4jcraft/Minecraft.Client/Level/MultiPlayerLevel.cpp

941 lines
34 KiB
C++

#include "../Platform/stdafx.h"
#include "MultiPlayerLevel.h"
#include "../Player/MultiPlayerLocalPlayer.h"
#include "../Network/ClientConnection.h"
#include "../Network/MultiPlayerChunkCache.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.storage.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.dimension.h"
#include "../../Minecraft.World/Util/Pos.h"
#include "../MinecraftServer.h"
#include "ServerLevel.h"
#include "../Minecraft.h"
#include "../Rendering/Particles/FireworksParticles.h"
#include "../../Minecraft.World/Entities/Mobs/PrimedTnt.h"
#include "../../Minecraft.World/Blocks/Tile.h"
#include "../../Minecraft.World/Blocks/TileEntities/TileEntity.h"
#include "../../Minecraft.World/Util/JavaMath.h"
MultiPlayerLevel::ResetInfo::ResetInfo(int x, int y, int z, int tile,
int data) {
this->x = x;
this->y = y;
this->z = z;
ticks = TICKS_BEFORE_RESET;
this->tile = tile;
this->data = data;
}
MultiPlayerLevel::MultiPlayerLevel(ClientConnection* connection,
LevelSettings* levelSettings, int dimension,
int difficulty)
: Level(std::shared_ptr<MockedLevelStorage>(new MockedLevelStorage()),
L"MpServer", Dimension::getNew(dimension), levelSettings, false) {
minecraft = Minecraft::GetInstance();
// 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;
// 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);
}
if (connection != NULL) {
this->connections.push_back(connection);
}
this->difficulty = difficulty;
// Fix for #62566 - TU7: Content: Gameplay: Compass needle stops pointing
// towards the original spawn point, once the player has entered the Nether.
// 4J Stu - We should never be setting a specific spawn position for a
// multiplayer, this should only be set by receiving a packet from the
// server (which happens when a player logs in)
// setSpawnPos(new Pos(8, 64, 8));
// The base ctor already has made some storage, so need to delete that
if (this->savedDataStorage) delete savedDataStorage;
if (connection != NULL) {
savedDataStorage = connection->savedDataStorage;
}
unshareCheckX = 0;
unshareCheckZ = 0;
compressCheckX = 0;
compressCheckZ = 0;
// 4J Added, as there are some times when we don't want to add tile updates
// to the updatesToReset vector
m_bEnableResetChanges = true;
}
MultiPlayerLevel::~MultiPlayerLevel() {
// Don't let the base class delete this, it comes from the connection for
// multiplayerlevels, and we'll delete there
this->savedDataStorage = NULL;
}
void MultiPlayerLevel::unshareChunkAt(int x, int z) {
if (g_NetworkManager.IsHost()) {
Level::getChunkAt(x, z)->stopSharingTilesAndData();
}
}
void MultiPlayerLevel::shareChunkAt(int x, int z) {
if (g_NetworkManager.IsHost()) {
Level::getChunkAt(x, z)->startSharingTilesAndData();
}
}
void MultiPlayerLevel::tick() {
PIXBeginNamedEvent(0, "Sky color changing");
setGameTime(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(getDayTime() + 1);
}
}
/* 4J - change brought forward from 1.8.2
int newDark = this->getSkyDarken(1);
if (newDark != skyDarken)
{
skyDarken = newDark;
for (unsigned int i = 0; i < listeners.size(); i++)
{
listeners[i]->skyColorChanged();
}
}*/
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Entity re-entry");
EnterCriticalSection(&m_entitiesCS);
for (int i = 0; i < 10 && !reEntries.empty(); i++) {
std::shared_ptr<Entity> e = *(reEntries.begin());
if (find(entities.begin(), entities.end(), e) == entities.end())
addEntity(e);
}
