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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-02-18 18:53:22 +0100 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-02-18 18:53:22 +0100 |
commit | 499745c1c7a865941b3c102532777c19dfb92ca4 (patch) | |
tree | deccb8ffdafe6dbb85e8e630eaca0a6e5a66c5ed /source/cWorld.cpp | |
parent | Logging: added thread ID to the log output in debug builds (diff) | |
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Diffstat (limited to 'source/cWorld.cpp')
-rw-r--r-- | source/cWorld.cpp | 148 |
1 files changed, 108 insertions, 40 deletions
diff --git a/source/cWorld.cpp b/source/cWorld.cpp index 744780242..f57c8b5cf 100644 --- a/source/cWorld.cpp +++ b/source/cWorld.cpp @@ -91,6 +91,55 @@ inline float fRadRand( float a_Radius ) +///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cWorldLoadProgress:
+
+/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn()
+class cWorldLoadProgress :
+ public cIsThread
+{
+public:
+ cWorldLoadProgress(cWorld * a_World) :
+ cIsThread("cWorldLoadProgress"),
+ m_World(a_World)
+ {
+ Start();
+ }
+
+protected:
+
+ cWorld * m_World;
+
+ virtual void Execute(void) override
+ {
+ for (;;)
+ {
+ LOG("%d 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 (mShouldTerminate)
+ {
+ return;
+ }
+ }
+ } // for (-ever)
+ }
+
+} ;
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cWorld:
+
cWorld* cWorld::GetWorld()
{
LOGWARN("WARNING: Using deprecated function cWorld::GetWorld() use cRoot::Get()->GetWorld() instead!");
@@ -154,7 +203,7 @@ cWorld::cWorld( const AString & a_WorldName ) m_GameMode = 0;
AString GeneratorName;
- AString StorageSchema;
+ AString StorageSchema("Default");
cIniFile IniFile( m_WorldName + "/world.ini");
if( IniFile.ReadFile() )
@@ -164,8 +213,8 @@ cWorld::cWorld( const AString & a_WorldName ) m_SpawnZ = IniFile.GetValueF("SpawnPosition", "Z", m_SpawnZ );
m_WorldSeed = IniFile.GetValueI("Seed", "Seed", m_WorldSeed );
m_GameMode = IniFile.GetValueI("GameMode", "GameMode", m_GameMode );
- GeneratorName = IniFile.GetValue("Generator", "GeneratorName", "Default");
- StorageSchema = IniFile.GetValue("Storage", "Schema", "Default");
+ GeneratorName = IniFile.GetValue("Generator", "GeneratorName", GeneratorName);
+ StorageSchema = IniFile.GetValue("Storage", "Schema", StorageSchema);
}
else
{
@@ -174,7 +223,8 @@ cWorld::cWorld( const AString & a_WorldName ) IniFile.SetValueF("SpawnPosition", "Z", m_SpawnZ );
IniFile.SetValueI("Seed", "Seed", m_WorldSeed );
IniFile.SetValueI("GameMode", "GameMode", m_GameMode );
- IniFile.SetValue("Generator", "GeneratorName", "Default" );
+ IniFile.SetValue("Generator", "GeneratorName", GeneratorName);
+ IniFile.SetValue("Storage", "Schema", StorageSchema);
if( !IniFile.WriteFile() )
{
LOG("WARNING: Could not write to %s/world.ini", a_WorldName.c_str());
@@ -380,7 +430,9 @@ void cWorld::InitializeSpawn() {
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
BlockToChunk( (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ, ChunkX, ChunkY, ChunkZ );
+
int ViewDist = 20; // Always prepare an area 20 chunks across, no matter what the actual cClientHandle::VIEWDISTANCE is
+
LOG("Preparing spawn area in world \"%s\"", m_WorldName.c_str());
for (int x = 0; x < ViewDist; x++)
{
@@ -390,7 +442,16 @@ void cWorld::InitializeSpawn() }
}
- // TODO: Wait for the generator to finish generating these chunks
+ // Display progress during this process:
+ cWorldLoadProgress Progress(this);
+
+ // Wait for the loader to finish loading
+ m_Storage.WaitForQueuesEmpty();
+
+ // Wait for the generator to finish generating
+ m_Generator.WaitForQueueEmpty();
+
+ m_SpawnY = (double)GetHeight( (int)m_SpawnX, (int)m_SpawnZ ) + 1.6f; // +1.6f eye height
}
@@ -434,23 +495,7 @@ void cWorld::Tick(float a_Dt) }
}
- {
- cCSLock Lock(m_CSLighting);
- if (m_SpreadQueue.size() >= 50 )
- {
- LOGWARN("cWorld: Lots of lighting to do! Still %i chunks left!", m_SpreadQueue.size() );
