Merge remote-tracking branch 'origin-master' into c++11
This commit is contained in:
271
src/World.cpp
271
src/World.cpp
@@ -72,99 +72,130 @@ const int TIME_SPAWN_DIVISOR = 148;
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////////////////////////////////////////////////////////////////////////////////
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// cWorldLoadProgress:
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// cSpawnPrepare:
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/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn()
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class cWorldLoadProgress :
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public cIsThread
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/** Generates and lights the spawn area of the world. Runs as a separate thread. */
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class cSpawnPrepare:
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public cIsThread,
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public cChunkCoordCallback
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{
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public:
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cWorldLoadProgress(cWorld * a_World) :
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cIsThread("cWorldLoadProgress"),
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m_World(a_World)
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{
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Start();
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}
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void Stop(void)
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{
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m_ShouldTerminate = true;
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Wait();
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}
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protected:
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typedef cIsThread super;
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cWorld * m_World;
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public:
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cSpawnPrepare(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance):
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super("SpawnPrepare"),
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m_World(a_World),
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m_SpawnChunkX(a_SpawnChunkX),
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m_SpawnChunkZ(a_SpawnChunkZ),
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m_PrepareDistance(a_PrepareDistance),
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m_MaxIdx(a_PrepareDistance * a_PrepareDistance),
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m_NumPrepared(0),
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m_LastReportChunkCount(0)
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{
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// Start the thread:
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Start();
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// Wait for start confirmation, so that the thread can be waited-upon after the constructor returns:
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m_EvtStarted.Wait();
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}
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// cIsThread override:
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virtual void Execute(void) override
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{
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for (;;)
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// Confirm thread start:
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m_EvtStarted.Set();
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// Queue the initial chunks:
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m_MaxIdx = m_PrepareDistance * m_PrepareDistance;
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int maxQueue = std::min(m_MaxIdx - 1, 100); // Number of chunks to queue at once
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m_NextIdx = maxQueue;
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m_LastReportTime = std::chrono::steady_clock::now();
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for (int i = 0; i < maxQueue; i++)
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{
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LOG("" SIZE_T_FMT " chunks to load, %d chunks to generate",
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m_World->GetStorage().GetLoadQueueLength(),
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m_World->GetGenerator().GetQueueLength()
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);
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// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
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for (int i = 0; i < 20; i++)
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{
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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if (m_ShouldTerminate)
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{
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return;
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}
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}
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} // for (-ever)
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int chunkX, chunkZ;
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DecodeChunkCoords(i, chunkX, chunkZ);
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m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, this);
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} // for i
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// Wait for the lighting thread to prepare everything. Event is set in the Call() callback:
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m_EvtFinished.Wait();
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}
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} ;
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////////////////////////////////////////////////////////////////////////////////
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// cWorldLightingProgress:
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/// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn()
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class cWorldLightingProgress :
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public cIsThread
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{
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public:
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cWorldLightingProgress(cLightingThread * a_Lighting) :
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cIsThread("cWorldLightingProgress"),
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m_Lighting(a_Lighting)
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{
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Start();
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}
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void Stop(void)
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{
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m_ShouldTerminate = true;
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Wait();
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}
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protected:
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cWorld & m_World;
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int m_SpawnChunkX;
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int m_SpawnChunkZ;
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int m_PrepareDistance;
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cLightingThread * m_Lighting;
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virtual void Execute(void) override