LeaveCriticalSection(&m_entitiesCS);
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Connection ticking");
// 4J HEG - Copy the connections vector to prevent crash when moving to
// Nether
std::vector<ClientConnection*> connectionsTemp = connections;
for (AUTO_VAR(connection, connectionsTemp.begin());
connection < connectionsTemp.end(); ++connection) {
(*connection)->tick();
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Updating resets");
unsigned int lastIndexToRemove = 0;
bool eraseElements = false;
for (unsigned int i = 0; i < updatesToReset.size(); i++) {
ResetInfo& r = updatesToReset[i];
if (--r.ticks == 0) {
Level::setTileAndData(r.x, r.y, r.z, r.tile, r.data,
Tile::UPDATE_ALL);
Level::sendTileUpdated(r.x, r.y, r.z);
// updatesToReset.erase(updatesToReset.begin()+i);
eraseElements = true;
lastIndexToRemove = 0;
i--;
}
}
// 4J Stu - As elements in the updatesToReset vector are inserted with a
// fixed initial lifetime, the elements at the front should always be the
// oldest Therefore we can always remove from the first element
if (eraseElements) {
updatesToReset.erase(updatesToReset.begin(),
updatesToReset.begin() + lastIndexToRemove);
}
PIXEndNamedEvent();
chunkCache->tick();
tickTiles();
// 4J - added this section. Each tick we'll check a different block, and
// force it to share data if it has been more than 2 minutes since we last
// wanted to unshare it. This shouldn't really ever happen, and is added
// here as a safe guard against accumulated memory leaks should a lot of
// chunks become unshared over time.
int ls = dimension->getXZSize();
if (g_NetworkManager.IsHost()) {
if (Level::reallyHasChunk(unshareCheckX - (ls / 2),
unshareCheckZ - (ls / 2))) {
LevelChunk* lc = Level::getChunk(unshareCheckX - (ls / 2),
unshareCheckZ - (ls / 2));
if (g_NetworkManager.IsHost()) {
lc->startSharingTilesAndData(1000 * 60 * 2);
}
}
unshareCheckX++;
if (unshareCheckX >= ls) {
unshareCheckX = 0;
unshareCheckZ++;
if (unshareCheckZ >= ls) {
unshareCheckZ = 0;
}
}
}
// 4J added - also similar thing tosee if we can compress the lighting in
// any of these chunks. This is slightly different as it does try to make
// sure that at least one chunk has something done to it.
// At most loop round at least one row the chunks, so we should be able to
// at least find a non-empty chunk to do something with in 2.7 seconds of
// ticks, and process the whole thing in about 2.4 minutes.
for (int i = 0; i < ls; i++) {
compressCheckX++;
if (compressCheckX >= ls) {
compressCheckX = 0;
compressCheckZ++;
if (compressCheckZ >= ls) {
compressCheckZ = 0;
}
}
if (Level::reallyHasChunk(compressCheckX - (ls / 2),
compressCheckZ - (ls / 2))) {
LevelChunk* lc = Level::getChunk(compressCheckX - (ls / 2),
compressCheckZ - (ls / 2));
lc->compressLighting();
lc->compressBlocks();
lc->compressData();
break;
}
}
#if defined(LIGHT_COMPRESSION_STATS)
static int updateTick = 0;
if ((updateTick % 60) == 0) {
unsigned int totalBLu = 0;
unsigned int totalBLl = 0;
unsigned int totalSLu = 0;
unsigned int totalSLl = 0;
unsigned int totalChunks = 0;
for (int lcs_x = 0; lcs_x < ls; lcs_x++)
for (int lcs_z = 0; lcs_z < ls; lcs_z++) {
if (Level::reallyHasChunk(lcs_x - (ls / 2), lcs_z - (ls / 2))) {
LevelChunk* lc =
Level::getChunk(lcs_x - (ls / 2), lcs_z - (ls / 2));
totalChunks++;
totalBLu += lc->getBlockLightPlanesUpper();
totalBLl += lc->getBlockLightPlanesLower();
totalSLu += lc->getSkyLightPlanesUpper();
totalSLl += lc->getSkyLightPlanesLower();
}
}
if (totalChunks) {
