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Rewritten most of the code for multithreading; still not 100%, but getting there. If this commit proves to be too problematic, we can always undo it.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@251 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2012-02-13 21:47:03 +00:00
parent 0a46c065bf
commit 4f17362aeb
87 changed files with 6915 additions and 2803 deletions

View File

@@ -14,15 +14,24 @@
#include "packets/cPacket_DestroyEntity.h"
int cEntity::m_EntityCount = 0;
cCriticalSection cEntity::m_CSCount;
cEntity::cEntity(const double & a_X, const double & a_Y, const double & a_Z)
: m_UniqueID( 0 )
: m_UniqueID( 0 )
, m_Referencers( new cReferenceManager( cReferenceManager::RFMNGR_REFERENCERS ) )
, m_References( new cReferenceManager( cReferenceManager::RFMNGR_REFERENCES ) )
, m_ChunkX( 0 )
, m_ChunkY( 0 )
, m_ChunkZ( 0 )
, m_ChunkX( 0 )
, m_ChunkY( 0 )
, m_ChunkZ( 0 )
, m_Pos( new Vector3d( a_X, a_Y, a_Z ) )
, m_bDirtyPosition( true )
, m_Rot( new Vector3f() )
@@ -32,12 +41,24 @@ cEntity::cEntity(const double & a_X, const double & a_Y, const double & a_Z)
, m_World( 0 )
, m_bRemovedFromChunk( false )
{
cCSLock Lock(m_CSCount);
m_EntityCount++;
m_UniqueID = m_EntityCount;
}
cEntity::~cEntity()
{
LOG("Deleting entity %d at pos {%.2f, %.2f} ~ [%d, %d]; ptr %p",
m_UniqueID,
m_Pos->x, m_Pos->z,
(int)(m_Pos->x / 16), (int)(m_Pos->z / 16),
this
);
if( !m_bDestroyed || !m_bRemovedFromChunk )
{
LOGERROR("ERROR: Entity deallocated without being destroyed %i or unlinked %i", m_bDestroyed, m_bRemovedFromChunk );
@@ -48,6 +69,10 @@ cEntity::~cEntity()
delete m_Rot;
}
void cEntity::Initialize( cWorld* a_World )
{
m_World = a_World;
@@ -56,111 +81,124 @@ void cEntity::Initialize( cWorld* a_World )
MoveToCorrectChunk(true);
}
void cEntity::WrapRotation()
{
while(m_Rot->x > 180.f) m_Rot->x-=360.f; // Wrap it
while(m_Rot->x < -180.f) m_Rot->x+=360.f;
while(m_Rot->y > 180.f) m_Rot->y-=360.f;
while(m_Rot->y < -180.f) m_Rot->y+=360.f;
while (m_Rot->x > 180.f) m_Rot->x-=360.f; // Wrap it
while (m_Rot->x < -180.f) m_Rot->x+=360.f;
while (m_Rot->y > 180.f) m_Rot->y-=360.f;
while (m_Rot->y < -180.f) m_Rot->y+=360.f;
}
void cEntity::MoveToCorrectChunk(bool a_bIgnoreOldChunk)
{
if( !m_World ) return; // Entity needs a world to move to a chunk
assert(m_World != NULL); // Entity needs a world to move to a chunk
if( !m_World ) return;
int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
cWorld::BlockToChunk( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z, ChunkX, ChunkY, ChunkZ );
if(a_bIgnoreOldChunk || m_ChunkX != ChunkX || m_ChunkY != ChunkY || m_ChunkZ != ChunkZ)
if (!a_bIgnoreOldChunk && (m_ChunkX == ChunkX) && (m_ChunkY == ChunkY) && (m_ChunkZ == ChunkZ))
{
LOG("From %i %i To %i %i", m_ChunkX, m_ChunkZ, ChunkX, ChunkZ );
cChunk* Chunk = 0;
if(!a_bIgnoreOldChunk)
Chunk = m_World->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
return;
}
if (!a_bIgnoreOldChunk)
{
cChunkPtr OldChunk = m_World->GetChunk(m_ChunkX, m_ChunkY, m_ChunkZ);
OldChunk->RemoveEntity(this);
cPacket_DestroyEntity DestroyEntity( this );
OldChunk->Broadcast(DestroyEntity);
}
typedef std::list< cClientHandle* > ClientList;
ClientList BeforeClients;
if( Chunk )
m_ChunkX = ChunkX;
m_ChunkY = ChunkY;
m_ChunkZ = ChunkZ;
cChunkPtr NewChunk = m_World->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
if ( NewChunk != NULL )
{
NewChunk->AddEntity( this );
std::auto_ptr<cPacket> SpawnPacket(GetSpawnPacket());
if (SpawnPacket.get() != NULL)
{
Chunk->RemoveEntity( *this );
BeforeClients = Chunk->GetClients();
}
m_ChunkX = ChunkX; m_ChunkY = ChunkY; m_ChunkZ = ChunkZ;
cChunk* NewChunk = m_World->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
ClientList AfterClients;
if( NewChunk )
{
NewChunk->AddEntity( *this );
AfterClients = NewChunk->GetClients();
}
/********************
* I reaalllyyyy don't like this piece of code, but it's needed I guess (maybe there's a way to optimize this)
**/
// Now compare clients before with after
for( ClientList::iterator itr = BeforeClients.begin(); itr != BeforeClients.end(); ++itr )
{
bool bFound = false;
for( ClientList::iterator itr2 = AfterClients.begin(); itr2 != AfterClients.end(); ++itr2 )
{
if( *itr2 == *itr )
{
bFound = true;
break;
}
}
if( !bFound ) // Client was in old chunk, but not new, so destroy on that client
{
cPacket_DestroyEntity DestroyEntity( this );
(*itr)->Send( DestroyEntity );
}
}
// Now compare clients after with before
