From 92c59963f82f81aa3202657e7fdbb2592924ede3 Mon Sep 17 00:00:00 2001 From: "cedeel@gmail.com" Date: Thu, 14 Jun 2012 13:06:06 +0000 Subject: Attempt to bring sanity to newlines across systems. git-svn-id: http://mc-server.googlecode.com/svn/trunk@606 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cChunkGenerator.h | 452 +++++++++++++++++++++++------------------------ 1 file changed, 226 insertions(+), 226 deletions(-) (limited to 'source/cChunkGenerator.h') diff --git a/source/cChunkGenerator.h b/source/cChunkGenerator.h index 126d94fb8..2faacfd47 100644 --- a/source/cChunkGenerator.h +++ b/source/cChunkGenerator.h @@ -1,226 +1,226 @@ - -// cChunkGenerator.h - -// Interfaces to the cChunkGenerator class representing the thread that generates chunks - -/* -The object takes requests for generating chunks and processes them in a separate thread one by one. -The requests are not added to the queue if there is already a request with the same coords -Before generating, the thread checks if the chunk hasn't been already generated. -It is theoretically possible to have multiple generator threads by having multiple instances of this object, -but then it MAY happen that the chunk is generated twice. -If the generator queue is overloaded, the generator skips chunks with no clients in them - -Generating works by composing several algorithms: -Biome, TerrainHeight, TerrainComposition, Ores, Structures and SmallFoliage -Each algorithm may be chosen from a pool of available algorithms in the same class and combined with others, -based on user's preferences in the world.ini. -See http://forum.mc-server.org/showthread.php?tid=409 for details. -*/ - - - - - -#pragma once - -#include "cIsThread.h" -#include "ChunkDef.h" - - - - - -// fwd: -class cWorld; -class cIniFile; - -// TODO: remove this: -class cWorldGenerator; - - - - - -/** The interface that a biome generator must implement -A biome generator takes chunk coords on input and outputs an array of biome indices for that chunk on output. -The output array is sequenced in the same way as the MapChunk packet's biome data. -*/ -class cBiomeGen -{ -public: - virtual ~cBiomeGen() {} // Force a virtual destructor in descendants - - /// Generates biomes for the given chunk - virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) = 0; -} ; - - - - - -/** The interface that a terrain height generator must implement -A terrain height generator takes chunk coords on input and outputs an array of terrain heights for that chunk. -The output array is sequenced in the same way as the BiomeGen's biome data. -The generator may request biome information from the underlying BiomeGen, it may even request information for -other chunks than the one it's currently generating (possibly neighbors - for averaging) -*/ -class cTerrainHeightGen -{ -public: - virtual ~cTerrainHeightGen() {} // Force a virtual destructor in descendants - - /// Generates heightmap for the given chunk - virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) = 0; -} ; - - - - - -/** The interface that a terrain composition generator must implement -Terrain composition takes chunk coords on input and outputs the blockdata for that entire chunk, along with -the list of entities. It is supposed to make use of the underlying TerrainHeightGen and BiomeGen for that purpose, -but it may request information for other chunks than the one it's currently generating from them. -*/ -class cTerrainCompositionGen -{ -public: - virtual ~cTerrainCompositionGen() {} // Force a virtual destructor in descendants - - virtual void ComposeTerrain( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated (the whole array gets initialized, even air) - cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated (the whole array gets initialized) - const cChunkDef::HeightMap & a_HeightMap, // The height map to fit - const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to - cEntityList & a_Entities, // Entitites may be generated along with the terrain - cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...) - ) = 0; -} ; - - - - - -/** The interface that a structure generator must implement -Structures are generated after the terrain composition took place. It should modify the blocktype data to account -for whatever structures the generator is generating. -Note that ores are considered structures too, at least from the interface point of view. -Also note that a worldgenerator may contain multiple structure generators, one for each type of structure -*/ -class cStructureGen -{ -public: - virtual ~cStructureGen() {} // Force a virtual destructor in descendants - - virtual void GenStructures( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change - cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change - cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data - cEntityList & a_Entities, // Entities may be added or deleted - cBlockEntityList & a_BlockEntities // Block