#include #include #include #include "../Platform/stdafx.h" #include "ServerLevel.h" #include "../MinecraftServer.h" #include "../Network/ServerChunkCache.h" #include "../Network/PlayerList.h" #include "../Player/ServerPlayer.h" #include "../Network/PlayerConnection.h" #include "../Player/EntityTracker.h" #include "../Network/ServerScoreboard.h" #include "../../Minecraft.World/Scores/ScoreboardSaveData.h" #include "../../Minecraft.World/Headers/net.minecraft.world.h" #include "../../Minecraft.World/Headers/net.minecraft.world.item.h" #include "../../Minecraft.World/Headers/net.minecraft.world.entity.h" #include "../../Minecraft.World/Headers/net.minecraft.world.entity.ai.village.h" #include "../../Minecraft.World/Headers/net.minecraft.world.entity.global.h" #include "../../Minecraft.World/Headers/net.minecraft.world.entity.npc.h" #include "../../Minecraft.World/Headers/net.minecraft.world.entity.player.h" #include "../../Minecraft.World/Headers/net.minecraft.world.level.h" #include "../../Minecraft.World/Headers/net.minecraft.world.level.biome.h" #include "../../Minecraft.World/Headers/net.minecraft.world.level.chunk.h" #include "../../Minecraft.World/Headers/net.minecraft.world.level.dimension.h" #include "../../Minecraft.World/Headers/net.minecraft.world.level.levelgen.feature.h" #include "../../Minecraft.World/Headers/net.minecraft.world.level.storage.h" #include "../../Minecraft.World/Headers/net.minecraft.world.level.tile.entity.h" #include "../../Minecraft.World/Headers/net.minecraft.world.scores.h" #include "../../Minecraft.World/Entities/ItemEntity.h" #include "../../Minecraft.World/Entities/Mobs/Arrow.h" #include "../../Minecraft.World/Entities/Mobs/PrimedTnt.h" #include "../../Minecraft.World/Blocks/FallingTile.h" #include "../../Minecraft.World/Headers/net.minecraft.network.packet.h" #include "../../Minecraft.World/Util/Mth.h" #include "../../Minecraft.World/WorldGen/Structures/StructurePiece.h" #include "./ServerLevelListener.h" #include "../../Minecraft.World/Util/WeighedTreasure.h" #include "../Textures/Packs/TexturePackRepository.h" #include "../Textures/Packs/DLCTexturePack.h" #include "../../Minecraft.World/Util/ProgressListener.h" #include "../Platform/Common/ShutdownManager.h" #include "../Network/PlayerChunkMap.h" WeighedTreasureArray ServerLevel::RANDOM_BONUS_ITEMS; C4JThread* ServerLevel::m_updateThread = nullptr; C4JThread::EventArray* ServerLevel::m_updateTrigger; std::recursive_mutex ServerLevel::m_updateCS[3]; Level* ServerLevel::m_level[3]; int ServerLevel::m_updateChunkX[3][LEVEL_CHUNKS_TO_UPDATE_MAX]; int ServerLevel::m_updateChunkZ[3][LEVEL_CHUNKS_TO_UPDATE_MAX]; int ServerLevel::m_updateChunkCount[3]; int ServerLevel::m_updateTileX[3][MAX_UPDATES]; int ServerLevel::m_updateTileY[3][MAX_UPDATES]; int ServerLevel::m_updateTileZ[3][MAX_UPDATES]; int ServerLevel::m_updateTileCount[3]; int ServerLevel::m_randValue[3]; void ServerLevel::staticCtor() { m_updateTrigger = new C4JThread::EventArray(3); m_updateThread = new C4JThread(runUpdate, nullptr, "Tile update"); m_updateThread->setProcessor(CPU_CORE_TILE_UPDATE); m_updateThread->run(); RANDOM_BONUS_ITEMS = WeighedTreasureArray(20); RANDOM_BONUS_ITEMS[0] = new WeighedTreasure(Item::stick_Id, 0, 1, 3, 10); RANDOM_BONUS_ITEMS[1] = new WeighedTreasure(Tile::wood_Id, 0, 1, 3, 10); RANDOM_BONUS_ITEMS[2] = new WeighedTreasure(Tile::treeTrunk_Id, 0, 1, 3, 10); RANDOM_BONUS_ITEMS[3] = new WeighedTreasure(Item::hatchet_stone_Id, 0, 1, 1, 3); RANDOM_BONUS_ITEMS[4] = new WeighedTreasure(Item::hatchet_wood_Id, 0, 1, 1, 5); RANDOM_BONUS_ITEMS[5] = new WeighedTreasure(Item::pickAxe_stone_Id, 0, 1, 1, 3); RANDOM_BONUS_ITEMS[6] = new WeighedTreasure(Item::pickAxe_wood_Id, 0, 1, 1, 5); RANDOM_BONUS_ITEMS[7] = new WeighedTreasure(Item::apple_Id, 0, 2, 3, 5); RANDOM_BONUS_ITEMS[8] = new WeighedTreasure(Item::bread_Id, 0, 2, 3, 3); // 4J-PB - new items RANDOM_BONUS_ITEMS[9] = new WeighedTreasure(Tile::sapling_Id, 0, 4, 4, 2); RANDOM_BONUS_ITEMS[10] = new WeighedTreasure(Tile::sapling_Id, 1, 4, 4, 2); RANDOM_BONUS_ITEMS[11] = new WeighedTreasure(Tile::sapling_Id, 2, 4, 4, 2); RANDOM_BONUS_ITEMS[12] = new WeighedTreasure(Tile::sapling_Id, 3, 4, 4, 4); RANDOM_BONUS_ITEMS[13] = new WeighedTreasure(Item::seeds_melon_Id, 0, 1, 2, 3); RANDOM_BONUS_ITEMS[14] = new WeighedTreasure(Item::seeds_pumpkin_Id, 0, 1, 2, 3); RANDOM_BONUS_ITEMS[15] = new WeighedTreasure(Tile::cactus_Id, 0, 1, 2, 3); RANDOM_BONUS_ITEMS[16] = new WeighedTreasure(Item::dye_powder_Id, DyePowderItem::BROWN, 1, 2, 2); RANDOM_BONUS_ITEMS[17] = new WeighedTreasure(Item::potato_Id, 0, 1, 2, 3); RANDOM_BONUS_ITEMS[18] = new WeighedTreasure(Item::carrots_Id, 0, 1, 2, 3); RANDOM_BONUS_ITEMS[19] = new WeighedTreasure(Tile::mushroom_brown_Id, 0, 1, 2, 2); }; ServerLevel::ServerLevel(MinecraftServer* server, std::shared_ptr levelStorage, const std::wstring& levelName, int dimension, LevelSettings* levelSettings) : Level(levelStorage, levelName, levelSettings, Dimension::getNew(dimension), false) { m_fallingTileCount = 0; m_primedTntCount = 0; // 4J - this this used to be called in parent ctor via a virtual fn chunkSource = createChunkSource(); // 4J - optimisation - keep direct reference of underlying cache here chunkSourceCache = chunkSource->getCache(); chunkSourceXZSize = chunkSource->m_XZSize; // 4J - The listener used to be added in MinecraftServer::loadLevel but we // need it to be set up before we do the next couple of things, or else // chunks get loaded before we have the entity tracker set up to listen to // them this->server = server; server->setLevel(dimension, this); // The listener needs the server to have the level // set up... this will be set up anyway on return // of this ctor but