for( ClientList::iterator itr = AfterClients.begin(); itr != AfterClients.end(); ++itr )
{
bool bFound = false;
for( ClientList::iterator itr2 = BeforeClients.begin(); itr2 != BeforeClients.end(); ++itr2 )
{
if( *itr2 == *itr )
{
bFound = true;
break;
}
}
if( !bFound ) // Client is in the new chunk, but not in old, so spawn on the client
{
SpawnOn( *itr );
}
NewChunk->Broadcast(SpawnPacket.get());
}
}
}
void cEntity::Destroy()
{
if( !m_bDestroyed )
{
m_bDestroyed = true;
if( !m_bRemovedFromChunk )
RemoveFromChunk(0);
}
}
void cEntity::RemoveFromChunk( cChunk* a_Chunk )
{
if( m_World )
{
cChunk* Chunk = ( a_Chunk ? a_Chunk : (cChunk*)m_World->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ ) );
if( Chunk )
{
cPacket_DestroyEntity DestroyEntity( this );
Chunk->Broadcast( DestroyEntity );
Chunk->RemoveEntity( *this );
m_bRemovedFromChunk = true;
RemoveFromChunk();
}
}
}
void cEntity::RemoveFromChunk(void)
{
if ( m_World == NULL )
{
return;
}
cChunkPtr Chunk = m_World->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
if ( Chunk != NULL )
{
cPacket_DestroyEntity DestroyEntity( this );
Chunk->Broadcast( DestroyEntity );
Chunk->RemoveEntity( this );
m_bRemovedFromChunk = true;
}
}
void cEntity::SpawnOn(cClientHandle * a_Client)
{
std::auto_ptr<cPacket> SpawnPacket(GetSpawnPacket());
if (SpawnPacket.get() == NULL)
{
return;
}
if (a_Client == NULL)
{
cChunkPtr Chunk = m_World->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
if ( Chunk != NULL )
{
Chunk->Broadcast(SpawnPacket.get());
}
}
else
{
a_Client->Send(SpawnPacket.get());
}
}
CLASS_DEF_GETCLASS( cEntity );
bool cEntity::IsA( const char* a_EntityType )
{
@@ -169,6 +207,10 @@ bool cEntity::IsA( const char* a_EntityType )
return false;
}
//////////////////////////////////////////////////////////////////////////
// Set orientations
void cEntity::SetRot( const Vector3f & a_Rot )
@@ -177,45 +219,39 @@ void cEntity::SetRot( const Vector3f & a_Rot )
m_bDirtyOrientation = true;
}
void cEntity::SetRotation( float a_Rotation )
{
m_Rot->x = a_Rotation;
m_bDirtyOrientation = true;
}
void cEntity::SetPitch( float a_Pitch )
{
m_Rot->y = a_Pitch;
m_bDirtyOrientation = true;
}
void cEntity::SetRoll( float a_Roll )
{
m_Rot->z = a_Roll;
m_bDirtyOrientation = true;
}
//////////////////////////////////////////////////////////////////////////
// Get orientations
const Vector3f & cEntity::GetRot()
{
return *m_Rot;
}
float cEntity::GetRotation()
{
return m_Rot->x;
}
float cEntity::GetPitch()
{
return m_Rot->y;
}
float cEntity::GetRoll()
{
return m_Rot->z;
}
//////////////////////////////////////////////////////////////////////////
// Get look vector (this is NOT a rotation!)
@@ -228,6 +264,10 @@ Vector3f cEntity::GetLookVector()
return Look;
}
//////////////////////////////////////////////////////////////////////////
// Set position
void cEntity::SetPosition( const Vector3d & a_Pos )
@@ -237,6 +277,10 @@ void cEntity::SetPosition( const Vector3d & a_Pos )
m_bDirtyPosition = true;
}
void cEntity::SetPosition( const double & a_PosX, const double & a_PosY, const double & a_PosZ )
{
m_Pos->Set( a_PosX, a_PosY, a_PosZ );
@@ -244,6 +288,10 @@ void cEntity::SetPosition( const double & a_PosX, const double & a_PosY, const d
m_bDirtyPosition = true;
}
void cEntity::SetPosX( const double & a_PosX )
{
m_Pos->x = a_PosX;
@@ -251,6 +299,10 @@ void cEntity::SetPosX( const double & a_PosX )
m_bDirtyPosition = true;
}
void cEntity::SetPosY( const double & a_PosY )
{
m_Pos->y = a_PosY;
@@ -258,6 +310,10 @@ void cEntity::SetPosY( const double & a_PosY )
m_bDirtyPosition = true;
}
void cEntity::SetPosZ( const double & a_PosZ )
{
m_Pos->z = a_PosZ;
@@ -265,27 +321,9 @@ void cEntity::SetPosZ( const double & a_PosZ )
m_bDirtyPosition = true;
}
//////////////////////////////////////////////////////////////////////////
// Get position
const Vector3d & cEntity::GetPosition()
{
return *m_Pos;
}
const double & cEntity::GetPosX()
{
return m_Pos->x;
}
const double & cEntity::GetPosY()
{
return m_Pos->y;
}
const double & cEntity::GetPosZ()
{
return m_Pos->z;
}
//////////////////////////////////////////////////////////////////////////
// Reference stuffs
@@ -295,12 +333,24 @@ void cEntity::AddReference( cEntity*& a_EntityPtr )
a_EntityPtr->ReferencedBy( a_EntityPtr );
}
void cEntity::ReferencedBy( cEntity*& a_EntityPtr )
{
m_Referencers->AddReference( a_EntityPtr );
}
void cEntity::Dereference( cEntity*& a_EntityPtr )
{
m_Referencers->Dereference( a_EntityPtr );
}