entities may be added or deleted - ) = 0; -} ; - -typedef std::list cStructureGenList; - - - - - -/** The interface that a finisher must implement -Finisher implements small additions after all structures have been generated. -*/ -class cFinishGen -{ -public: - virtual ~cFinishGen() {} // Force a virtual destructor in descendants - - virtual void GenFinish( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change - cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change - cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data - const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to - cEntityList & a_Entities, // Entities may be added or deleted - cBlockEntityList & a_BlockEntities // Block entities may be added or deleted - ) = 0; -} ; - -typedef std::list cFinishGenList; - - - - - -/// The chunk generator itself -class cChunkGenerator : - cIsThread -{ - typedef cIsThread super; - -public: - - cChunkGenerator (void); - ~cChunkGenerator(); - - bool Start(cWorld * a_World, cIniFile & a_IniFile); - void Stop(void); - - void QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Queues the chunk for generation; removes duplicate requests - - /// Generates the biomes for the specified chunk (directly, not in a separate thread) - void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap); - - void WaitForQueueEmpty(void); - - int GetQueueLength(void); - - int GetSeed(void) const { return m_Seed; } - - EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ); - -private: - - cWorld * m_World; - - // The generation composition: - cBiomeGen * m_BiomeGen; - cTerrainHeightGen * m_HeightGen; - cTerrainCompositionGen * m_CompositionGen; - cStructureGenList m_StructureGens; - cFinishGenList m_FinishGens; - - int m_Seed; - - cCriticalSection m_CS; - cChunkCoordsList m_Queue; - cEvent m_Event; // Set when an item is added to the queue or the thread should terminate - cEvent m_evtRemoved; // Set when an item is removed from the queue - - /// Reads the biome gen settings from the ini and initializes m_BiomeGen accordingly - void InitBiomeGen(cIniFile & a_IniFile); - - /// Reads the HeightGen settings from the ini and initializes m_HeightGen accordingly - void InitHeightGen(cIniFile & a_IniFile); - - /// Reads the CompositionGen settings from the ini and initializes m_CompositionGen accordingly - void InitCompositionGen(cIniFile & a_IniFile); - - /// Reads the structures to generate from the ini and initializes m_StructureGens accordingly - void InitStructureGens(cIniFile & a_IniFile); - - /// Reads the finishers from the ini and initializes m_FinishGens accordingly - void InitFinishGens(cIniFile & a_IniFile); - - // cIsThread override: - virtual void Execute(void) override; - - void DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ); -}; - - - - + +// cChunkGenerator.h + +// Interfaces to the cChunkGenerator class representing the thread that generates chunks + +/* +The object takes requests for generating chunks and processes them in a separate thread one by one. +The requests are not added to the queue if there is already a request with the same coords +Before generating, the thread checks if the chunk hasn't been already generated. +It is theoretically possible to have multiple generator threads by having multiple instances of this object, +but then it MAY happen that the chunk is generated twice. +If the generator queue is overloaded, the generator skips chunks with no clients in them + +Generating works by composing several algorithms: +Biome, TerrainHeight, TerrainComposition, Ores, Structures and SmallFoliage +Each algorithm may be chosen from a pool of available algorithms in the same class and combined with others, +based on user's preferences in the world.ini. +See http://forum.mc-server.org/showthread.php?tid=409 for details. +*/ + + + + + +#pragma once + +#include "cIsThread.h" +#include "ChunkDef.h" + + + + + +// fwd: +class cWorld; +class cIniFile; + +// TODO: remove this: +class cWorldGenerator; + + + + + +/** The interface that a biome generator must implement +A biome generator takes chunk coords on input and outputs an array of biome indices for that chunk on output. +The output array is sequenced in the same way as the MapChunk packet's biome data. +*/ +class cBiomeGen +{ +public: + virtual ~cBiomeGen() {} // Force a virtual destructor in descendants + + /// Generates biomes for the given chunk + virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) = 0; +} ; + + + + + +/** The interface that a terrain height generator must implement +A terrain height generator takes chunk coords on input and outputs an array of terrain heights for that chunk. +The output array is sequenced in the same way as the BiomeGen's biome data. +The generator may request biome information from the underlying BiomeGen, it may even request information for +other chunks than the one it's currently generating (possibly neighbors - for averaging) +*/ +class cTerrainHeightGen +{ +public: + virtual ~cTerrainHeightGen() {} // Force a virtual destructor in descendants + + /// Generates heightmap for the given chunk + virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) = 0; +} ; + + + + + +/** The interface that a terrain composition generator must implement +Terrain composition takes chunk coords on input and outputs the blockdata for that entire chunk, along with +the list of entities. It is supposed to make use of the underlying TerrainHeightGen and BiomeGen for that purpose, +but it may request information for other chunks than the one it's currently generating from them. +*/ +class cTerrainCompositionGen +{ +public: + virtual ~cTerrainCompositionGen() {} // Force a virtual destructor in descendants + + virtual void ComposeTerrain( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated (the whole array gets initialized, even air) + cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated (the whole array gets initialized) + const cChunkDef::HeightMap & a_HeightMap, // The height map to fit + const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to + cEntityList & a_Entities, // Entitites may be generated along with the terrain + cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...) + ) = 0; +} ; + + + + + +/** The interface that a structure generator must implement +Structures are generated after the terrain composition took place. It should modify the blocktype data to account +for whatever structures the generator is generating. +Note that ores are considered structures too, at least from the interface point of view. +Also note that a worldgenerator may contain multiple structure generators, one for each type of structure +*/ +class cStructureGen +{ +public: + virtual ~cStructureGen() {} // Force a virtual destructor in descendants + + virtual void GenStructures( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change + cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change + cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data + cEntityList & a_Entities, // Entities may be added or deleted + cBlockEntityList & a_BlockEntities // Block entities may be added or deleted + ) = 0; +} ; + +typedef std::list cStructureGenList; + + + + + +/** The interface that a finisher must implement +Finisher implements small additions after all structures have been generated. +*/ +class cFinishGen +{ +public: + virtual ~cFinishGen() {} // Force a virtual destructor in descendants + + virtual void GenFinish( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change + cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change + cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data + const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to + cEntityList & a_Entities, // Entities may be added or deleted + cBlockEntityList & a_BlockEntities // Block entities may be added or deleted + ) = 0; +} ; + +typedef std::list cFinishGenList; + + + + + +/// The chunk generator itself +class cChunkGenerator : + cIsThread +{ + typedef cIsThread super; + +public: + + cChunkGenerator (void); + ~cChunkGenerator(); + + bool Start(cWorld * a_World, cIniFile & a_IniFile); + void Stop(void); + + void QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Queues the chunk for generation; removes duplicate requests + + /// Generates the biomes for the specified chunk (directly, not in a separate thread) + void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap); + + void WaitForQueueEmpty(void); + + int GetQueueLength(void); + + int GetSeed(void) const { return m_Seed; } + + EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ); + +private: + + cWorld * m_World; + + // The generation composition: + cBiomeGen * m_BiomeGen; + cTerrainHeightGen * m_HeightGen; + cTerrainCompositionGen * m_CompositionGen; + cStructureGenList m_StructureGens; + cFinishGenList m_FinishGens; + + int m_Seed; + + cCriticalSection m_CS; + cChunkCoordsList m_Queue; + cEvent m_Event; // Set when an item is added to the queue or the thread should terminate + cEvent m_evtRemoved; // Set when an item is removed from the queue + + /// Reads the biome gen settings from the ini and initializes m_BiomeGen accordingly + void InitBiomeGen(cIniFile & a_IniFile); + + /// Reads the HeightGen settings from the ini and initializes m_HeightGen accordingly + void InitHeightGen(cIniFile & a_IniFile); + + /// Reads the CompositionGen settings from the ini and initializes m_CompositionGen accordingly + void InitCompositionGen(cIniFile & a_IniFile); + + /// Reads the structures to generate from the ini and initializes m_StructureGens accordingly + void InitStructureGens(cIniFile & a_IniFile); + + /// Reads the finishers from the ini and initializes m_FinishGens accordingly + void InitFinishGens(cIniFile & a_IniFile); + + // cIsThread override: + virtual void Execute(void) override; + + void DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ); +}; + + + + -- cgit v1.2.3