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author | Howaner <franzi.moos@googlemail.com> | 2014-07-26 13:27:27 +0200 |
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committer | Howaner <franzi.moos@googlemail.com> | 2014-07-26 13:27:27 +0200 |
commit | ef4d68adfd70488df0887f3a5fba1c9aad7a0108 (patch) | |
tree | 1ea3acb0e6b16e8badf7d1d56301bf3dd3a5d99e /src/World.cpp | |
parent | Add armor items directly to the armor slots. (diff) | |
parent | Git: Ignore AllFiles.lst (generated by cmake) (diff) | |
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Diffstat (limited to 'src/World.cpp')
-rw-r--r-- | src/World.cpp | 106 |
1 files changed, 69 insertions, 37 deletions
diff --git a/src/World.cpp b/src/World.cpp index 186842b20..7ad350e24 100644 --- a/src/World.cpp +++ b/src/World.cpp @@ -11,6 +11,7 @@ #include "ChunkMap.h" #include "Generating/ChunkDesc.h" #include "OSSupport/Timer.h" +#include "SetChunkData.h" // Serializers #include "WorldStorage/ScoreboardSerializer.h" @@ -570,12 +571,13 @@ void cWorld::Start(void) m_TNTShrapnelLevel = (eShrapnelLevel)Clamp(TNTShrapnelLevel, (int)slNone, (int)slAll); // Load allowed mobs: - const char * DefaultMonsters = ""; + AString DefaultMonsters; switch (m_Dimension) { case dimOverworld: DefaultMonsters = "bat, cavespider, chicken, cow, creeper, enderman, horse, mooshroom, ocelot, pig, sheep, silverfish, skeleton, slime, spider, squid, wolf, zombie"; break; case dimNether: DefaultMonsters = "blaze, ghast, magmacube, skeleton, zombie, zombiepigman"; break; case dimEnd: DefaultMonsters = "enderman"; break; + case dimNotSet: break; } m_bAnimals = IniFile.GetValueSetB("Monsters", "AnimalsOn", true); AString AllMonsters = IniFile.GetValueSet("Monsters", "Types", DefaultMonsters); @@ -616,7 +618,7 @@ void cWorld::Start(void) m_SimulatorManager->RegisterSimulator(m_FireSimulator, 1); m_Lighting.Start(this); - m_Storage.Start(this, m_StorageSchema, m_StorageCompressionFactor ); + m_Storage.Start(this, m_StorageSchema, m_StorageCompressionFactor); m_Generator.Start(m_GeneratorCallbacks, m_GeneratorCallbacks, IniFile); m_ChunkSender.Start(this); m_TickThread.Start(); @@ -718,6 +720,17 @@ void cWorld::Tick(float a_Dt, int a_LastTickDurationMSec) // Call the plugins cPluginManager::Get()->CallHookWorldTick(*this, a_Dt, a_LastTickDurationMSec); + // Set any chunk data that has been queued for setting: + cSetChunkDataPtrs SetChunkDataQueue; + { + cCSLock Lock(m_CSSetChunkDataQueue); + std::swap(SetChunkDataQueue, m_SetChunkDataQueue); + } + for (cSetChunkDataPtrs::iterator itr = SetChunkDataQueue.begin(), end = SetChunkDataQueue.end(); itr != end; ++itr) + { + SetChunkData(**itr); + } // for itr - SetChunkDataQueue[] + // We need sub-tick precision here, that's why we store the time in seconds and calculate ticks off of it m_WorldAgeSecs += (double)a_Dt / 1000.0; m_TimeOfDaySecs += (double)a_Dt / 1000.0; @@ -864,14 +877,14 @@ void cWorld::TickMobs(float a_Dt) // move close mobs cMobProximityCounter::sIterablePair allCloseEnoughToMoveMobs = MobCensus.GetProximityCounter().getMobWithinThosesDistances(-1, 64 * 16);// MG TODO : deal with this magic number (the 16 is the size of a block) - for(cMobProximityCounter::tDistanceToMonster::const_iterator itr = allCloseEnoughToMoveMobs.m_Begin; itr != allCloseEnoughToMoveMobs.m_End; ++itr) + for (cMobProximityCounter::tDistanceToMonster::const_iterator itr = allCloseEnoughToMoveMobs.m_Begin; itr != allCloseEnoughToMoveMobs.m_End; ++itr) { itr->second.m_Monster.Tick(a_Dt, itr->second.m_Chunk); } // remove too far mobs cMobProximityCounter::sIterablePair allTooFarMobs = MobCensus.GetProximityCounter().getMobWithinThosesDistances(128 * 16, -1);// MG TODO : deal with this magic number (the 16 is the size of a block) - for(cMobProximityCounter::tDistanceToMonster::const_iterator itr = allTooFarMobs.m_Begin; itr != allTooFarMobs.m_End; ++itr) + for (cMobProximityCounter::tDistanceToMonster::const_iterator itr = allTooFarMobs.m_Begin; itr != allTooFarMobs.m_End; ++itr) { itr->second.m_Monster.Destroy(true); } @@ -2216,47 +2229,59 @@ void cWorld::MarkChunkSaved (int a_ChunkX, int a_ChunkZ) -void cWorld::SetChunkData( - int a_ChunkX, int a_ChunkZ, - const BLOCKTYPE * a_BlockTypes, - const NIBBLETYPE * a_BlockMeta, - const NIBBLETYPE * a_BlockLight, - const NIBBLETYPE * a_BlockSkyLight, - const cChunkDef::HeightMap * a_HeightMap, - const cChunkDef::BiomeMap * a_BiomeMap, - cEntityList & a_Entities, - cBlockEntityList & a_BlockEntities, - bool a_MarkDirty -) +void cWorld::QueueSetChunkData(const cSetChunkDataPtr & a_SetChunkData) { // Validate biomes, if needed: - cChunkDef::BiomeMap BiomeMap; - const cChunkDef::BiomeMap * Biomes = a_BiomeMap; - if (a_BiomeMap == NULL) + if (!a_SetChunkData->AreBiomesValid()) { // The biomes are not assigned, get them from the generator: - Biomes = &BiomeMap; - m_Generator.GenerateBiomes(a_ChunkX, a_ChunkZ, BiomeMap); + m_Generator.GenerateBiomes(a_SetChunkData->GetChunkX(), a_SetChunkData->GetChunkZ(), a_SetChunkData->GetBiomes()); + a_SetChunkData->MarkBiomesValid(); } - m_ChunkMap->SetChunkData( - a_ChunkX, a_ChunkZ, - a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight, - a_HeightMap, *Biomes, - a_BlockEntities, - a_MarkDirty - ); + // Validate heightmap, if needed: + if (!a_SetChunkData->IsHeightMapValid()) + { + a_SetChunkData->CalculateHeightMap(); + } + + // Store a copy of the data in the queue: + // TODO: If the queue is too large, wait for it to get processed. Not likely, though. + cCSLock Lock(m_CSSetChunkDataQueue); + m_SetChunkDataQueue.push_back(a_SetChunkData); +} + + + + + +void cWorld::SetChunkData(cSetChunkData & a_SetChunkData) +{ + ASSERT(a_SetChunkData.AreBiomesValid()); + ASSERT(a_SetChunkData.IsHeightMapValid()); + + m_ChunkMap->SetChunkData(a_SetChunkData); // Initialize the entities (outside the m_ChunkMap's CS, to fix FS #347): - for (cEntityList::iterator itr = a_Entities.begin(), end = a_Entities.end(); itr != end; ++itr) + cEntityList Entities; + std::swap(a_SetChunkData.GetEntities(), Entities); + for (cEntityList::iterator itr = Entities.begin(), end = Entities.end(); itr != end; ++itr) { (*itr)->Initialize(*this); } // If a client is requesting this chunk, send it to them: - if (m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkZ)) + int ChunkX = a_SetChunkData.GetChunkX(); + int ChunkZ = a_SetChunkData.GetChunkZ(); + if (m_ChunkMap->HasChunkAnyClients(ChunkX, ChunkZ)) + { + m_ChunkSender.ChunkReady(ChunkX, ChunkZ); + } + + // Save the chunk right after generating, so that we don't have to generate it again on next run + if (a_SetChunkData.ShouldMarkDirty()) { - m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkZ); + m_Storage.QueueSaveChunk(ChunkX, 0, ChunkZ); } } @@ -2468,7 +2493,7 @@ cPlayer * cWorld::FindClosestPlayer(const Vector3d & a_Pos, float a_SightLimit, { if (a_CheckLineOfSight) { - if(!LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length())) + if (!LineOfSight.Trace(a_Pos, (Pos - a_Pos), (int)(Pos - a_Pos).Length())) { ClosestDistance = Distance; ClosestPlayer = *itr; @@ -2974,21 +2999,31 @@ int cWorld::SpawnMob(double a_PosX, double a_PosY, double a_PosZ, cMonster::eTyp int cWorld::SpawnMobFinalize(cMonster * a_Monster) { + // Invalid cMonster object. Bail out. if (!a_Monster) + { return -1; + } + + // Give the mob full health. a_Monster->SetHealth(a_Monster->GetMaxHealth()); + + // A plugin doesn't agree with the spawn. bail out. if (cPluginManager::Get()->CallHookSpawningMonster(*this, *a_Monster)) { delete a_Monster; a_Monster = NULL; return -1; } + + // Initialize the monster into the current world. if (!a_Monster->Initialize(*this)) { delete a_Monster; a_Monster = NULL; return -1; } + BroadcastSpawnEntity(*a_Monster); cPluginManager::Get()->CallHookSpawnedMonster(*this, *a_Monster); @@ -3284,17 +3319,14 @@ void cWorld::cChunkGeneratorCallbacks::OnChunkGenerated(cChunkDesc & a_ChunkDesc cChunkDef::BlockNibbles BlockMetas; a_ChunkDesc.CompressBlockMetas(BlockMetas); - m_World->SetChunkData( + m_World->QueueSetChunkData(cSetChunkDataPtr(new cSetChunkData( a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), a_ChunkDesc.GetBlockTypes(), BlockMetas, NULL, NULL, // We don't have lighting, chunk will be lighted when needed &a_ChunkDesc.GetHeightMap(), &a_ChunkDesc.GetBiomeMap(), a_ChunkDesc.GetEntities(), a_ChunkDesc.GetBlockEntities(), true - ); - - // Save the chunk right after generating, so that we don't have to generate it again on next run - m_World->GetStorage().QueueSaveChunk(a_ChunkDesc.GetChunkX(), 0, a_ChunkDesc.GetChunkZ()); + ))); } |