MEMORYSTATUS memStat;
GlobalMemoryStatus(&memStat);
unsigned int totalBL = totalBLu + totalBLl;
unsigned int totalSL = totalSLu + totalSLl;
printf(
"%d: %d chunks, %d BL (%d + %d), %d SL (%d + %d ) (out of %d) "
"- total %d %% (%dMB mem free)\n",
dimension->id, totalChunks, totalBL, totalBLu, totalBLl,
totalSL, totalSLu, totalSLl, totalChunks * 256,
(100 * (totalBL + totalSL)) / (totalChunks * 256 * 2),
memStat.dwAvailPhys / (1024 * 1024));
}
}
updateTick++;
#endif
#if defined(DATA_COMPRESSION_STATS)
static int updateTick = 0;
if ((updateTick % 60) == 0) {
unsigned int totalData = 0;
unsigned int totalChunks = 0;
for (int lcs_x = 0; lcs_x < ls; lcs_x++)
for (int lcs_z = 0; lcs_z < ls; lcs_z++) {
if (Level::reallyHasChunk(lcs_x - (ls / 2), lcs_z - (ls / 2))) {
LevelChunk* lc =
Level::getChunk(lcs_x - (ls / 2), lcs_z - (ls / 2));
totalChunks++;
totalData += lc->getDataPlanes();
}
}
if (totalChunks) {
MEMORYSTATUS memStat;
GlobalMemoryStatus(&memStat);
printf(
"%d: %d chunks, %d data (out of %d) - total %d %% (%dMB mem "
"free)\n",
dimension->id, totalChunks, totalData, totalChunks * 128,
(100 * totalData) / (totalChunks * 128),
memStat.dwAvailPhys / (1024 * 1024));
}
}
updateTick++;
#endif
#if defined(BLOCK_COMPRESSION_STATS)
static int updateTick = 0;
if ((updateTick % 60) == 0) {
unsigned int total = 0;
unsigned int totalChunks = 0;
unsigned int total0 = 0, total1 = 0, total2 = 0, total4 = 0, total8 = 0;
printf(
"******************************************************************"
"******************************************************************"
"*****\n");
printf("TODO: Report upper chunk data as well\n");
for (int lcs_x = 0; lcs_x < ls; lcs_x++)
for (int lcs_z = 0; lcs_z < ls; lcs_z++) {
if (Level::reallyHasChunk(lcs_x - (ls / 2), lcs_z - (ls / 2))) {
LevelChunk* lc =
Level::getChunk(lcs_x - (ls / 2), lcs_z - (ls / 2));
totalChunks++;
int i0, i1, i2, i4, i8;
int thisSize =
lc->getBlocksAllocatedSize(&i0, &i1, &i2, &i4, &i8);
total0 += i0;
total1 += i1;
total2 += i2;
total4 += i4;
total8 += i8;
printf("%d ", thisSize);
thisSize = (thisSize + 0xfff) &
0xfffff000; // round to 4096k blocks for actual
// memory consumption
total += thisSize;
}
}
printf(
"\n****************************************************************"
"******************************************************************"
"*******\n");
if (totalChunks) {
printf("%d (0) %d (1) %d (2) %d (4) %d (8)\n", total0 / totalChunks,
total1 / totalChunks, total2 / totalChunks,
total4 / totalChunks, total8 / totalChunks);
MEMORYSTATUS memStat;
GlobalMemoryStatus(&memStat);
printf(
"%d: %d chunks, %d KB (out of %dKB) : %d %% (%dMB mem free)\n",
dimension->id, totalChunks, total / 1024, totalChunks * 32,
((total / 1024) * 100) / (totalChunks * 32),
memStat.dwAvailPhys / (1024 * 1024));
}
}
updateTick++;
#endif
// super.tick();
}
void MultiPlayerLevel::clearResetRegion(int x0, int y0, int z0, int x1, int y1,
int z1) {
for (unsigned int i = 0; i < updatesToReset.size(); i++) {
ResetInfo& r = updatesToReset[i];
if (r.x >= x0 && r.y >= y0 && r.z >= z0 && r.x <= x1 && r.y <= y1 &&
r.z <= z1) {
updatesToReset.erase(updatesToReset.begin() + i);
i--;
}
}
}
ChunkSource* MultiPlayerLevel::createChunkSource() {
chunkCache = new MultiPlayerChunkCache(this);
return chunkCache;
}
void MultiPlayerLevel::validateSpawn() {
// Fix for #62566 - TU7: Content: Gameplay: Compass needle stops pointing
// towards the original spawn point, once the player has entered the Nether.
