diff options
Diffstat (limited to '')
-rw-r--r-- | src/World.h | 138 |
1 files changed, 42 insertions, 96 deletions
diff --git a/src/World.h b/src/World.h index c1794b159..f6fbfae0f 100644 --- a/src/World.h +++ b/src/World.h @@ -28,7 +28,7 @@ #include "FastRandom.h" #include "ClientHandle.h" #include "EffectID.h" -#include <functional> +#include <future> @@ -39,9 +39,6 @@ class cRedstoneSimulator; class cItem; class cPlayer; class cClientHandle; -typedef SharedPtr<cClientHandle> cClientHandlePtr; -typedef std::list<cClientHandlePtr> cClientHandlePtrs; -typedef std::list<cClientHandle *> cClientHandles; class cEntity; class cBlockEntity; class cWorldGenerator; // The generator that actually generates the chunks for a single world @@ -59,12 +56,6 @@ class cCuboid; class cSetChunkData; class cBroadcaster; - -typedef std::list< cPlayer * > cPlayerList; - -typedef SharedPtr<cSetChunkData> cSetChunkDataPtr; // TODO: Change to unique_ptr once we go C++11 -typedef std::vector<cSetChunkDataPtr> cSetChunkDataPtrs; - typedef cItemCallback<cPlayer> cPlayerListCallback; typedef cItemCallback<cEntity> cEntityCallback; typedef cItemCallback<cBeaconEntity> cBeaconCallback; @@ -92,14 +83,9 @@ public: // tolua_end - /** A simple RAII locker for the chunkmap - locks the chunkmap in its constructor, unlocks it in the destructor */ - class cLock : - public cCSLock - { - typedef cCSLock super; - public: - cLock(cWorld & a_World); - }; + cWorld(const AString & a_WorldName, eDimension a_Dimension = dimOverworld, const AString & a_LinkedOverworldName = ""); + virtual ~cWorld(); + cWorld(const cWorld & a_World) = delete; static const char * GetClassStatic(void) // Needed for ManualBindings's ForEach templates { @@ -234,7 +220,7 @@ public: /** Puts the chunk data into a queue to be set into the chunkmap in the tick thread. If the chunk data doesn't contain valid biomes, the biomes are calculated before adding the data into the queue. */ - void QueueSetChunkData(const cSetChunkDataPtr & a_SetChunkData); + void QueueSetChunkData(cSetChunkData & a_SetChunkData); void ChunkLighted( int a_ChunkX, int a_ChunkZ, @@ -267,9 +253,8 @@ public: /** Removes the player from the world. Removes the player from the addition queue, too, if appropriate. - If the player has a ClientHandle, the ClientHandle is removed from all chunks in the world and will not be ticked by this world anymore. - @param a_RemoveFromChunk determines if the entity should be removed from its chunk as well. Should be false when ticking from cChunk. */ - void RemovePlayer(cPlayer * a_Player, bool a_RemoveFromChunk); + If the player has a ClientHandle, the ClientHandle is removed from all chunks in the world and will not be ticked by this world anymore. */ + void RemovePlayer(cPlayer * a_Player); /** Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true */ virtual bool ForEachPlayer(cPlayerListCallback & a_Callback) override; // >> EXPORTED IN MANUALBINDINGS << @@ -316,24 +301,12 @@ public: void CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback); /** Adds client to a chunk, if not already present; returns true if added, false if present */ - bool AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client); + bool AddChunkClient(int a_ChunkX, int a_ChunkZ, const std::shared_ptr<cClientHandle> & a_Client); /** Removes client from the chunk specified */ - void RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client); - - /** Removes the client from all chunks it is present in */ - void RemoveClientFromChunks(cClientHandle * a_Client); - - /** Sends the chunk to the client specified, if the client doesn't have the chunk yet. - If chunk not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid + lighted). */ - void SendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client); + void RemoveChunkClient(int a_ChunkX, int a_ChunkZ, const std::shared_ptr<cClientHandle> & a_Client); - /** Sends the chunk to the client specified, even if the client already has the chunk. - If the chunk's not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid + lighted). */ - void ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client); - - /** Removes client from ChunkSender's queue of chunks to be sent */ - void RemoveClientFromChunkSender(cClientHandle * a_Client); + cChunkSender & GetChunkSender(void) { return m_ChunkSender; } /** Touches the chunk, causing it to be loaded or generated */ void TouchChunk(int a_ChunkX, int a_ChunkZ); @@ -675,7 +648,13 @@ public: void QueueSaveAllChunks(void); // tolua_export /** Queues a task onto the tick thread. The task object will be deleted once the task is finished */ - void QueueTask(std::function<void(cWorld &)> a_Task); // Exported in ManualBindings.cpp + template <typename FunctionType> + std::future<void> QueueTask(FunctionType && a_Task) // Exported in ManualBindings.cpp + { + cCSLock Lock(m_CSTasks); + m_Tasks.emplace_back(-1, std::forward<FunctionType>(a_Task)); + return