setting up early here addListener(new ServerLevelListener(server, this)); tracker = new EntityTracker(this); chunkMap = new PlayerChunkMap(this, dimension, server->getPlayers()->getViewDistance()); mobSpawner = new MobSpawner(); portalForcer = new PortalForcer(this); scoreboard = new ServerScoreboard(server); // shared_ptr scoreboardSaveData = // std::dynamic_pointer_cast( // savedDataStorage->get(typeid(ScoreboardSaveData), // ScoreboardSaveData::FILE_ID) ); if (scoreboardSaveData == nullptr) //{ // scoreboardSaveData = shared_ptr( new // ScoreboardSaveData() ); // savedDataStorage->set(ScoreboardSaveData::FILE_ID, scoreboardSaveData); // } // scoreboardSaveData->setScoreboard(scoreboard); //((ServerScoreboard *) scoreboard)->setSaveData(scoreboardSaveData); // This also used to be called in parent ctor, but can't be called until // chunkSource is created. Call now if required. if (!levelData->isInitialized()) { initializeLevel(levelSettings); levelData->setInitialized(true); } else if ((dimension == 0) && levelData->getSpawnBonusChest()) // 4J-JEV, still would like // bonus chests to respawn. { // 4J - added isFindingSpawn as we want any chunks we are looking in // here for suitable locations for the bonus chest to actually create // those chunks rather than just get emptychunks if they aren't loaded isFindingSpawn = true; generateBonusItemsNearSpawn(); isFindingSpawn = false; } // 4J - added initialisers // 4J Stu - Allowing spawn edit for our game, and consider a better solution // for the possible griefing canEditSpawn = true; // false; noSave = false; allPlayersSleeping = false; m_bAtLeastOnePlayerSleeping = false; emptyTime = 0; activeTileEventsList = 0; #if defined(_LARGE_WORLDS) saveInterval = 3; #else saveInterval = 20 * 2; #endif } ServerLevel::~ServerLevel() { delete portalForcer; delete mobSpawner; { std::lock_guard lock(m_csQueueSendTileUpdates); for (auto it = m_queuedSendTileUpdates.begin(); it != m_queuedSendTileUpdates.end(); ++it) { Pos* p = *it; delete p; } m_queuedSendTileUpdates.clear(); delete this->tracker; // MGH - added, we were losing about 500K going in // and out the menus delete this->chunkMap; } // Make sure that the update thread isn't actually doing any updating { std::lock_guard lock(m_updateCS[0]); } { std::lock_guard lock(m_updateCS[1]); } { std::lock_guard lock(m_updateCS[2]); } m_updateTrigger->clearAll(); } void ServerLevel::tick() { Level::tick(); if (getLevelData()->isHardcore() && difficulty < 3) { difficulty = 3; } dimension->biomeSource->update(); if (allPlayersAreSleeping()) { if (getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT)) { // skip time until new day int64_t newTime = levelData->getDayTime() + TICKS_PER_DAY; // 4J : WESTY : Changed so that time update goes through stats // tracking update code. // levelData->setTime(newTime - (newTime % TICKS_PER_DAY)); setDayTime(newTime - (newTime % TICKS_PER_DAY)); } awakenAllPlayers(); } PIXBeginNamedEvent(0, "Mob spawner tick"); // for Minecraft 1.8, spawn friendlies really rarely - 4J - altered // from once every 400 ticks to 40 ticks as we depend on this a more than // the original since we don't have chunk post-process spawning if (getGameRules()->getBoolean(GameRules::RULE_DOMOBSPAWNING)) { // Note - these flags are used logically in an inverted way. Mob // spawning is not performed if: (1) finalSpawnEnemies isn't set, and // mob category isn't friendly (2) finalSpawnFriendlies isn't set, and // mob category is friendly (3) finalSpawnPersistent isn't set, and mob // category is persistent bool finalSpawnEnemies = spawnEnemies && ((levelData->getGameTime() % 2) == 0); // Spawn enemies every other tick bool finalSpawnFriendlies = spawnFriendlies && ((levelData->getGameTime() % 40) == 0); // Spawn friendlies once per 40 ticks bool finalSpawnPersistent = finalSpawnFriendlies && ((levelData->getGameTime() % 80) == 0); // All persistents are also friendly - do them once every // other friendly spawning, ie once per 80 ticks mobSpawner->tick(this, finalSpawnEnemies, finalSpawnFriendlies, finalSpawnPersistent); } PIXEndNamedEvent(); PIXBeginNamedEvent(0, "Chunk source tick"); chunkSource->tick(); PIXEndNamedEvent(); int newDark = getOldSkyDarken(1); if (newDark != skyDarken) { skyDarken = newDark; if (!SharedConstants::TEXTURE_LIGHTING) // 4J - change brought forward // from 1.8.2 { auto itEnd = listeners.end(); for (auto it = listeners.begin(); it != itEnd; it++) { (*it)->skyColorChanged(); } } } // 4J - temporarily disabling saves as they are causing gameplay to // generally stutter quite a lot int64_t time = levelData->getGameTime() + 1; // 4J Stu - Putting this back in, but I have reduced the number of chunks // that save when not forced #if defined(_LARGE_WORLDS) if (time % (saveInterval) == (dimension->id + 1)) #else if (time % (saveInterval) == (dimension->id * dimension->id * (saveInterval / 2))) #endif { // app.DebugPrintf("Incremental save\n"); PIXBeginNamedEvent(0, "Incremental save"); save(false, nullptr); PIXEndNamedEvent(); } // 4J : WESTY : Changed so that time update goes through stats tracking // update code. // levelData->setTime(time); setGameTime(levelData->getGameTime() + 1); if (getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT)) { // 4J: Debug setting added to keep it at day time #if !defined(_FINAL_BUILD) bool freezeTime = app.DebugSettingsOn() && app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad()) & (1L << eDebugSetting_FreezeTime); if (!freezeTime) #endif { setDayTime(levelData->getDayTime() + 1); } } PIXBeginNamedEvent(0, "Tick pending ticks"); // if (tickCount % 5 == 0) { tickPendingTicks(false); PIXEndNamedEvent(); PIXBeginNamedEvent(0, "Tick