4jcraft/targets/minecraft/server/level/ServerChunkCache.h

129 lines
4 KiB
C++

#pragma once
#include <deque>
#include <format>
#include <mutex>
#include <string>
#include <vector>
#include "platform/C4JThread.h"
#include "java/File.h"
#include "java/JavaIntHash.h"
#include "minecraft/world/level/biome/Biome.h"
#include "minecraft/world/level/chunk/ChunkSource.h"
#include "minecraft/world/level/levelgen/RandomLevelSource.h"
class ServerLevel;
class ChunkStorage;
class LevelChunk;
class ServerChunkCache : public ChunkSource {
private:
// unordered_set<int,IntKeyHash, IntKeyEq> toDrop;
private:
LevelChunk* emptyChunk;
ChunkSource* source;
ChunkStorage* storage;
public:
bool autoCreate;
private:
LevelChunk** cache;
std::vector<LevelChunk*> m_loadedChunkList;
ServerLevel* level;
#ifdef _LARGE_WORLDS
std::deque<LevelChunk*> m_toDrop;
LevelChunk** m_unloadedCache;
#endif
// 4J - added for multithreaded support
std::recursive_mutex m_csLoadCreate;
// 4J - size of cache is defined by size of one side - must be even
int XZSIZE;
int XZOFFSET;
public:
ServerChunkCache(ServerLevel* level, ChunkStorage* storage,
ChunkSource* source);
virtual ~ServerChunkCache();
virtual bool hasChunk(int x, int z);
std::vector<LevelChunk*>* getLoadedChunkList();
void drop(int x, int z);
void dropAll();
virtual LevelChunk* create(int x, int z);
LevelChunk* create(int x, int z, bool asyncPostProcess); // 4J added
virtual LevelChunk* getChunk(int x, int z);
#ifdef _LARGE_WORLDS
LevelChunk* getChunkLoadedOrUnloaded(int x, int z); // 4J added
void overwriteLevelChunkFromSource(
int x, int z); // 4J MGH added, for expanding worlds, to kill any
// player changes and reset the chunk
void overwriteHellLevelChunkFromSource(
int x, int z, int minVal,
int maxVal); // 4J MGH added, for expanding worlds, to reset the outer
// tiles in the chunk
void updateOverwriteHellChunk(LevelChunk* origChunk,
LevelChunk* playerChunk, int xMin, int xMax,
int zMin, int zMax);
#endif
virtual LevelChunk** getCache() { return cache; } // 4J added
// 4J-JEV Added; Remove chunk from the toDrop queue.
#ifdef _LARGE_WORLDS
void dontDrop(int x, int z);
#endif
private:
LevelChunk* load(int x, int z);
void saveEntities(LevelChunk* levelChunk);
void save(LevelChunk* levelChunk);
void updatePostProcessFlag(short flag, int x, int z, int xo, int zo,
LevelChunk* lc); // 4J added
void updatePostProcessFlags(int x, int z); // 4J added
void flagPostProcessComplete(short flag, int x, int z); // 4J added
public:
virtual void postProcess(ChunkSource* parent, int x, int z);
private:
#ifdef _LARGE_WORLDS
static const int MAX_SAVES = 20;
#else
// 4J Stu - Was 24, but lowering it drastically so that we can trickle save
// chunks
static const int MAX_SAVES = 1;
#endif
public:
virtual bool saveAllEntities();
virtual bool save(bool force, ProgressListener* progressListener);
virtual bool tick();
virtual bool shouldSave();
virtual std::string gatherStats();
virtual std::vector<Biome::MobSpawnerData*>* getMobsAt(
MobCategory* mobCategory, int x, int y, int z);
virtual TilePos* findNearestMapFeature(Level* level,
const std::string& featureName,
int x, int y, int z);
virtual void recreateLogicStructuresForChunk(int chunkX, int chunkZ);
private:
typedef struct _SaveThreadData {
ServerChunkCache* cache;
LevelChunk* chunkToSave;
bool saveEntities;
bool useSharedThreadStorage;
C4JThread::Event* notificationEvent;
C4JThread::Event* wakeEvent; // This is a handle to the one fired by
// the producer thread
} SaveThreadData;
public:
static int runSaveThreadProc(void* lpParam);
};