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// 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
#include "../OSSupport/IsThread.h"
#include "../OSSupport/Queue.h"
// fwd:
class cWorld;
/** 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<cWSSchema *> cWSSchemaList;
/** The actual world storage class */
class cWorldStorage:
public cIsThread
{
using Super = cIsThread;
public:
cWorldStorage();
virtual ~cWorldStorage() override;
/** Queues a chunk to be loaded, asynchronously. */
void QueueLoadChunk(int a_ChunkX, int a_ChunkZ);
/** Queues a chunk to be saved, asynchronously. */
void QueueSaveChunk(int a_ChunkX, int a_ChunkZ);
/** Initializes the storage schemas, ready to be started. */
void Initialize(cWorld & a_World, const AString & a_StorageSchemaName, int a_StorageCompressionFactor);
void Stop(void); // Hide the cIsThread's Stop() method, we need to signal the event
void WaitForFinish(void);
void WaitForLoadQueueEmpty(void);
void WaitForSaveQueueEmpty(void);
size_t GetLoadQueueLength(void);
size_t GetSaveQueueLength(void);
protected:
cWorld * m_World;
AString m_StorageSchemaName;
cQueue<cChunkCoords> m_LoadQueue;
cQueue<cChunkCoords> m_SaveQueue;
/** All the storage schemas (all used for loading) */
cWSSchemaList m_Schemas;
/** The one storage schema used for saving */
cWSSchema * m_SaveSchema;
/** Set when there's any addition to the queues */
cEvent m_Event;
/** Loads the chunk specified; returns true on success, false on failure */
bool LoadChunk(int a_ChunkX, int a_ChunkZ);
void InitSchemas(int a_StorageCompressionFactor);
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);
} ;
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