diff options
Diffstat (limited to 'src/World.cpp')
-rw-r--r-- | src/World.cpp | 342 |
1 files changed, 182 insertions, 160 deletions
diff --git a/src/World.cpp b/src/World.cpp index 8f326cea4..6783bd533 100644 --- a/src/World.cpp +++ b/src/World.cpp @@ -11,7 +11,6 @@ #include "IniFile.h" #include "ChunkMap.h" #include "Generating/ChunkDesc.h" -#include "OSSupport/Timer.h" #include "SetChunkData.h" // Serializers @@ -45,7 +44,6 @@ #include "MobCensus.h" #include "MobSpawner.h" -#include "MersenneTwister.h" #include "Generating/Trees.h" #include "Bindings/PluginManager.h" #include "Blocks/BlockHandler.h" @@ -74,102 +72,134 @@ const int TIME_SPAWN_DIVISOR = 148; //////////////////////////////////////////////////////////////////////////////// -// cWorldLoadProgress: +// cSpawnPrepare: -/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn() -class cWorldLoadProgress : - public cIsThread +/** Generates and lights the spawn area of the world. Runs as a separate thread. */ +class cSpawnPrepare: + public cIsThread, + public cChunkCoordCallback { + typedef cIsThread super; + public: - cWorldLoadProgress(cWorld * a_World) : - cIsThread("cWorldLoadProgress"), - m_World(a_World) - { + cSpawnPrepare(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance): + super("SpawnPrepare"), + m_World(a_World), + m_SpawnChunkX(a_SpawnChunkX), + m_SpawnChunkZ(a_SpawnChunkZ), + m_PrepareDistance(a_PrepareDistance), + m_MaxIdx(a_PrepareDistance * a_PrepareDistance), + m_NumPrepared(0), + m_LastReportChunkCount(0) + { + // Start the thread: Start(); + + // Wait for start confirmation, so that the thread can be waited-upon after the constructor returns: + m_EvtStarted.Wait(); } - - void Stop(void) - { - m_ShouldTerminate = true; - Wait(); - } - -protected: - cWorld * m_World; - + + // cIsThread override: virtual void Execute(void) override { - for (;;) + // Confirm thread start: + m_EvtStarted.Set(); + + // Queue the initial chunks: + m_MaxIdx = m_PrepareDistance * m_PrepareDistance; + int maxQueue = std::min(m_MaxIdx - 1, 100); // Number of chunks to queue at once + m_NextIdx = maxQueue; + m_LastReportTime = std::chrono::steady_clock::now(); + for (int i = 0; i < maxQueue; i++) { - LOG("" SIZE_T_FMT " chunks to load, %d chunks to generate", - m_World->GetStorage().GetLoadQueueLength(), - m_World->GetGenerator().GetQueueLength() - ); - - // Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish - for (int i = 0; i < 20; i++) - { - cSleep::MilliSleep(100); - if (m_ShouldTerminate) - { - return; - } - } - } // for (-ever) + int chunkX, chunkZ; + DecodeChunkCoords(i, chunkX, chunkZ); + m_World.PrepareChunk(chunkX, chunkZ, this); + } // for i + + // Wait for the lighting thread to prepare everything. Event is set in the Call() callback: + m_EvtFinished.Wait(); } - -} ; +protected: + cWorld & m_World; + int m_SpawnChunkX; + int m_SpawnChunkZ; + int m_PrepareDistance; + /** The index of the next chunk to be queued in the lighting thread. */ + int m_NextIdx; + /** The maximum index of the prepared chunks. Queueing stops when m_NextIdx reaches this number. */ + int m_MaxIdx; + /** Total number of chunks already finished preparing. Preparation finishes when this number reaches m_MaxIdx. */ + int m_NumPrepared; -//////////////////////////////////////////////////////////////////////////////// -// cWorldLightingProgress: + /** Event