m_Tasks.back().second.get_future(); + } /** Queues a lambda task onto the tick thread, with the specified delay. */ void ScheduleTask(int a_DelayTicks, std::function<void(cWorld &)> a_Task); @@ -694,10 +673,16 @@ public: cLightingThread & GetLightingThread(void) { return m_Lighting; } - void InitializeSpawn(void); + /** Starts the tick thread that belongs to this world. */ + void Start(void) { m_TickThread.Start(); } - /** Starts threads that belong to this world */ - void Start(void); + /** Performs one-off initial configuration of the world. + MUST be called within the context of the world tick thread. */ + void Initialise(void); + + /** Performs one-off initial configuration of the world spawn. + MUST be called within the context of the world tick thread. */ + void InitialiseSpawn(void); /** Stops threads that belong to this world (part of deinit) */ void Stop(void); @@ -809,6 +794,14 @@ public: cBroadcaster GetBroadcaster(); +#ifdef _DEBUG + + /** Debug-only function to ensure the current execution is within the context of this world's tick thread + Enforces single-thread access requirements of cWorld, cChunkMap, cChunk, cEntity and descendants, etc. */ + bool IsInTickThread(void) { return m_TickThread.IsCurrentThread(); } + +#endif + private: friend class cRoot; @@ -846,8 +839,11 @@ private: public: cChunkGeneratorCallbacks(cWorld & a_World); - } ; + }; + /** Flag to indicate whether cWorld::Tick should be called in cTickThread::Execute. + MUST NOT be mutated by a caller other than cWorld::Stop. */ + bool m_ShouldTick; AString m_WorldName; @@ -909,8 +905,9 @@ private: std::unique_ptr<cFireSimulator> m_FireSimulator; cRedstoneSimulator * m_RedstoneSimulator; - cCriticalSection m_CSPlayers; - cPlayerList m_Players; + /** Stores pointers to all players in the world for easy access. + Players MUST be removed from this list through a call to RemovePlayer before they are destroyed. */ + std::vector<cPlayer *> m_Players; cWorldStorage m_Storage; @@ -982,41 +979,7 @@ private: cCriticalSection m_CSTasks; /** Tasks that have been queued onto the tick thread, possibly to be executed at target tick in the future; guarded by m_CSTasks */ - std::vector<std::pair<Int64, std::function<void(cWorld &)>>> m_Tasks; - - /** Guards m_Clients */ - cCriticalSection m_CSClients; - - /** List of clients in this world, these will be ticked by this world */ - cClientHandlePtrs m_Clients; - - /** Clients that are scheduled for removal (ticked in another world), waiting for TickClients() to remove them */ - cClientHandles m_ClientsToRemove; - - /** Clients that are scheduled for adding, waiting for TickClients to add them */ - cClientHandlePtrs m_ClientsToAdd; - - /** Guards m_EntitiesToAdd */ - cCriticalSection m_CSEntitiesToAdd; - - /** List of entities that are scheduled for adding, waiting for the Tick thread to add them. */ - cEntityList m_EntitiesToAdd; - - /** Guards m_PlayersToAdd */ - cCriticalSection m_CSPlayersToAdd; - - /** List of players that are scheduled for adding, waiting for the Tick thread to add them. */ - cPlayerList m_PlayersToAdd; - - /** CS protecting m_SetChunkDataQueue. */ - cCriticalSection m_CSSetChunkDataQueue; - - /** Queue for the chunk data to be set into m_ChunkMap by the tick thread. Protected by m_CSSetChunkDataQueue */ - cSetChunkDataPtrs m_SetChunkDataQueue; - - - cWorld(const AString & a_WorldName, eDimension a_Dimension = dimOverworld, const AString & a_LinkedOverworldName = ""); - virtual ~cWorld(); + std::vector<std::pair<Int64, std::packaged_task<void(cWorld &)>>> m_Tasks; void Tick(std::chrono::milliseconds a_Dt, std::chrono::milliseconds a_LastTickDurationMSec); @@ -1029,24 +992,11 @@ private: /** Executes all tasks queued onto the tick thread */ void TickQueuedTasks(void); - /** Ticks all clients that are in this world */ - void TickClients(float a_Dt); - /** Unloads all chunks immediately. */ void UnloadUnusedChunks(void); void UpdateSkyDarkness(void); - /** Generates a random spawnpoint on solid land by walking chunks and finding their biomes */ - void GenerateRandomSpawn(int a_MaxSpawnRadius); - - /** Can the specified coordinates be used as a spawn point? - Returns true if spawn position is valid and sets a_Y to the valid spawn height */ - bool CanSpawnAt(double a_X, double & a_Y, double a_Z); - - /** Check if player starting point is acceptable */ - bool CheckPlayerSpawnPoint(int a_PosX, int a_PosY, int a_PosZ); - /** Chooses a reasonable transition from the current weather to a new weather */ eWeather ChooseNewWeather(void); @@ -1056,10 +1006,6 @@ private: /** Creates a new redstone simulator. */ cRedstoneSimulator * InitializeRedstoneSimulator(cIniFile & a_IniFile); - /** Adds the players queued in the m_PlayersToAdd queue into the m_Players list. - Assumes it is called from the Tick thread. */ - void AddQueuedPlayers(void); - /** Sets generator values to dimension specific defaults, if those values do not exist */ void InitialiseGeneratorDefaults(cIniFile & a_IniFile); |