tiles"); MemSect(18); tickTiles(); MemSect(0); PIXEndNamedEvent(); chunkMap->tick(); PIXBeginNamedEvent(0, "Tick villages"); // MemSect(18); villages->tick(); villageSiege->tick(); // MemSect(0); PIXEndNamedEvent(); PIXBeginNamedEvent(0, "Tick portal forcer"); portalForcer->tick(getGameTime()); PIXEndNamedEvent(); // repeat after tile ticks PIXBeginNamedEvent(0, "runTileEvents"); runTileEvents(); PIXEndNamedEvent(); // 4J Added runQueuedSendTileUpdates(); } Biome::MobSpawnerData* ServerLevel::getRandomMobSpawnAt( MobCategory* mobCategory, int x, int y, int z) { std::vector* mobList = getChunkSource()->getMobsAt(mobCategory, x, y, z); if (mobList == nullptr || mobList->empty()) return nullptr; return (Biome::MobSpawnerData*)WeighedRandom::getRandomItem( random, (std::vector*)mobList); } void ServerLevel::updateSleepingPlayerList() { allPlayersSleeping = !players.empty(); m_bAtLeastOnePlayerSleeping = false; auto itEnd = players.end(); for (auto it = players.begin(); it != itEnd; it++) { if (!(*it)->isSleeping()) { allPlayersSleeping = false; // break; } else { m_bAtLeastOnePlayerSleeping = true; } if (m_bAtLeastOnePlayerSleeping && !allPlayersSleeping) break; } } void ServerLevel::awakenAllPlayers() { allPlayersSleeping = false; m_bAtLeastOnePlayerSleeping = false; auto itEnd = players.end(); for (std::vector >::iterator it = players.begin(); it != itEnd; it++) { if ((*it)->isSleeping()) { (*it)->stopSleepInBed(false, false, true); } } stopWeather(); } void ServerLevel::stopWeather() { levelData->setRainTime(0); levelData->setRaining(false); levelData->setThunderTime(0); levelData->setThundering(false); } bool ServerLevel::allPlayersAreSleeping() { if (allPlayersSleeping && !isClientSide) { // all players are sleeping, but have they slept long enough? auto itEnd = players.end(); for (std::vector >::iterator it = players.begin(); it != itEnd; it++) { // System.out.println(player->entityId + ": " + // player->getSleepTimer()); if (!(*it)->isSleepingLongEnough()) { return false; } } // yep return true; } return false; } void ServerLevel::validateSpawn() { if (levelData->getYSpawn() <= 0) { levelData->setYSpawn(genDepth / 2); } int xSpawn = levelData->getXSpawn(); int zSpawn = levelData->getZSpawn(); int tries = 0; while (getTopTile(xSpawn, zSpawn) == 0) { xSpawn += random->nextInt(8) - random->nextInt(8); zSpawn += random->nextInt(8) - random->nextInt(8); if (++tries == 10000) break; } levelData->setXSpawn(xSpawn); levelData->setZSpawn(zSpawn); } // 4J - Changes made here to move a section of code (which randomly determines // which tiles in the current chunks to tick, and is very cache unfriendly by // nature) This code now has a thread of its own so it can wait all it wants on // the cache without holding the main game thread up. This slightly changes how // things are processed, as we now tick the tiles that were determined in the // previous tick. Have also limited the amount of tiles to be ticked to 256 (it // never seemed to creep up much beyond this in normal play anyway, and we need // some finite limit). void ServerLevel::tickTiles() { // Index into the arrays used by the update thread int iLev = 0; if (dimension->id == -1) { iLev = 1; } else if (dimension->id == 1) { iLev = 2; } chunksToPoll.clear(); unsigned int tickCount = 0; { std::lock_guard lock(m_updateCS[iLev]); // This section processes the tiles that need to be ticked, which we worked // out in the previous tick (or haven't yet, if this is the first frame) /*int grassTicks = 0; int lavaTicks = 0; int otherTicks = 0;*/ for (int i = 0; i < m_updateTileCount[iLev]; i++) { int x = m_updateTileX[iLev][i]; int y = m_updateTileY[iLev][i]; int z = m_updateTileZ[iLev][i]; if (hasChunkAt(x, y, z)) { int id = getTile(x, y, z); if (Tile::tiles[id] != nullptr && Tile::tiles[id]->isTicking()) { /*if(id == 2) ++grassTicks; else if(id == 11) ++lavaTicks; else ++otherTicks;*/ Tile::tiles[id]->tick(this, x, y, z, random); } } } // printf("Total ticks - Grass: %d, Lava: %d, Other: %d, Total: %d\n", // grassTicks, lavaTicks, otherTicks, grassTicks + lavaTicks + otherTicks); m_updateTileCount[iLev] = 0; m_updateChunkCount[iLev] = 0; } Level::tickTiles(); // AP moved this outside of the loop int prob = 100000; if (app.GetGameSettingsDebugMask() & (1L << eDebugSetting_RegularLightning)) prob = 100; auto itEndCtp = chunksToPoll.end(); for (auto it = chunksToPoll.begin(); it != itEndCtp; it++) { ChunkPos cp = *it; int xo = cp.x * 16; int zo = cp.z * 16; // 4J added - don't let this actually load/create any chunks, we'll let // the normal updateDirtyChunks etc. processes do that, so it can happen // on another thread if (!this->hasChunk(cp.x, cp.z)) continue; // 4J Stu - When adding a 5th player to the game, the number of // chunksToPoll is greater than the size of the m_updateChunkX & // m_updateChunkZ arrays (19*19*4 at time of writing). It doesn't seem // like there should ever be that many chunks needing polled, so this // needs looked at in more detail. For now I have enlarged the size of // the array to 19*19*8 but this seems way to big for our needs. // The cause of this is largely because the chunksToPoll vector does not // enforce unique elements The java version used a HashSet which would, // although if our world size gets a lot larger then we may have no // overlaps of players surrounding chunks // assert(false); // If you hit this assert, then a memory overwrite will occur when you // continue assert(m_updateChunkCount[iLev] < LEVEL_CHUNKS_TO_UPDATE_MAX); m_updateChunkX[iLev][m_updateChunkCount[iLev]] = cp.x; m_updateChunkZ[iLev][m_updateChunkCount[iLev]++] = cp.z; LevelChunk* lc = getChunk(cp.x, cp.z); tickClientSideTiles(xo, zo, lc); if (random->nextInt(prob) == 0 && isRaining() && isThundering()) { randValue = randValue * 3 + addend; int val = (randValue >> 2); int x = xo + (val & 15); int z = zo + ((val >> 8) & 15); int y = getTopRainBlock(x, z); if (isRainingAt(x, y, z)) { addGlobalEntity(std::shared_ptr( new LightningBolt(this, x, y, z))); } } // 4J - changes here brought forrward from 1.2.3 if (random->nextInt(16) == 0) { randValue = randValue * 3 + addend; int val = (randValue >> 2); int x = (val & 15); int z = ((val >> 8) & 15); int yy = getTopRainBlock(x + xo, z + zo); if (shouldFreeze(x + xo, yy - 1, z + zo)) { setTileAndUpdate(x + xo, yy - 1, z + zo, Tile::ice_Id); } if (isRaining() && shouldSnow(x + xo, yy, z + zo)) { setTileAndUpdate(x + xo, yy, z + zo, Tile::topSnow_Id); } if (isRaining()) { Biome* b = getBiome(x + xo, z + zo); if (b->hasRain()) { int tile = getTile(x + xo, yy - 1, z + zo); if (tile != 0) { Tile::tiles[tile]->handleRain(this, x + xo, yy - 1, z + zo); } } } } // 4J - lighting change brought forward from 1.8.2 checkLight(xo + random->nextInt(16), random->nextInt(128), zo + random->nextInt(16)); } m_level[iLev] = this; m_randValue[iLev] = randValue; // We've set up everything that the udpate thread needs, so kick it off m_updateTrigger->set(iLev); } bool ServerLevel::isTileToBeTickedAt(int x, int y, int z, int tileId) { TickNextTickData td = TickNextTickData(x, y, z, tileId); return find(toBeTicked.begin(), toBeTicked.end(), td) != toBeTicked.end(); } void ServerLevel::addToTickNextTick(int x, int y, int z, int tileId, int tickDelay) { addToTickNextTick(x, y, z, tileId, tickDelay, 0); } void ServerLevel::addToTickNextTick(int x, int y, int z, int tileId, int tickDelay, int priorityTilt) { MemSect(27); TickNextTickData td = TickNextTickData(x, y, z, tileId); int r = 0; if (getInstaTick() && tileId > 0) { if (Tile::tiles[tileId]->canInstantlyTick()) { r = 8; if (hasChunksAt(td.x - r, td.y - r, td.z - r, td.x + r, td.y + r, td.z + r)) { int id = getTile(td.x, td.y, td.z); if (id == td.tileId && id > 0) { Tile::tiles[id]->tick(this, td.x, td.y, td.z, random); } } MemSect(0); return; } else { tickDelay = 1; } } if (hasChunksAt(x - r, y - r, z - r, x + r, y + r, z + r)) { if (tileId > 0) { td.delay(tickDelay + levelData->getGameTime()); td.setPriorityTilt(priorityTilt); } { std::lock_guard lock(m_tickNextTickCS); if (tickNextTickSet.find(td) == tickNextTickSet.end()) { tickNextTickSet.insert(td); tickNextTickList.insert(td); } } } MemSect(0); } void ServerLevel::forceAddTileTick(int x, int y, int z, int tileId, int tickDelay, int prioTilt) { TickNextTickData td = TickNextTickData(x, y, z, tileId); td.setPriorityTilt(prioTilt); if (tileId > 0) { td.delay(tickDelay + levelData->getGameTime()); } { std::lock_guard lock(m_tickNextTickCS); if (tickNextTickSet.find(td) == tickNextTickSet.end()) { tickNextTickSet.insert(td); tickNextTickList.insert(td); } } } void ServerLevel::tickEntities() { if (players.empty()) { if (emptyTime++ >= EMPTY_TIME_NO_TICK) { return; } } else { resetEmptyTime(); } Level::tickEntities(); } void ServerLevel::resetEmptyTime() { emptyTime = 0; } bool ServerLevel::tickPendingTicks(bool force) { std::lock_guard lock(m_tickNextTickCS); int count = (int)tickNextTickList.size(); int count2 = (int)tickNextTickSet.size(); if (count != tickNextTickSet.size()) { // TODO 4J Stu - Add new exception types // throw new IllegalStateException("TickNextTick list out of synch"); } if (count > MAX_TICK_TILES_PER_TICK) count = MAX_TICK_TILES_PER_TICK; auto itTickList = tickNextTickList.begin(); for (int i = 0; i < count; i++) { TickNextTickData td = *(itTickList); if (!force && td.m_delay > levelData->getGameTime()) { break; } itTickList = tickNextTickList.erase(itTickList); tickNextTickSet.erase(td); toBeTicked.push_back(td); } for (auto it = toBeTicked.begin(); it != toBeTicked.end();) { TickNextTickData td = *it; it = toBeTicked.erase(it); int r = 0; if (hasChunksAt(td.x - r, td.y - r, td.z - r, td.x + r, td.y + r, td.z + r)) { int id = getTile(td.x, td.y, td.z); if (id > 0 && Tile::isMatching(id, td.tileId)) { Tile::tiles[id]->tick(this, td.x, td.y, td.z, random); } } else { addToTickNextTick(td.x, td.y, td.z, td.tileId, 0); } } toBeTicked.clear(); int count3 = (int)tickNextTickList.size(); int count4 = (int)tickNextTickSet.size(); bool retval = tickNextTickList.size() != 0; return retval; } std::vector* ServerLevel::fetchTicksInChunk(LevelChunk* chunk, bool remove) { std::lock_guard lock(m_tickNextTickCS); std::vector* results = new std::vector; ChunkPos* pos = chunk->getPos(); // 4jcraft added cast to unsigned int xMin = ((unsigned)pos->x << 4) - 2; int xMax = (xMin + 16) + 2; int zMin = ((unsigned)pos->z << 4) - 2; int zMax = (zMin + 16) + 2; delete pos; for (int i = 0; i < 2; i++) { if (i == 0) { for (auto it = tickNextTickList.begin(); it != tickNextTickList.end();) { TickNextTickData td = *it; if (td.x >= xMin && td.x < xMax && td.z >= zMin && td.z < zMax) { if (remove) { tickNextTickSet.erase(td); it = tickNextTickList.erase(it); } else { it++; } results->push_back(td); } else { it++; } } } else { if (!toBeTicked.empty()) { app.DebugPrintf("To be ticked size: %d\n", toBeTicked.size()); } for (auto it = toBeTicked.begin(); it != toBeTicked.end();) { TickNextTickData td = *it; if (td.x >= xMin && td.x < xMax && td.z >= zMin && td.z < zMax) { if (remove) { tickNextTickList.erase(td); it = toBeTicked.erase(it); } else { it++; } results->push_back(td); } else { it++; } } } } return results; } void ServerLevel::tick(std::shared_ptr e, bool actual) { if (!server->isAnimals() && (e->instanceof(eTYPE_ANIMAL) || e->instanceof(eTYPE_WATERANIMAL))) { e->remove(); } if (!server->isNpcsEnabled() && (std::dynamic_pointer_cast(e) != nullptr)) { e->remove(); } Level::tick(e, actual); } void