used to signal that the thread has started. */ + cEvent m_EvtStarted; -/// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn() -class cWorldLightingProgress : - public cIsThread -{ -public: - cWorldLightingProgress(cLightingThread * a_Lighting) : - cIsThread("cWorldLightingProgress"), - m_Lighting(a_Lighting) - { - Start(); - } - - void Stop(void) + /** Event used to signal that the preparation is finished. */ + cEvent m_EvtFinished; + + /** The timestamp of the last progress report emitted. */ + std::chrono::steady_clock::time_point m_LastReportTime; + + /** Number of chunks prepared when the last progress report was emitted. */ + int m_LastReportChunkCount; + + // cChunkCoordCallback override: + virtual void Call(int a_ChunkX, int a_ChunkZ) { - m_ShouldTerminate = true; - Wait(); + // Check if this was the last chunk: + m_NumPrepared += 1; + if (m_NumPrepared >= m_MaxIdx) + { + m_EvtFinished.Set(); + // Must return here, because "this" may have gotten deleted by the previous line + return; + } + + // Queue another chunk, if appropriate: + if (m_NextIdx < m_MaxIdx) + { + int chunkX, chunkZ; + DecodeChunkCoords(m_NextIdx, chunkX, chunkZ); + m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, this); + m_NextIdx += 1; + } + + // Report progress every 1 second: + auto Now = std::chrono::steady_clock::now(); + if (Now - m_LastReportTime > std::chrono::seconds(1)) + { + float PercentDone = static_cast<float>(m_NumPrepared * 100) / m_MaxIdx; + float ChunkSpeed = static_cast<float>((m_NumPrepared - m_LastReportChunkCount) * 1000) / std::chrono::duration_cast<std::chrono::milliseconds>(Now - m_LastReportTime).count(); + LOG("Preparing spawn (%s): %.02f%% (%d/%d; %.02f chunks/s)", + m_World.GetName().c_str(), PercentDone, m_NumPrepared, m_MaxIdx, ChunkSpeed + ); + m_LastReportTime = Now; + m_LastReportChunkCount = m_NumPrepared; + } } - -protected: - cLightingThread * m_Lighting; - - virtual void Execute(void) override + + /** Decodes the index into chunk coords. Provides the specific chunk ordering. */ + void DecodeChunkCoords(int a_Idx, int & a_ChunkX, int & a_ChunkZ) { - for (;;) + // A zigzag pattern from the top to bottom, each row alternating between forward-x and backward-x: + int z = a_Idx / m_PrepareDistance; + int x = a_Idx % m_PrepareDistance; + if ((z & 1) == 0) { - LOG("" SIZE_T_FMT " chunks remaining to light", m_Lighting->GetQueueLength() - ); - - // Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish - for (int i = 0; i < 20; i++) - { - cSleep::MilliSleep(100); - if (m_ShouldTerminate) - { - return; - } - } - } // for (-ever) + // Reverse every second row: + x = m_PrepareDistance - 1 - x; + } + a_ChunkZ = m_SpawnChunkZ + z - m_PrepareDistance / 2; + a_ChunkX = m_SpawnChunkX + x - m_PrepareDistance / 2; } - -} ; +}; @@ -202,23 +232,22 @@ cWorld::cTickThread::cTickThread(cWorld & a_World) : void cWorld::cTickThread::Execute(void) { - cTimer Timer; - - const Int64 msPerTick = 50; - Int64 LastTime = Timer.GetNowTime(); + auto LastTime = std::chrono::steady_clock::now(); + static const auto msPerTick = std::chrono::milliseconds(50); + auto TickTime = std::chrono::steady_clock::duration(50); - Int64 TickDuration = 50; while (!m_ShouldTerminate) { - Int64 NowTime = Timer.GetNowTime(); - float DeltaTime = (float)(NowTime - LastTime); - m_World.Tick(DeltaTime, (int)TickDuration); - TickDuration = Timer.GetNowTime() - NowTime; + auto NowTime = std::chrono::steady_clock::now(); + auto msec = std::chrono::duration_cast<std::chrono::milliseconds>(NowTime - LastTime).count(); + auto LastTickMsec = std::chrono::duration_cast<std::chrono::duration<int>>(TickTime).count(); + m_World.Tick(static_cast<float>(msec), LastTickMsec); + TickTime = std::chrono::steady_clock::now() - NowTime; - if (TickDuration < msPerTick) + if (TickTime < msPerTick) { // Stretch tick time until it's at least msPerTick - cSleep::MilliSleep((unsigned int)(msPerTick - TickDuration)); + std::this_thread::sleep_for(msPerTick - TickTime); } LastTime = NowTime; @@ -283,6 +312,7 @@ cWorld::cWorld(const AString & a_WorldName, eDimension a_Dimension, const AStrin m_bCommandBlocksEnabled(true), m_bUseChatPrefixes(false), m_TNTShrapnelLevel(slNone), + m_MaxViewDistance(12), m_Scoreboard(this), m_MapManager(this), m_GeneratorCallbacks(*this), @@ -316,6 +346,10 @@ cWorld::~cWorld() Serializer.Save(); m_MapManager.SaveMapData(); + + // Explicitly destroy the chunkmap, so that it's guaranteed to be destroyed before the other internals + // This fixes crashes on stopping the server, because chunk destructor deletes entities and those access the world. + m_ChunkMap.reset(); } @@ -431,53 +465,9 @@ void cWorld::InitializeSpawn(void) IniFile.ReadFile(m_IniFileName); int ViewDist = IniFile.GetValueSetI("SpawnPosition", "PregenerateDistance", DefaultViewDist); IniFile.WriteFile(m_IniFileName); - - LOG("Preparing spawn area in world \"%s\", %d x %d chunks, total %d chunks...", m_WorldName.c_str(), ViewDist, ViewDist, ViewDist * ViewDist); - for (int x = 0; x < ViewDist; x++) - { - for (int z = 0; z < ViewDist; z++) - { - m_ChunkMap->TouchChunk(x + ChunkX-(ViewDist - 1) / 2, z + ChunkZ-(ViewDist - 1) / 2); // Queue the chunk in the generator / loader - } - } - - { - // Display progress during this process: - cWorldLoadProgress Progress(this); - - // Wait for the loader to finish loading - m_Storage.WaitForLoadQueueEmpty(); - - // Wait for the generator to finish generating - m_Generator.WaitForQueueEmpty(); - // Wait for the loader to finish saving - m_Storage.WaitForSaveQueueEmpty(); - - Progress.Stop(); - } - - // Light all chunks that have been newly generated: - LOG("Lighting spawn area in world \"%s\"...", m_WorldName.c_str()); - - for (int x = 0; x < ViewDist; x++) - { - int ChX = x + ChunkX-(ViewDist - 1) / 2; - for (int z = 0; z < ViewDist; z++) - { - int ChZ = z + ChunkZ-(ViewDist - 1) / 2; - if (!m_ChunkMap->IsChunkLighted(ChX, ChZ)) - { - m_Lighting.QueueChunk(ChX, ChZ); // Queue the chunk in the lighting thread - } - } // for z - } // for x - - { - cWorldLightingProgress Progress(&m_Lighting); - m_Lighting.WaitForQueueEmpty(); - Progress.Stop(); - } + cSpawnPrepare prep(*this, ChunkX, ChunkZ, ViewDist); + prep.Wait(); #ifdef TEST_LINEBLOCKTRACER // DEBUG: Test out the cLineBlockTracer class by tracing a few lines: @@ -561,6 +551,8 @@ void cWorld::Start(void) m_BroadcastDeathMessages = IniFile.GetValueSetB("Broadcasting", "BroadcastDeathMessages", true); m_BroadcastAchievementMessages = IniFile.GetValueSetB("Broadcasting", "BroadcastAchievementMessages", true); + SetMaxViewDistance(IniFile.GetValueSetI("SpawnPosition", "MaxViewDistance", 12)); + // Try to find the "SpawnPosition" key and coord values in the world