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/** The index of the next chunk to be queued in the lighting thread. */
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int m_NextIdx;
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/** The maximum index of the prepared chunks. Queueing stops when m_NextIdx reaches this number. */
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int m_MaxIdx;
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/** Total number of chunks already finished preparing. Preparation finishes when this number reaches m_MaxIdx. */
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int m_NumPrepared;
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/** Event used to signal that the thread has started. */
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cEvent m_EvtStarted;
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/** Event used to signal that the preparation is finished. */
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cEvent m_EvtFinished;
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/** The timestamp of the last progress report emitted. */
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std::chrono::steady_clock::time_point m_LastReportTime;
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/** Number of chunks prepared when the last progress report was emitted. */
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int m_LastReportChunkCount;
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// cChunkCoordCallback override:
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virtual void Call(int a_ChunkX, int a_ChunkZ)
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{
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for (;;)
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// Check if this was the last chunk:
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m_NumPrepared += 1;
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if (m_NumPrepared >= m_MaxIdx)
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{
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LOG("" SIZE_T_FMT " chunks remaining to light", m_Lighting->GetQueueLength()
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m_EvtFinished.Set();
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}
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// Queue another chunk, if appropriate:
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if (m_NextIdx < m_MaxIdx)
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{
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int chunkX, chunkZ;
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DecodeChunkCoords(m_NextIdx, chunkX, chunkZ);
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m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, this);
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m_NextIdx += 1;
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}
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// Report progress every 1 second:
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auto Now = std::chrono::steady_clock::now();
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if (Now - m_LastReportTime > std::chrono::seconds(1))
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{
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float PercentDone = static_cast<float>(m_NumPrepared * 100) / m_MaxIdx;
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float ChunkSpeed = static_cast<float>((m_NumPrepared - m_LastReportChunkCount) * 1000) / std::chrono::duration_cast<std::chrono::milliseconds>(Now - m_LastReportTime).count();
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LOG("Preparing spawn (%s): %.02f%% (%d/%d; %.02f chunks/s)",
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m_World.GetName().c_str(), PercentDone, m_NumPrepared, m_MaxIdx, ChunkSpeed
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);
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// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
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for (int i = 0; i < 20; i++)
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{
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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if (m_ShouldTerminate)
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{
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return;
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}
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}
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} // for (-ever)
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m_LastReportTime = Now;
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m_LastReportChunkCount = m_NumPrepared;
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}
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}
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/** Decodes the index into chunk coords. Provides the specific chunk ordering. */
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void DecodeChunkCoords(int a_Idx, int & a_ChunkX, int & a_ChunkZ)
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{
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// A zigzag pattern from the top to bottom, each row alternating between forward-x and backward-x:
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int z = a_Idx / m_PrepareDistance;
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int x = a_Idx % m_PrepareDistance;
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if ((z & 1) == 0)
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{
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// Reverse every second row:
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x = m_PrepareDistance - 1 - x;
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}
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a_ChunkZ = m_SpawnChunkZ + z - m_PrepareDistance / 2;
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a_ChunkX = m_SpawnChunkX + x - m_PrepareDistance / 2;
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}
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};
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@@ -206,7 +237,7 @@ void cWorld::cTickThread::Execute(void)
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while (!m_ShouldTerminate)
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{
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auto NowTime = std::chrono::steady_clock::now();
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m_World.Tick(std::chrono::duration_cast<std::chrono::milliseconds>(NowTime - LastTime).count(), std::chrono::duration_cast<std::chrono::duration<int>>(TickTime).count());
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m_World.Tick(static_cast<float>(std::chrono::duration_cast<std::chrono::milliseconds>(NowTime - LastTime).count()), std::chrono::duration_cast<std::chrono::duration<int>>(TickTime).count());
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TickTime = std::chrono::steady_clock::now() - NowTime;
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if (TickTime < msPerTick)
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@@ -426,53 +457,9 @@ void cWorld::InitializeSpawn(void)
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IniFile.ReadFile(m_IniFileName);
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int ViewDist = IniFile.GetValueSetI("SpawnPosition", "PregenerateDistance", DefaultViewDist);
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IniFile.WriteFile(m_IniFileName);
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LOG("Preparing spawn area in world \"%s\", %d x %d chunks, total %d chunks...", m_WorldName.c_str(), ViewDist, ViewDist, ViewDist * ViewDist);
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for (int x = 0; x < ViewDist; x++)
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{
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for (int z = 0; z < ViewDist; z++)
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{