ServerLevel::forceTick(std::shared_ptr e, bool actual) { Level::tick(e, actual); } ChunkSource* ServerLevel::createChunkSource() { ChunkStorage* storage = levelStorage->createChunkStorage(dimension); cache = new ServerChunkCache(this, storage, dimension->createRandomLevelSource()); return cache; } std::vector >* ServerLevel::getTileEntitiesInRegion( int x0, int y0, int z0, int x1, int y1, int z1) { std::vector >* result = new std::vector >; for (unsigned int i = 0; i < tileEntityList.size(); i++) { std::shared_ptr te = tileEntityList[i]; if (te->x >= x0 && te->y >= y0 && te->z >= z0 && te->x < x1 && te->y < y1 && te->z < z1) { result->push_back(te); } } return result; } bool ServerLevel::mayInteract(std::shared_ptr player, int xt, int yt, int zt, int content) { // 4J-PB - This will look like a bug to players, and we really should have a // message to explain why we're not allowing lava to be placed at or near a // spawn point We'll need to do this in a future update // 4J-PB - Let's allow water near the spawn point, but not lava if (content != Tile::lava_Id) { // allow this to be used return true; } else if (dimension->id == 0) // 4J Stu - Only limit this in the overworld { return !server->isUnderSpawnProtection(this, xt, yt, zt, player); } return true; } void ServerLevel::initializeLevel(LevelSettings* settings) { setInitialSpawn(settings); Level::initializeLevel(settings); } /** * Sets the initial spawn, created this method so we could do a special * location for the demo version. */ void ServerLevel::setInitialSpawn(LevelSettings* levelSettings) { if (!dimension->mayRespawn()) { levelData->setSpawn(0, dimension->getSpawnYPosition(), 0); return; } isFindingSpawn = true; BiomeSource* biomeSource = dimension->biomeSource; std::vector playerSpawnBiomes = biomeSource->getPlayerSpawnBiomes(); Random random(getSeed()); TilePos* findBiome = biomeSource->findBiome(0, 0, 16 * 16, playerSpawnBiomes, &random); int xSpawn = 0; // (Level.MAX_LEVEL_SIZE - 100) * 0; int ySpawn = dimension->getSpawnYPosition(); int zSpawn = 0; // (Level.MAX_LEVEL_SIZE - 100) * 0; int minXZ = -(dimension->getXZSize() * 16) / 2; int maxXZ = (dimension->getXZSize() * 16) / 2 - 1; if (findBiome != nullptr) { xSpawn = findBiome->x; zSpawn = findBiome->z; delete findBiome; } else { app.DebugPrintf( "Level::setInitialSpawn - Unable to find spawn biome\n"); } int tries = 0; while (!dimension->isValidSpawn(xSpawn, zSpawn)) { // 4J-PB changed to stay within our level limits xSpawn += random.nextInt(64) - random.nextInt(64); if (xSpawn > maxXZ) xSpawn = 0; if (xSpawn < minXZ) xSpawn = 0; zSpawn += random.nextInt(64) - random.nextInt(64); if (zSpawn > maxXZ) zSpawn = 0; if (zSpawn < minXZ) zSpawn = 0; if (++tries == 1000) break; } levelData->setSpawn(xSpawn, ySpawn, zSpawn); if (levelSettings->hasStartingBonusItems()) { generateBonusItemsNearSpawn(); } isFindingSpawn = false; } // 4J - brought forward from 1.3.2 void ServerLevel::generateBonusItemsNearSpawn() { // once we've found the initial spawn, try to find a location for the // starting bonus chest // 4J - added - scan the spawn area first to see if there's already a chest // near here static const int r = 20; int xs = levelData->getXSpawn(); int zs = levelData->getZSpawn(); for (int xx = -r; xx <= r; xx++) for (int zz = -r; zz <= r; zz++) { int x = xx + xs; int z = zz + zs; int y = getTopSolidBlock(x, z) - 1; if (getTile(x, y, z) == Tile::chest_Id) { std::shared_ptr chest = std::dynamic_pointer_cast( getTileEntity(x, y, z)); if (chest != nullptr) { if (chest->isBonusChest) { return; } } } } BonusChestFeature* feature = new BonusChestFeature(RANDOM_BONUS_ITEMS, 16); for (int attempt = 0; attempt < 16; attempt++) { int x = levelData->getXSpawn() + random->nextInt(6) - random->nextInt(6); int z = levelData->getZSpawn() + random->nextInt(6) - random->nextInt(6); int y = getTopSolidBlock(x, z) + 1; if (feature->place(this, random, x, y, z, (attempt == 15))) { break; } } delete feature; } Pos* ServerLevel::getDimensionSpecificSpawn() { return dimension->getSpawnPos(); } // 4j Added for XboxOne PLM void ServerLevel::Suspend() { if (StorageManager.GetSaveDisabled()) return; saveLevelData(); chunkSource->saveAllEntities(); } void ServerLevel::save(bool force, ProgressListener* progressListener, bool bAutosave) { if (!chunkSource->shouldSave()) return; // 4J-PB - check that saves are enabled if (StorageManager.GetSaveDisabled()) return; if (progressListener != nullptr) { if (bAutosave) { progressListener->progressStartNoAbort( IDS_PROGRESS_AUTOSAVING_LEVEL); } else { progressListener->progressStartNoAbort(IDS_PROGRESS_SAVING_LEVEL); } } PIXBeginNamedEvent(0, "Saving level data"); saveLevelData(); PIXEndNamedEvent(); if (progressListener != nullptr) progressListener->progressStage(IDS_PROGRESS_SAVING_CHUNKS); { chunkSource->save(force, progressListener); #if defined(_LARGE_WORLDS) // 4J Stu - Only do this if there are players in the level if (chunkMap->players.size() > 0) { // 4J Stu - This will come in a later change anyway // clean cache std::vector* loadedChunkList = cache->getLoadedChunkList(); for (auto it = loadedChunkList->begin(); it != loadedChunkList->end(); ++it) { LevelChunk* lc = *it; if (!chunkMap->hasChunk(lc->x, lc->z)) { cache->drop(lc->x, lc->z); } } } #endif } // if( force && !isClientSide ) //{ // if (progressListener != nullptr) // progressListener->progressStage(IDS_PROGRESS_SAVING_TO_DISC); // levelStorage->flushSaveFile(); // } } // 4J Added void ServerLevel::saveToDisc(ProgressListener* progressListener, bool autosave) { // 4J-PB - check that saves are enabled if (StorageManager.GetSaveDisabled()) return; // Check if we are using a trial version