configuration, set the flag if found int KeyNum = IniFile.FindKey("SpawnPosition"); m_IsSpawnExplicitlySet = @@ -618,7 +610,7 @@ void cWorld::Start(void) } // Adjust the enum-backed variables into their respective bounds: - m_GameMode = (eGameMode) Clamp(GameMode, (int)gmSurvival, (int)gmAdventure); + m_GameMode = (eGameMode) Clamp(GameMode, (int)gmSurvival, (int)gmSpectator); m_TNTShrapnelLevel = (eShrapnelLevel)Clamp(TNTShrapnelLevel, (int)slNone, (int)slAll); m_Weather = (eWeather) Clamp(Weather, (int)wSunny, (int)wStorm); @@ -738,28 +730,32 @@ void cWorld::InitialiseGeneratorDefaults(cIniFile & a_IniFile) { case dimEnd: { - a_IniFile.GetValueSet("Generator", "BiomeGen", "Constant"); - a_IniFile.GetValueSet("Generator", "ConstantBiome", "End"); - a_IniFile.GetValueSet("Generator", "HeightGen", "Biomal"); + a_IniFile.GetValueSet("Generator", "Generator", "Composable"); + a_IniFile.GetValueSet("Generator", "BiomeGen", "Constant"); + a_IniFile.GetValueSet("Generator", "ConstantBiome", "End"); + a_IniFile.GetValueSet("Generator", "ShapeGen", "End"); a_IniFile.GetValueSet("Generator", "CompositionGen", "End"); break; } case dimOverworld: { - a_IniFile.GetValueSet("Generator", "BiomeGen", "MultiStepMap"); - a_IniFile.GetValueSet("Generator", "HeightGen", "DistortedHeightmap"); - a_IniFile.GetValueSet("Generator", "CompositionGen", "DistortedHeightmap"); - a_IniFile.GetValueSet("Generator", "Finishers", "Ravines, WormNestCaves, WaterLakes, WaterSprings, LavaLakes, LavaSprings, OreNests, Mineshafts, Trees, SprinkleFoliage, Ice, Snow, Lilypads, BottomLava, DeadBushes, PreSimulator"); + a_IniFile.GetValueSet("Generator", "Generator", "Composable"); + a_IniFile.GetValueSet("Generator", "BiomeGen", "Grown"); + a_IniFile.GetValueSet("Generator", "ShapeGen", "BiomalNoise3D"); + a_IniFile.GetValueSet("Generator", "CompositionGen", "Biomal"); + a_IniFile.GetValueSet("Generator", "Finishers", "Ravines, WormNestCaves, WaterLakes, WaterSprings, LavaLakes, LavaSprings, OreNests, Mineshafts, Trees, Villages, SprinkleFoliage, Ice, Snow, Lilypads, BottomLava, DeadBushes, NaturalPatches, PreSimulator, Animals"); break; } case dimNether: { - a_IniFile.GetValueSet("Generator", "BiomeGen", "Constant"); - a_IniFile.GetValueSet("Generator", "ConstantBiome", "Nether"); - a_IniFile.GetValueSet("Generator", "HeightGen", "Flat"); - a_IniFile.GetValueSet("Generator", "FlatHeight", "128"); - a_IniFile.GetValueSet("Generator", "CompositionGen", "Nether"); - a_IniFile.GetValueSet("Generator", "Finishers", "WormNestCaves, BottomLava, LavaSprings, NetherClumpFoliage, NetherForts, PreSimulator"); + a_IniFile.GetValueSet("Generator", "Generator", "Composable"); + a_IniFile.GetValueSet("Generator", "BiomeGen", "Constant"); + a_IniFile.GetValueSet("Generator", "ConstantBiome", "Nether"); + a_IniFile.GetValueSet("Generator", "ShapeGen", "HeightMap"); + a_IniFile.GetValueSet("Generator", "HeightGen", "Flat"); + a_IniFile.GetValueSet("Generator", "FlatHeight", "128"); + a_IniFile.GetValueSet("Generator", "CompositionGen", "Nether"); + a_IniFile.GetValueSet("Generator", "Finishers", "SoulsandRims, WormNestCaves, BottomLava, LavaSprings, NetherClumpFoliage, NetherOreNests, NetherForts, PreSimulator"); a_IniFile.GetValueSet("Generator", "BottomLavaHeight", "30"); break; } @@ -1809,7 +1805,7 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_FlyAwaySpeed /= 100; // Pre-divide, so that we don't have to divide each time inside the loop for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr) { - if (!IsValidItem(itr->m_ItemType) || itr->m_ItemType == E_BLOCK_AIR) + if (!IsValidItem(itr->m_ItemType) || (itr->m_ItemType == E_BLOCK_AIR)) { // Don't spawn pickup if item isn't even valid; should prevent client crashing too continue; @@ -1835,7 +1831,7 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double { for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr) { - if (!IsValidItem(itr->m_ItemType) || itr->m_ItemType == E_BLOCK_AIR) + if (!IsValidItem(itr->m_ItemType) || (itr->m_ItemType == E_BLOCK_AIR)) { continue; } @@ -2680,7 +2676,7 @@ bool cWorld::ForEachPlayer(cPlayerListCallback & a_Callback) bool cWorld::DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback) { - // Calls the callback for each player in the list + // Calls the callback for the specified player in the list cCSLock Lock(m_CSPlayers); for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { @@ -2729,6 +2725,23 @@ bool cWorld::FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCa +bool cWorld::DoWithPlayerByUUID(const AString & a_PlayerUUID, cPlayerListCallback & a_Callback) +{ + cCSLock Lock(m_CSPlayers); + for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) + { + if ((*itr)->GetUUID() == a_PlayerUUID) + { + return a_Callback.Item(*itr); + } + } + return false; +} + + + + + // TODO: This interface is dangerous! cPlayer * cWorld::FindClosestPlayer(const Vector3d & a_Pos, float a_SightLimit, bool a_CheckLineOfSight) { @@ -2894,6 +2907,15 @@ void cWorld::TouchChunk(int a_ChunkX, int a_ChunkZ) +void cWorld::PrepareChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallAfter) +{ + m_ChunkMap->PrepareChunk(a_ChunkX, a_ChunkZ, a_CallAfter); +} + + + + + void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkZ) { m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkZ); @@ -2909,25 +2931,19 @@ bool cWorld::SetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, const AStrin AString Line2(a_Line2); AString Line3(a_Line3); AString Line4(a_Line4); + if (cRoot::Get()->GetPluginManager()->CallHookUpdatingSign(*this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player)) { return false; } + if (m_ChunkMap->SetSignLines(a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4)) { cRoot::Get()->GetPluginManager()->CallHookUpdatedSign(*this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player); return true; } - return false; -} - - - - -bool cWorld::UpdateSign(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4, cPlayer * a_Player) -{ - return SetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4, a_Player); + return false; } @@ -3010,7 +3026,7 @@ void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ) void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ) { - m_ChunkMap->TouchChunk(a_ChunkX, a_ChunkZ); + m_ChunkMap->GenerateChunk(a_ChunkX, a_ChunkZ); } @@ -3119,6 +3135,11 @@ bool cWorld::HasEntity(int a_UniqueID) } // Check if the entity is in the chunkmap: + if (m_ChunkMap.get() == nullptr) + { + // Chunkmap has already been destroyed, there are no entities anymore. + return false; + } return m_ChunkMap->HasEntity(a_UniqueID); } @@ -3657,3 +3678,4 @@ void cWorld::cChunkGeneratorCallbacks::CallHookChunkGenerated (cChunkDesc & a_Ch + |