#pragma once #include "../BlockEntities/BlockEntity.h" #include "WorldStorage.h" #include "FastNBT.h" #include "StringCompression.h" // fwd: class cItem; class cItemGrid; class cMonster; class cProjectileEntity; class cHangingEntity; class cUUID; class ChunkBlockData; /** Implements the Anvil world storage schema. */ class cWSSAnvil : public cWSSchema { using Super = cWSSchema; public: cWSSAnvil(cWorld * a_World, int a_CompressionFactor); virtual ~cWSSAnvil() override; protected: enum { /** Maximum number of chunks in an MCA file - also the count of the header items */ MCA_MAX_CHUNKS = 32 * 32, /** The MCA header is 8 KiB */ MCA_HEADER_SIZE = MCA_MAX_CHUNKS * 8, /** There are 5 bytes of header in front of each chunk */ MCA_CHUNK_HEADER_LENGTH = 5, }; class cMCAFile { public: cMCAFile(cWSSAnvil & a_ParentSchema, const AString & a_FileName, int a_RegionX, int a_RegionZ); bool GetChunkData(const cChunkCoords & a_Chunk, ContiguousByteBuffer & a_Data); bool SetChunkData(const cChunkCoords & a_Chunk, ContiguousByteBufferView a_Data); int GetRegionX() const { return m_RegionX; } int GetRegionZ() const { return m_RegionZ; } const AString & GetFileName() const { return m_FileName; } protected: cWSSAnvil & m_ParentSchema; int m_RegionX; int m_RegionZ; cFile m_File; AString m_FileName; // The header, copied from the file so we don't have to seek to it all the time // First 1024 entries are chunk locations - the 3 + 1 byte sector-offset and sector-count unsigned m_Header[MCA_MAX_CHUNKS]; // Chunk timestamps, following the chunk headers unsigned m_TimeStamps[MCA_MAX_CHUNKS]; /** Finds a free location large enough to hold a_Data. Returns the sector number. */ unsigned FindFreeLocation(int a_LocalX, int a_LocalZ, size_t a_DataSize); /** Opens a MCA file either for a Read operation (fails if doesn't exist) or for a Write operation (creates new * if not found) */ bool OpenFile(bool a_IsForReading); }; /** Protects m_Files against multithreaded access. */ cCriticalSection m_CS; /** A MRU cache of MCA files. Protected against multithreaded access by m_CS. */ std::list> m_Files; Compression::Extractor m_Extractor; Compression::Compressor m_Compressor; /** Reports that the specified chunk failed to load and saves the chunk data to an external file. */ void ChunkLoadFailed( const cChunkCoords a_ChunkCoords, const AString & a_Reason, ContiguousByteBufferView a_ChunkDataToSave ); /** Gets chunk data from the correct file; locks file CS as needed */ bool GetChunkData(const cChunkCoords & a_Chunk, ContiguousByteBuffer & a_Data); /** Copies a_Length bytes of data from the specified NBT Tag's Child into the a_Destination buffer */ const std::byte * GetSectionData(const cParsedNBT & a_NBT, int a_Tag, const AString & a_ChildName, size_t a_Length); /** Sets chunk data into the correct file; locks file CS as needed */ bool SetChunkData(const cChunkCoords & a_Chunk, ContiguousByteBufferView a_Data); /** Loads the chunk from the data (no locking needed) */ bool LoadChunkFromData(const cChunkCoords & a_Chunk, ContiguousByteBufferView a_Data); /** Saves the chunk into datastream (no locking needed) */ Compression::Result SaveChunkToData(const cChunkCoords & a_Chunk); /** Loads the chunk from NBT data (no locking needed). a_RawChunkData is the raw (compressed) chunk data, used for offloading when chunk loading fails. */ bool LoadChunkFromNBT( const cChunkCoords & a_Chunk, const cParsedNBT & a_NBT, ContiguousByteBufferView a_RawChunkData ); /** Loads the chunk's biome map into a_BiomeMap if biomes present and valid; returns false otherwise. */ bool LoadBiomeMapFromNBT(cChunkDef::BiomeMap & a_BiomeMap, const cParsedNBT & a_NBT, int a_TagIdx); /** Loads the chunk's height map into a_HeightMap if heights present and valid; returns false otherwise. */ bool LoadHeightMapFromNBT(cChunkDef::HeightMap & a_HeightMap, const cParsedNBT & a_NBT, int a_TagIdx); /** Loads the chunk's entities from NBT data (a_Tag is the Level\\Entities list tag; may be -1) */ void LoadEntitiesFromNBT(cEntityList & a_Entitites, const cParsedNBT & a_NBT, int a_Tag); /** Loads the chunk's BlockEntities from NBT data (a_Tag is the Level\\TileEntities list tag; may be -1) */ void LoadBlockEntitiesFromNBT( cBlockEntities & a_BlockEntitites, const cParsedNBT & a_NBT, int a_Tag, const ChunkBlockData & a_BlockData ); /** Loads the data for a block entity from the specified NBT tag. Returns the loaded block entity, or nullptr upon failure. */ OwnedBlockEntity LoadBlockEntityFromNBT( const cParsedNBT & a_NBT, int a_Tag, Vector3i a_Pos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ); /** Loads a cItem contents from the specified NBT tag; returns true if successful. Doesn't load the Slot tag */ bool LoadItemFromNBT(cItem & a_Item, const cParsedNBT & a_NBT, int a_TagIdx); /** Loads contentents of an Items[] list tag into a cItemGrid ItemGrid begins at the specified slot offset Slots outside the ItemGrid range are ignored */ void LoadItemGridFromNBT(cItemGrid & a_ItemGrid, const cParsedNBT & a_NBT, int a_ItemsTagIdx, int s_SlotOffset = 0); /** Decodes the text contained within a sign. Older versions used direct string representation, newer versions use JSON-formatted string. This function extracts the text from either version. */ AString DecodeSignLine(const AString & a_Line); /** Returns true iff the "id" child tag inside the specified tag equals (case-sensitive) any of the specified expected types. Logs a warning to the console on mismatch. The coordinates are used only for the log message. */ bool CheckBlockEntityType( const cParsedNBT & a_NBT, int a_TagIdx, const AStringVector & a_ExpectedTypes, Vector3i a_Pos ); OwnedBlockEntity LoadBannerFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadBeaconFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadBedFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadBrewingstandFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadChestFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadCommandBlockFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadDispenserFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadDropperFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadEnchantingTableFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadEnderChestFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadEndPortalFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadFlowerPotFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadFurnaceFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadHopperFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadJukeboxFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadMobHeadFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadMobSpawnerFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadNoteBlockFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); OwnedBlockEntity LoadSignFromNBT( const cParsedNBT & a_NBT, int a_TagIdx, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos ); void LoadEntityFromNBT( cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_EntityTagIdx, std::string_view a_EntityName ); void LoadBoatFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadEnderCrystalFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadFallingBlockFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadPickupFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadTNTFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadExpOrbFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadHangingFromNBT(cHangingEntity & a_Hanging, const cParsedNBT & a_NBT, int a_TagIdx); void LoadItemFrameFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadLeashKnotFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadPaintingFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadOldMinecartFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadMinecartRFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadMinecartCFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadMinecartFFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadMinecartTFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadMinecartHFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadArrowFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadSplashPotionFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadSnowballFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadEggFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadFireballFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadFireChargeFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadThrownEnderpearlFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadBatFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadBlazeFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadCatFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadCaveSpiderFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadChickenFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadCodFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadCowFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadCreeperFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadDolphinFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadDonkeyFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadDrownedFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadElderGuardianFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadEnderDragonFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadEndermanFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadEndermiteFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadEvokerFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadFoxFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadGhastFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadGiantFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadGuardianFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadHorseFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadHoglinFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadHuskFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadIllusionerFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadIronGolemFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadLlamaFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadMagmaCubeFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadMooshroomFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadMuleFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadOcelotFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadPandaFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadParrotFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadPhantomFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadPigFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadPiglinFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadPiglinBruteFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadPillagerFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadPolarBearFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadPufferfishFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadRabbitFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadRavagerFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadSalmonFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadSheepFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadShulkerFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadSilverfishFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadSkeletonFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadSkeletonHorseFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadSlimeFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadSnowGolemFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadSpiderFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadSquidFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadStrayFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadStriderFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadTraderLlamaFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadTropicalFishFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadTurtleFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadVexFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadVillagerFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadVindicatorFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadWanderingTraderFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadWitchFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadWitherFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadWitherSkeletonFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadWolfFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadZoglinFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadZombieFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadZombieHorseFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadZombifiedPiglinFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); void LoadZombieVillagerFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx); /** Loads the owner name and UUID from the entity at the specified NBT tag. Returns a pair of {name, uuid}. If the entity is not owned, name is an empty string and uuid is nil. */ std::pair LoadEntityOwner(const cParsedNBT & a_NBT, int a_TagIdx); /** Loads entity common data from the NBT compound; returns true if successful */ bool LoadEntityBaseFromNBT(cEntity & a_Entity, const cParsedNBT & a_NBT, int a_TagIdx); /** Loads monster common data from the NBT compound; returns true if successful */ bool LoadMonsterBaseFromNBT(cMonster & a_Monster, const cParsedNBT & a_NBT, int a_TagIdx); /** Loads the position to where is leashed the monster */ void LoadLeashToPosition(cMonster & a_Monster, const cParsedNBT & a_NBT, int a_TagIdx); /** Loads projectile common data from the NBT compound; returns true if successful */ bool LoadProjectileBaseFromNBT(cProjectileEntity & a_Entity, const cParsedNBT & a_NBT, int a_TagIx); /** Loads an array of doubles of the specified length from the specified NBT list tag a_TagIdx; returns true if * successful */ bool LoadDoublesListFromNBT(double * a_Doubles, int a_NumDoubles, const cParsedNBT & a_NBT, int a_TagIdx); /** Loads an array of floats of the specified length from the specified NBT list tag a_TagIdx; returns true if * successful */ bool LoadFloatsListFromNBT(float * a_Floats, int a_NumFloats, const cParsedNBT & a_NBT, int a_TagIdx); /** Helper function for extracting the X, Y, and Z int subtags of a NBT compound; returns true if successful */ bool GetBlockEntityNBTPos(const cParsedNBT & a_NBT, int a_TagIdx, Vector3i & a_AbsPos); /** Gets the correct MCA file either from cache or from disk, manages the m_MCAFiles cache; assumes m_CS is locked */ std::shared_ptr LoadMCAFile(const cChunkCoords & a_Chunk); // cWSSchema overrides: virtual bool LoadChunk(const cChunkCoords & a_Chunk) override; virtual bool SaveChunk(const cChunkCoords & a_Chunk) override; virtual const AString GetName() const override { return "anvil"; } };