunkDef::GetBiome(Biomes, a_BlockX, a_BlockZ); +} + + + + |