// 4J Stu - We should never be setting a specific spawn position for a
// multiplayer, this should only be set by receiving a packet from the
// server (which happens when a player logs in)
// setSpawnPos(new Pos(8, 64, 8));
}
void MultiPlayerLevel::tickTiles() {
chunksToPoll.clear(); // 4J - added or else we don't reset this set at all
// in a multiplayer level... think current java now
// resets in buildAndPrepareChunksToPoll rather than
// the calling functions
PIXBeginNamedEvent(0, "Ticking tiles (multiplayer)");
PIXBeginNamedEvent(0, "buildAndPrepareChunksToPoll");
Level::tickTiles();
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Ticking client side tiles");
AUTO_VAR(itEndCtp, chunksToPoll.end());
for (AUTO_VAR(it, chunksToPoll.begin()); it != itEndCtp; it++) {
ChunkPos cp = *it;
int xo = cp.x * 16;
int zo = cp.z * 16;
LevelChunk* lc = getChunk(cp.x, cp.z);
tickClientSideTiles(xo, zo, lc);
}
PIXEndNamedEvent();
PIXEndNamedEvent();
}
void MultiPlayerLevel::setChunkVisible(int x, int z, bool visible) {
if (visible) {
chunkCache->create(x, z);
} else {
chunkCache->drop(x, z);
}
if (!visible) {
setTilesDirty(x * 16, 0, z * 16, x * 16 + 15, Level::maxBuildHeight,
z * 16 + 15);
}
}
bool MultiPlayerLevel::addEntity(std::shared_ptr<Entity> e) {
bool ok = Level::addEntity(e);
forced.insert(e);
if (!ok) {
reEntries.insert(e);
}
return ok;
}
void MultiPlayerLevel::removeEntity(std::shared_ptr<Entity> e) {
// 4J Stu - Add this remove from the reEntries collection to stop us
// continually removing and re-adding things, in particular the
// MultiPlayerLocalPlayer when they die
AUTO_VAR(it, reEntries.find(e));
if (it != reEntries.end()) {
reEntries.erase(it);
}
Level::removeEntity(e);
forced.erase(e);
}
void MultiPlayerLevel::entityAdded(std::shared_ptr<Entity> e) {
Level::entityAdded(e);
AUTO_VAR(it, reEntries.find(e));
if (it != reEntries.end()) {
reEntries.erase(it);
}
}
void MultiPlayerLevel::entityRemoved(std::shared_ptr<Entity> e) {
Level::entityRemoved(e);
AUTO_VAR(it, forced.find(e));
if (it != forced.end()) {
reEntries.insert(e);
}
}
void MultiPlayerLevel::putEntity(int id, std::shared_ptr<Entity> e) {
std::shared_ptr<Entity> old = getEntity(id);
if (old != NULL) {
removeEntity(old);
}
forced.insert(e);
e->entityId = id;
if (!addEntity(e)) {
reEntries.insert(e);
}
entitiesById[id] = e;
}
std::shared_ptr<Entity> MultiPlayerLevel::getEntity(int id) {
AUTO_VAR(it, entitiesById.find(id));
if (it == entitiesById.end()) return nullptr;
return it->second;
}
std::shared_ptr<Entity> MultiPlayerLevel::removeEntity(int id) {
std::shared_ptr<Entity> e;
AUTO_VAR(it, entitiesById.find(id));
if (it != entitiesById.end()) {
e = it->second;
entitiesById.erase(it);
forced.erase(e);
removeEntity(e);
} else {
}
return e;
}
// 4J Added to remove the entities from the forced list
// This gets called when a chunk is unloaded, but we only do half an unload to
// remove entities slightly differently
void MultiPlayerLevel::removeEntities(
std::vector<std::shared_ptr<Entity> >* list) {
for (AUTO_VAR(it, list->begin()); it < list->end(); ++it) {
std::shared_ptr<Entity> e = *it;
AUTO_VAR(reIt, reEntries.find(e));
if (reIt != reEntries.end()) {
reEntries.erase(reIt);
}
forced.erase(e);
}
Level::removeEntities(list);
}
bool MultiPlayerLevel::setData(
int x, int y, int z, int data, int updateFlags,
bool forceUpdate /*=false*/) // 4J added forceUpdate)
{
// First check if this isn't going to do anything, because if it isn't then
// the next stage (of unsharing data) is really quite expensive so far