of a texture pack (which will be // the case for going into the mash-up pack world with a trial version) if (!Minecraft::GetInstance()->skins->isUsingDefaultSkin()) { TexturePack* tPack = Minecraft::GetInstance()->skins->getSelected(); DLCTexturePack* pDLCTexPack = (DLCTexturePack*)tPack; DLCPack* pDLCPack = pDLCTexPack->getDLCInfoParentPack(); if (!pDLCPack->hasPurchasedFile(DLCManager::e_DLCType_Texture, L"")) { return; } } if (progressListener != nullptr) progressListener->progressStage(IDS_PROGRESS_SAVING_TO_DISC); levelStorage->flushSaveFile(autosave); } void ServerLevel::saveLevelData() { checkSession(); levelStorage->saveLevelData(levelData, &players); savedDataStorage->save(); } void ServerLevel::entityAdded(std::shared_ptr e) { Level::entityAdded(e); entitiesById[e->entityId] = e; std::vector >* es = e->getSubEntities(); if (es != nullptr) { // for (int i = 0; i < es.length; i++) for (auto it = es->begin(); it != es->end(); ++it) { entitiesById.insert( intEntityMap::value_type((*it)->entityId, (*it))); } } entityAddedExtra(e); // 4J added } void ServerLevel::entityRemoved(std::shared_ptr e) { Level::entityRemoved(e); entitiesById.erase(e->entityId); std::vector >* es = e->getSubEntities(); if (es != nullptr) { // for (int i = 0; i < es.length; i++) for (auto it = es->begin(); it != es->end(); ++it) { entitiesById.erase((*it)->entityId); } } entityRemovedExtra(e); // 4J added } std::shared_ptr ServerLevel::getEntity(int id) { return entitiesById[id]; } bool ServerLevel::addGlobalEntity(std::shared_ptr e) { if (Level::addGlobalEntity(e)) { server->getPlayers()->broadcast(e->x, e->y, e->z, 512, dimension->id, std::shared_ptr( new AddGlobalEntityPacket(e))); return true; } return false; } void ServerLevel::broadcastEntityEvent(std::shared_ptr e, uint8_t event) { std::shared_ptr p = std::shared_ptr( new EntityEventPacket(e->entityId, event)); server->getLevel(dimension->id)->getTracker()->broadcastAndSend(e, p); } std::shared_ptr ServerLevel::explode(std::shared_ptr source, double x, double y, double z, float r, bool fire, bool destroyBlocks) { // instead of calling super, we run the same explosion code here except // we don't generate any particles std::shared_ptr explosion = std::shared_ptr(new Explosion(this, source, x, y, z, r)); explosion->fire = fire; explosion->destroyBlocks = destroyBlocks; explosion->explode(); explosion->finalizeExplosion(false); if (!destroyBlocks) { explosion->toBlow.clear(); } std::vector > sentTo; for (auto it = players.begin(); it != players.end(); ++it) { std::shared_ptr player = std::dynamic_pointer_cast(*it); if (player->dimension != dimension->id) continue; bool knockbackOnly = false; if (sentTo.size()) { INetworkPlayer* thisPlayer = player->connection->getNetworkPlayer(); if (thisPlayer == nullptr) { continue; } else { for (unsigned int j = 0; j < sentTo.size(); j++) { std::shared_ptr player2 = sentTo[j]; INetworkPlayer* otherPlayer = player2->connection->getNetworkPlayer(); if (otherPlayer != nullptr && thisPlayer->IsSameSystem(otherPlayer)) { knockbackOnly = true; } } } } if (player->distanceToSqr(x, y, z) < 64 * 64) { Vec3 knockbackVec = explosion->getHitPlayerKnockback(player); // app.DebugPrintf("Sending %s with knockback (%f,%f,%f)\n", // knockbackOnly?"knockbackOnly":"allExplosion",knockbackVec->x,knockbackVec->y,knockbackVec->z); // If the player is not the primary on the system, then we only // want to send info for the knockback player->connection->send(std::shared_ptr( new ExplodePacket(x, y, z, r, &explosion->toBlow, &knockbackVec, knockbackOnly))); sentTo.push_back(player); } } return explosion; } void ServerLevel::tileEvent(int x, int y, int z, int tile, int b0, int b1) { // super.tileEvent(x, y, z, b0, b1); // server.getPlayers().broadcast(x, y, z, 64, dimension.id, new // TileEventPacket(x, y, z, b0, b1)); TileEventData newEvent(x, y, z, tile, b0, b1); // for (TileEventData te : tileEvents[activeTileEventsList]) for (auto it = tileEvents[activeTileEventsList].begin(); it != tileEvents[activeTileEventsList].end(); ++it) { if ((*it).equals(newEvent)) { return; } } tileEvents[activeTileEventsList].push_back(newEvent); } void ServerLevel::runTileEvents() { // use two lists until both are empty, intended to avoid concurrent // modifications while (!tileEvents[activeTileEventsList].empty()) { int runList = activeTileEventsList; activeTileEventsList ^= 1; // for (TileEventData te : tileEvents[runList]) for (auto it = tileEvents[runList].begin(); it != tileEvents[runList].end(); ++it) { if (doTileEvent(&(*it))) { TileEventData te = *it; server->getPlayers()->broadcast( te.getX(), te.getY(), te.getZ(), 64, dimension->id, std::shared_ptr(new TileEventPacket( te.getX(), te.getY(), te.getZ(), te.getTile(), te.getParamA(), te.getParamB()))); } } tileEvents[runList].clear(); } } bool ServerLevel::doTileEvent(TileEventData* te) { int t = getTile(te->getX(), te->getY(), te->getZ()); if (t == te->getTile()) { return Tile::tiles[t]->triggerEvent(this, te->getX(), te->getY(), te->getZ(), te->getParamA(), te->getParamB()); } return false; } void ServerLevel::closeLevelStorage() { levelStorage->closeAll(); } void ServerLevel::tickWeather() { bool wasRaining = isRaining(); Level::tickWeather(); if (wasRaining != isRaining()) { if (wasRaining) { server->getPlayers()->broadcastAll(std::shared_ptr( new GameEventPacket(GameEventPacket::STOP_RAINING, 0))); } else { server->getPlayers()->broadcastAll(std::shared_ptr( new GameEventPacket(GameEventPacket::START_RAINING, 0))); } } } MinecraftServer* ServerLevel::getServer() { return server; } EntityTracker* ServerLevel::getTracker() { return tracker; } void ServerLevel::setTimeAndAdjustTileTicks(int64_t newTime) { int64_t delta = newTime - levelData->getGameTime(); // 4J - can't directly adjust m_delay in a set as it has a const interator, // since changing values in here might change the ordering of the elements // in the set. Instead move to a vector, do the adjustment, put back in the // set. std::vector temp; for (auto it = tickNextTickList.begin(); it != tickNextTickList.end(); ++it) { temp.push_back(*it); temp.back().m_delay += delta; } tickNextTickList.clear(); for (unsigned int i = 0; i < temp.size(); i++) { tickNextTickList.insert(temp[i]); } setGameTime(newTime); } PlayerChunkMap* ServerLevel::getChunkMap() { return chunkMap; } PortalForcer* ServerLevel::getPortalForcer() { return portalForcer; } void ServerLevel::sendParticles(const std::wstring& name, double x, double y, double z, int count) { sendParticles(name, x + 0.5f, y + 0.5f, z + 0.5f, count, 0.5f, 0.5f, 0.5f, 0.02f); } void ServerLevel::sendParticles(const std::wstring& name, double x, double y, double z, int count, double xDist, double yDist, double zDist, double speed) { std::shared_ptr packet = std::shared_ptr(new LevelParticlesPacket( name, (float)x, (float)y, (float)z, (float)xDist, (float)yDist, (float)zDist, (float)speed, count)); for (auto it = players.begin(); it != players.end(); ++it) { std::shared_ptr player = std::dynamic_pointer_cast(*it); player->connection->send(packet); } } // 4J Stu - Sometimes we want to update tiles on the server from the main thread // (eg SignTileEntity when string verify returns) void ServerLevel::queueSendTileUpdate(int x, int y, int z) { std::lock_guard lock(m_csQueueSendTileUpdates); m_queuedSendTileUpdates.push_back(new Pos(x, y, z)); } void ServerLevel::runQueuedSendTileUpdates() { std::lock_guard lock(m_csQueueSendTileUpdates); for (auto it = m_queuedSendTileUpdates.begin(); it != m_queuedSendTileUpdates.end(); ++it) { Pos* p = *it; sendTileUpdated(p->x, p->y, p->z); delete p; } m_queuedSendTileUpdates.clear(); } // 4J - added special versions of addEntity and extra processing on entity // removed and added so we can limit the number of itementities created bool ServerLevel::addEntity(std::shared_ptr e) { // If its an item entity, and we've got to our capacity, delete the oldest if (e->instanceof(eTYPE_ITEMENTITY)) { // printf("Adding item entity count //%d\n",m_itemEntities.size()); std::lock_guard lock(m_limiterCS); if (m_itemEntities.size() >= MAX_ITEM_ENTITIES) { // printf("Adding - doing remove\n"); removeEntityImmediately(m_itemEntities.front()); } } // If its an hanging entity, and we've got to our capacity, delete the // oldest else if (e->instanceof(eTYPE_HANGING_ENTITY)) { // printf("Adding item entity count //%d\n",m_itemEntities.size()); std::lock_guard lock(m_limiterCS); if (m_hangingEntities.size() >= MAX_HANGING_ENTITIES) { // printf("Adding - doing remove\n"); // 4J-PB - refuse to add the entity, since we'll be removing one // already there, and it may be an item frame with something in it. return false; // removeEntityImmediately(m_hangingEntities.front()); } } // If its an arrow entity, and we've got to our capacity, delete the oldest else if (e->instanceof(eTYPE_ARROW)) { // printf("Adding arrow entity count //%d\n",m_arrowEntities.size()); std::lock_guard lock(m_limiterCS); if (m_arrowEntities.size() >= MAX_ARROW_ENTITIES) { // printf("Adding - doing remove\n"); removeEntityImmediately(m_arrowEntities.front()); } } // If its an experience orb entity, and we've got to our capacity, delete // the oldest else if (e->instanceof(eTYPE_EXPERIENCEORB)) { // printf("Adding arrow entity count //%d\n",m_arrowEntities.size()); std::lock_guard lock(m_limiterCS); if (m_experienceOrbEntities.size() >= MAX_EXPERIENCEORB_ENTITIES) { // printf("Adding - doing remove\n"); removeEntityImmediately(m_experienceOrbEntities.front()); } } return Level::addEntity(e); } // 4J: Returns true if the level is at its limit for this type of entity (only // checks arrows, hanging, item and experience orbs) bool ServerLevel::atEntityLimit(std::shared_ptr e) { // TODO: This duplicates code from addEntity above, fix bool atLimit = false; if (e->instanceof(eTYPE_ITEMENTITY)) { std::lock_guard lock(m_limiterCS); atLimit = m_itemEntities.size() >= MAX_ITEM_ENTITIES; } else if (e->instanceof(eTYPE_HANGING_ENTITY)) { std::lock_guard lock(m_limiterCS); atLimit = m_hangingEntities.size() >= MAX_HANGING_ENTITIES; } else if (e->instanceof(eTYPE_ARROW)) { std::lock_guard lock(m_limiterCS); atLimit = m_arrowEntities.size() >= MAX_ARROW_ENTITIES; } else if (e->instanceof(eTYPE_EXPERIENCEORB)) { std::lock_guard lock(m_limiterCS); atLimit = m_experienceOrbEntities.size() >= MAX_EXPERIENCEORB_ENTITIES; } return atLimit; } // Maintain a cound of primed tnt & falling tiles in this level void ServerLevel::entityAddedExtra(std::shared_ptr e) { if (e->instanceof(eTYPE_ITEMENTITY)) { std::lock_guard lock(m_limiterCS); m_itemEntities.push_back(e); // printf("entity added: item entity count now //%d\n",m_itemEntities.size()); } else if (e->instanceof(eTYPE_HANGING_ENTITY)) { std::lock_guard lock(m_limiterCS); m_hangingEntities.push_back(e); // printf("entity added: item entity count now //%d\n",m_itemEntities.size()); } else if (e->instanceof(eTYPE_ARROW)) { std::lock_guard lock(m_limiterCS); m_arrowEntities.push_back(e); // printf("entity added: arrow entity count now //%d\n",m_arrowEntities.size()); } else if (e->instanceof(eTYPE_EXPERIENCEORB)) { std::lock_guard lock(m_limiterCS); m_experienceOrbEntities.push_back(e); // printf("entity added: experience orb entity count now //%d\n",m_arrowEntities.size()); } else if (e->instanceof(eTYPE_PRIMEDTNT)) { std::lock_guard lock(m_limiterCS); m_primedTntCount++; } else if (e->instanceof(eTYPE_FALLINGTILE)) { std::lock_guard