- }
- int TimesSpreaded = 0;
- while ( !m_SpreadQueue.empty() && TimesSpreaded < MAX_LIGHTING_SPREAD_PER_TICK ) // Do not choke the tick thread
- {
- cChunkPtr & Chunk = *m_SpreadQueue.begin();
- //LOG("Spreading: %p", Chunk );
- Chunk->SpreadLight( Chunk->pGetSkyLight() );
- Chunk->SpreadLight( Chunk->pGetLight() );
- m_SpreadQueue.pop_front();
- TimesSpreaded++;
- }
- }
+ TickLighting();
m_ChunkMap->Tick(a_Dt, m_TickRand);
@@ -602,7 +647,7 @@ void cWorld::TickSpawnMobs(float a_Dt) int nightRand = m_TickRand.randInt() % 10;
SpawnPos += Vector3d( (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32 );
- char Height = GetHeight( (int)SpawnPos.x, (int)SpawnPos.z );
+ int Height = GetHeight( (int)SpawnPos.x, (int)SpawnPos.z );
if (m_WorldTime >= 12000 + 1000)
{
@@ -657,6 +702,37 @@ void cWorld::TickSpawnMobs(float a_Dt) +void cWorld::TickLighting(void)
+{
+ // To avoid a deadlock, we lock the spread queue only long enough to pick the chunk coords to spread
+ // The spreading itself will run unlocked
+ cChunkCoordsList SpreadQueue;
+ {
+ cCSLock Lock(m_CSLighting);
+ if (m_SpreadQueue.size() == 0)
+ {
+ return;
+ }
+ if (m_SpreadQueue.size() >= MAX_LIGHTING_SPREAD_PER_TICK )
+ {
+ LOGWARN("cWorld: Lots of lighting to do! Still %i chunks left!", m_SpreadQueue.size() );
+ }
+ // Move up to MAX_LIGHTING_SPREAD_PER_TICK elements from m_SpreadQueue out into SpreadQueue:
+ cChunkCoordsList::iterator itr = m_SpreadQueue.begin();
+ std::advance(itr, MIN(m_SpreadQueue.size(), MAX_LIGHTING_SPREAD_PER_TICK));
+ SpreadQueue.splice(SpreadQueue.begin(), m_SpreadQueue, m_SpreadQueue.begin(), itr);
+ }
+
+ for (cChunkCoordsList::iterator itr = SpreadQueue.begin(); itr != SpreadQueue.end(); ++itr)
+ {
+ m_ChunkMap->SpreadChunkLighting(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ);
+ }
+}
+
+
+
+
+
void cWorld::GrowTree( int a_X, int a_Y, int a_Z )
{
// new tree code, looks much better
@@ -896,16 +972,9 @@ cBlockEntity * cWorld::GetBlockEntity( int a_X, int a_Y, int a_Z ) -char cWorld::GetHeight( int a_X, int a_Z )
+int cWorld::GetHeight( int a_X, int a_Z )
{
- int PosX = a_X, PosY = 0, PosZ = a_Z, ChunkX, ChunkY, ChunkZ;
- AbsoluteToRelative( PosX, PosY, PosZ, ChunkX, ChunkY, ChunkZ );
- cChunkPtr Chunk = GetChunk( ChunkX, ChunkY, ChunkZ );
- if ( Chunk->IsValid())
- {
- return Chunk->GetHeight( PosX, PosZ );
- }
- return 0;
+ return m_ChunkMap->GetHeight(a_X, a_Z);
}
@@ -914,7 +983,6 @@ char cWorld::GetHeight( int a_X, int a_Z ) const double & cWorld::GetSpawnY(void)
{
- m_SpawnY = (double)GetHeight( (int)m_SpawnX, (int)m_SpawnZ ) + 1.6f; // +1.6f eye height
return m_SpawnY;
}
@@ -983,9 +1051,9 @@ void cWorld::ChunkDataLoaded(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const cha -void cWorld::SetChunkData(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
+void cWorld::ChunkDataGenerated(int a_ChunkX, int a_ChunkY, int a_ChunkZ, const char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
{
- m_ChunkMap->SetChunkData(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData, a_Entities, a_BlockEntities);
+ m_ChunkMap->ChunkDataGenerated(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData, a_Entities, a_BlockEntities);
}
@@ -1217,21 +1285,21 @@ void cWorld::SaveAllChunks() -void cWorld::ReSpreadLighting( const cChunkPtr & a_Chunk )
+void cWorld::ReSpreadLighting(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLighting);
- m_SpreadQueue.remove( a_Chunk );
- m_SpreadQueue.push_back( a_Chunk );
+ m_SpreadQueue.remove(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
+ m_SpreadQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
-void cWorld::RemoveSpread( const cChunkPtr & a_Chunk )
+void cWorld::RemoveSpread(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLighting);
- m_SpreadQueue.remove( a_Chunk );
+ m_SpreadQueue.remove(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
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