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m_ChunkMap->TouchChunk(x + ChunkX-(ViewDist - 1) / 2, z + ChunkZ-(ViewDist - 1) / 2); // Queue the chunk in the generator / loader
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}
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}
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{
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// Display progress during this process:
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cWorldLoadProgress Progress(this);
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// Wait for the loader to finish loading
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m_Storage.WaitForLoadQueueEmpty();
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// Wait for the generator to finish generating
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m_Generator.WaitForQueueEmpty();
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// Wait for the loader to finish saving
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m_Storage.WaitForSaveQueueEmpty();
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Progress.Stop();
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}
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// Light all chunks that have been newly generated:
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LOG("Lighting spawn area in world \"%s\"...", m_WorldName.c_str());
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for (int x = 0; x < ViewDist; x++)
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{
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int ChX = x + ChunkX-(ViewDist - 1) / 2;
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for (int z = 0; z < ViewDist; z++)
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{
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int ChZ = z + ChunkZ-(ViewDist - 1) / 2;
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if (!m_ChunkMap->IsChunkLighted(ChX, ChZ))
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{
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m_Lighting.QueueChunk(ChX, ChZ); // Queue the chunk in the lighting thread
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}
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} // for z
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} // for x
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{
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cWorldLightingProgress Progress(&m_Lighting);
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m_Lighting.WaitForQueueEmpty();
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Progress.Stop();
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}
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cSpawnPrepare prep(*this, ChunkX, ChunkZ, ViewDist);
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prep.Wait();
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#ifdef TEST_LINEBLOCKTRACER
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// DEBUG: Test out the cLineBlockTracer class by tracing a few lines:
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@@ -735,28 +722,32 @@ void cWorld::InitialiseGeneratorDefaults(cIniFile & a_IniFile)
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{
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case dimEnd:
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{
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a_IniFile.GetValueSet("Generator", "BiomeGen", "Constant");
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a_IniFile.GetValueSet("Generator", "ConstantBiome", "End");
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a_IniFile.GetValueSet("Generator", "HeightGen", "Biomal");
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a_IniFile.GetValueSet("Generator", "Generator", "Composable");
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a_IniFile.GetValueSet("Generator", "BiomeGen", "Constant");
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a_IniFile.GetValueSet("Generator", "ConstantBiome", "End");
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a_IniFile.GetValueSet("Generator", "ShapeGen", "End");
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a_IniFile.GetValueSet("Generator", "CompositionGen", "End");
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break;
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}
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case dimOverworld:
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{
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a_IniFile.GetValueSet("Generator", "BiomeGen", "MultiStepMap");
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a_IniFile.GetValueSet("Generator", "HeightGen", "DistortedHeightmap");
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a_IniFile.GetValueSet("Generator", "CompositionGen", "DistortedHeightmap");
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a_IniFile.GetValueSet("Generator", "Finishers", "Ravines, WormNestCaves, WaterLakes, WaterSprings, LavaLakes, LavaSprings, OreNests, Mineshafts, Trees, SprinkleFoliage, Ice, Snow, Lilypads, BottomLava, DeadBushes, PreSimulator");
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a_IniFile.GetValueSet("Generator", "Generator", "Composable");
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a_IniFile.GetValueSet("Generator", "BiomeGen", "Grown");
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a_IniFile.GetValueSet("Generator", "ShapeGen", "BiomalNoise3D");
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a_IniFile.GetValueSet("Generator", "CompositionGen", "Biomal");
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a_IniFile.GetValueSet("Generator", "Finishers", "Ravines, WormNestCaves, WaterLakes, WaterSprings, LavaLakes, LavaSprings, OreNests, Mineshafts, Trees, Villages, SprinkleFoliage, Ice, Snow, Lilypads, BottomLava, DeadBushes, PreSimulator");
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break;
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}
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case dimNether:
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{
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a_IniFile.GetValueSet("Generator", "BiomeGen", "Constant");
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a_IniFile.GetValueSet("Generator", "ConstantBiome", "Nether");
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a_IniFile.GetValueSet("Generator", "HeightGen", "Flat");
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a_IniFile.GetValueSet("Generator", "FlatHeight", "128");
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a_IniFile.GetValueSet("Generator", "CompositionGen", "Nether");
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a_IniFile.GetValueSet("Generator", "Finishers", "WormNestCaves, BottomLava, LavaSprings, NetherClumpFoliage, NetherForts, PreSimulator");
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a_IniFile.GetValueSet("Generator", "Generator", "Composable");
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a_IniFile.GetValueSet("Generator", "BiomeGen", "Constant");
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a_IniFile.GetValueSet("Generator", "ConstantBiome", "Nether");
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a_IniFile.GetValueSet("Generator", "ShapeGen", "HeightMap");
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a_IniFile.GetValueSet("Generator", "HeightGen", "Flat");
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a_IniFile.GetValueSet("Generator", "FlatHeight", "128");
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a_IniFile.GetValueSet("Generator", "CompositionGen", "Nether");
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a_IniFile.GetValueSet("Generator", "Finishers", "WormNestCaves, BottomLava, LavaSprings, NetherClumpFoliage, NetherForts, PreSimulator");
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a_IniFile.GetValueSet("Generator", "BottomLavaHeight", "30");
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break;
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}
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