lock(m_limiterCS); m_fallingTileCount++; } } // Maintain a cound of primed tnt & falling tiles in this level, and remove any // item entities from our list void ServerLevel::entityRemovedExtra(std::shared_ptr e) { if (e->instanceof(eTYPE_ITEMENTITY)) { std::lock_guard lock(m_limiterCS); // printf("entity removed: item entity count //%d\n",m_itemEntities.size()); auto it = find(m_itemEntities.begin(), m_itemEntities.end(), e); if (it != m_itemEntities.end()) { // printf("Item to remove found\n"); m_itemEntities.erase(it); } // printf("entity removed: item entity count now //%d\n",m_itemEntities.size()); } else if (e->instanceof(eTYPE_HANGING_ENTITY)) { std::lock_guard lock(m_limiterCS); // printf("entity removed: item entity count //%d\n",m_itemEntities.size()); auto it = find(m_hangingEntities.begin(), m_hangingEntities.end(), e); if (it != m_hangingEntities.end()) { // printf("Item to remove found\n"); m_hangingEntities.erase(it); } // printf("entity removed: item entity count now //%d\n",m_itemEntities.size()); } else if (e->instanceof(eTYPE_ARROW)) { std::lock_guard lock(m_limiterCS); // printf("entity removed: arrow entity count //%d\n",m_arrowEntities.size()); auto it = find(m_arrowEntities.begin(), m_arrowEntities.end(), e); if (it != m_arrowEntities.end()) { // printf("Item to remove found\n"); m_arrowEntities.erase(it); } // printf("entity removed: arrow entity count now //%d\n",m_arrowEntities.size()); } else if (e->instanceof(eTYPE_EXPERIENCEORB)) { std::lock_guard lock(m_limiterCS); // printf("entity removed: experience orb entity count //%d\n",m_arrowEntities.size()); auto it = find(m_experienceOrbEntities.begin(), m_experienceOrbEntities.end(), e); if (it != m_experienceOrbEntities.end()) { // printf("Item to remove found\n"); m_experienceOrbEntities.erase(it); } // printf("entity removed: experience orb entity count now //%d\n",m_arrowEntities.size()); } else if (e->instanceof(eTYPE_PRIMEDTNT)) { std::lock_guard lock(m_limiterCS); m_primedTntCount--; } else if (e->instanceof(eTYPE_FALLINGTILE)) { std::lock_guard lock(m_limiterCS); m_fallingTileCount--; } } bool ServerLevel::newPrimedTntAllowed() { std::lock_guard lock(m_limiterCS); bool retval = m_primedTntCount < MAX_PRIMED_TNT; return retval; } bool ServerLevel::newFallingTileAllowed() { std::lock_guard lock(m_limiterCS); bool retval = m_fallingTileCount < MAX_FALLING_TILE; return retval; } int ServerLevel::runUpdate(void* lpParam) { ShutdownManager::HasStarted(ShutdownManager::eRunUpdateThread, m_updateTrigger); while (ShutdownManager::ShouldRun(ShutdownManager::eRunUpdateThread)) { m_updateTrigger->waitForAll(C4JThread::kInfiniteTimeout); if (!ShutdownManager::ShouldRun(ShutdownManager::eRunUpdateThread)) break; PIXBeginNamedEvent(0, "Updating tiles to be ticked"); // 4J Stu - Grass and Lava ticks currently take up the majority of all // tile updates, so I am limiting them int grassTicks = 0; int lavaTicks = 0; for (unsigned int iLev = 0; iLev < 3; ++iLev) { std::lock_guard lock(m_updateCS[iLev]); for (int i = 0; i < m_updateChunkCount[iLev]; i++) { // 4J - some of these tile ticks will check things in // neighbouring tiles, causing chunks to load/create that aren't // yet in memory. Try and avoid this by limiting the min/max x & // z values that we will try and inspect in this chunk according // to what surround chunks are loaded int cx = m_updateChunkX[iLev][i]; int cz = m_updateChunkZ[iLev][i]; int minx = 0; int maxx = 15; int minz = 0; int maxz = 15; if (!m_level[iLev]->hasChunk(cx, cz)) continue; if (!m_level[iLev]->hasChunk(cx + 1, cz + 0)) { maxx = 11; } if (!m_level[iLev]->hasChunk(cx + 0, cz + 1)) { maxz = 11; } if (!m_level[iLev]->hasChunk(cx - 1, cz + 0)) { minx = 4; } if (!m_level[iLev]->hasChunk(cx + 0, cz - 1)) { minz = 4; } if (!m_level[iLev]->hasChunk(cx + 1, cz + 1)) { maxx = 11; maxz = 11; } if (!m_level[iLev]->hasChunk(cx + 1, cz - 1)) { maxx = 11; minz = 4; } if (!m_level[iLev]->hasChunk(cx - 1, cz - 1)) { minx = 4; minz = 4; } if (!m_level[iLev]->hasChunk(cx - 1, cz + 1)) { minx = 4; maxz = 11; } LevelChunk* lc = m_level[iLev]->getChunk(cx, cz); for (int j = 0; j < 80; j++) { // 4jcraft added cast to unsigned m_randValue[iLev] = (unsigned)m_randValue[iLev] * 3 + (unsigned)m_level[iLev]->addend; int val = (m_randValue[iLev] >> 2); int x = (val & 15); if ((x < minx) || (x > maxx)) continue; int z = ((val >> 8) & 15); if ((z < minz) || (z > maxz)) continue; int y = ((val >> 16) & (Level::maxBuildHeight - 1)); // This array access is a cache miss pretty much every time int id = lc->getTile(x, y, z); if (m_updateTileCount[iLev] >= MAX_UPDATES) break; // 4J Stu - Grass and Lava ticks currently take up the // majority of all tile updates, so I am limiting them if ((id == Tile::grass_Id && grassTicks >= MAX_GRASS_TICKS) || (id == Tile::calmLava_Id && lavaTicks >= MAX_LAVA_TICKS)) continue; // 4J Stu - Added shouldTileTick as some tiles won't even do // anything if they are set to tick and use up one of our // updates if (Tile::tiles[id] != nullptr && Tile::tiles[id]->isTicking() && Tile::tiles[id]->shouldTileTick( m_level[iLev], x + (cx * 16), y, z + (cz * 16))) { if (id == Tile::grass_Id) ++grassTicks; else if (id == Tile::calmLava_Id) ++lavaTicks; m_updateTileX[iLev][m_updateTileCount[iLev]] = x + (cx * 16); m_updateTileY[iLev][m_updateTileCount[iLev]] = y; m_updateTileZ[iLev][m_updateTileCount[iLev]] = z + (cz * 16); m_updateTileCount[iLev]++; } } } } PIXEndNamedEvent(); } ShutdownManager::HasFinished(ShutdownManager::eRunUpdateThread); return 0; } void ServerLevel::flagEntitiesToBeRemoved(unsigned int* flags, bool* removedFound) { if (chunkMap) { chunkMap->flagEntitiesToBeRemoved(flags, removedFound); } }