// better to early out here
int d = getData(x, y, z);
if (d == data) {
// If we early-out, its important that we still do a checkLight here
// (which would otherwise have happened as part of
// Level::setTileAndDataNoUpdate) This is because since we are
// potentially sharing tile/data but not lighting data, it is possible
// that the server might tell a client of a lighting update that doesn't
// need actioned on the client just because the chunk's data was being
// shared with the server when it was set. However, the lighting data
// will potentially now be out of sync on the client.
checkLight(x, y, z);
return false;
}
// 4J - added - if this is the host, then stop sharing block data with the
// server at this point
unshareChunkAt(x, z);
if (Level::setData(x, y, z, data, updateFlags, forceUpdate)) {
// if(m_bEnableResetChanges) updatesToReset.push_back(ResetInfo(x, y, z,
// t, d));
return true;
}
// Didn't actually need to stop sharing
shareChunkAt(x, z);
return false;
}
bool MultiPlayerLevel::setTileAndData(int x, int y, int z, int tile, int data,
int updateFlags) {
// First check if this isn't going to do anything, because if it isn't then
// the next stage (of unsharing data) is really quite expensive so far
// better to early out here
int t = getTile(x, y, z);
int d = getData(x, y, z);
if ((t == tile) && (d == data)) {
// If we early-out, its important that we still do a checkLight here
// (which would otherwise have happened as part of
// Level::setTileAndDataNoUpdate) This is because since we are
// potentially sharing tile/data but not lighting data, it is possible
// that the server might tell a client of a lighting update that doesn't
// need actioned on the client just because the chunk's data was being
// shared with the server when it was set. However, the lighting data
// will potentially now be out of sync on the client.
checkLight(x, y, z);
return false;
}
// 4J - added - if this is the host, then stop sharing block data with the
// server at this point
unshareChunkAt(x, z);
if (Level::setTileAndData(x, y, z, tile, data, updateFlags)) {
// if(m_bEnableResetChanges) updatesToReset.push_back(ResetInfo(x, y, z,
// t, d));
return true;
}
// Didn't actually need to stop sharing
shareChunkAt(x, z);
return false;
}
bool MultiPlayerLevel::doSetTileAndData(int x, int y, int z, int tile,
int data) {
clearResetRegion(x, y, z, x, y, z);
// 4J - Don't bother setting this to dirty if it isn't going to visually
// change - we get a lot of water changing from static to dynamic for
// instance. Note that this is only called from a client connection, and so
// the thing being notified of any update through tileUpdated is the
// renderer
int prevTile = getTile(x, y, z);
bool visuallyImportant =
(!(((prevTile == Tile::water_Id) && (tile == Tile::calmWater_Id)) ||
((prevTile == Tile::calmWater_Id) && (tile == Tile::water_Id)) ||
((prevTile == Tile::lava_Id) && (tile == Tile::calmLava_Id)) ||
((prevTile == Tile::calmLava_Id) && (tile == Tile::calmLava_Id)) ||
((prevTile == Tile::calmLava_Id) && (tile == Tile::lava_Id))));
// If we're the host, need to tell the renderer for updates even if they
// don't change things as the host might have been sharing data and so set
// it already, but the renderer won't know to update
if ((Level::setTileAndData(x, y, z, tile, data, Tile::UPDATE_ALL) ||
g_NetworkManager.IsHost())) {
if (g_NetworkManager.IsHost() && visuallyImportant) {
// 4J Stu - This got removed from the tileUpdated function in TU14.
