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Merge branch 'master' into redstone

This commit is contained in:
Tiger Wang
2014-12-13 12:11:01 +00:00
232 changed files with 11721 additions and 5082 deletions

View File

@@ -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
{
public:
cWorldLoadProgress(cWorld * a_World) :
cIsThread("cWorldLoadProgress"),
m_World(a_World)
{
Start();
}
void Stop(void)
{
m_ShouldTerminate = true;
Wait();
}
protected:
typedef cIsThread super;
cWorld * m_World;
public:
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();
}
// 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();
}
} ;
////////////////////////////////////////////////////////////////////////////////
// cWorldLightingProgress:
/// 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)
{
m_ShouldTerminate = true;
Wait();
}
protected:
cWorld & m_World;
int m_SpawnChunkX;
int m_SpawnChunkZ;
int m_PrepareDistance;
cLightingThread * m_Lighting;
virtual void Execute(void) override
/** 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;
/** Event used to signal that the thread has started. */
cEvent m_EvtStarted;
/** 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)
{
for (;;)
// Check if this was the last chunk:
m_NumPrepared += 1;
if (m_NumPrepared >= m_MaxIdx)
{
LOG("" SIZE_T_FMT " chunks remaining to light", m_Lighting->GetQueueLength()
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
);
// 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)
m_LastReportTime = Now;
m_LastReportChunkCount = m_NumPrepared;
}
}
} ;
/** Decodes the index into chunk coords. Provides the specific chunk ordering. */
void DecodeChunkCoords(int a_Idx, int & a_ChunkX, int & a_ChunkZ)
{
// 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)
{
// 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;
auto LastTime = std::chrono::steady_clock::now();
static const auto msPerTick = std::chrono::milliseconds(50);
auto TickTime = std::chrono::steady_clock::duration(50);
const Int64 msPerTick = 50;
Int64 LastTime = Timer.GetNowTime();
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);
@@ -2909,15 +2931,18 @@ 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;
}
@@ -2925,15 +2950,6 @@ bool cWorld::SetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, const AStrin
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);
}
bool cWorld::SetCommandBlockCommand(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Command)
{
class cUpdateCommandBlock : public cCommandBlockCallback
@@ -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