// Adding it back here as we need it to handle the cases where the
// chunk data is shared so the normal paths never call this
sendTileUpdated(x, y, z);
tileUpdated(x, y, z, tile);
}
return true;
}
return false;
}
void MultiPlayerLevel::disconnect(bool sendDisconnect /*= true*/) {
if (sendDisconnect) {
for (AUTO_VAR(it, connections.begin()); it < connections.end(); ++it) {
(*it)->sendAndDisconnect(std::shared_ptr<DisconnectPacket>(
new DisconnectPacket(DisconnectPacket::eDisconnect_Quitting)));
}
} else {
for (AUTO_VAR(it, connections.begin()); it < connections.end(); ++it) {
(*it)->close();
}
}
}
Tickable* MultiPlayerLevel::makeSoundUpdater(
std::shared_ptr<Minecart> minecart) {
return NULL; // new MinecartSoundUpdater(minecraft->soundEngine, minecart,
// minecraft->player);
}
void MultiPlayerLevel::tickWeather() {
if (dimension->hasCeiling) return;
oRainLevel = rainLevel;
if (levelData->isRaining()) {
rainLevel += 0.01;
} else {
rainLevel -= 0.01;
}
if (rainLevel < 0) rainLevel = 0;
if (rainLevel > 1) rainLevel = 1;
oThunderLevel = thunderLevel;
if (levelData->isThundering()) {
thunderLevel += 0.01;
} else {
thunderLevel -= 0.01;
}
if (thunderLevel < 0) thunderLevel = 0;
if (thunderLevel > 1) thunderLevel = 1;
}
void MultiPlayerLevel::animateTick(int xt, int yt, int zt) {
// Get 8x8x8 chunk (ie not like the renderer or game chunks... maybe we need
// another word here...) that the player is in We then want to add a 3x3
// region of chunks into a set that we'll be ticking over. Set is stored as
// unsigned ints which encode this chunk position
int cx = xt >> 3;
int cy = yt >> 3;
int cz = zt >> 3;
for (int xx = -1; xx <= 1; xx++)
for (int yy = -1; yy <= 1; yy++)
for (int zz = -1; zz <= 1; zz++) {
if ((cy + yy) < 0) continue;
if ((cy + yy) > 15) continue;
// Note - LEVEL_MAX_WIDTH is in game (16) tile chunks, and so
// our level goes from -LEVEL_MAX_WIDTH to LEVEL_MAX_WIDTH of
// our half-sized chunks
if ((cx + xx) >= LEVEL_MAX_WIDTH) continue;
if ((cx + xx) < -LEVEL_MAX_WIDTH) continue;
if ((cz + zz) >= LEVEL_MAX_WIDTH) continue;
if ((cz + zz) < -LEVEL_MAX_WIDTH) continue;
chunksToAnimate.insert((((cx + xx) & 0xff) << 16) |
(((cy + yy) & 0xff) << 8) |
(((cz + zz) & 0xff)));
}
}
// 4J - the game used to tick 1000 tiles in a random region +/- 16 units round
// the player. We've got a 3x3 region of 8x8x8 chunks round each player. So the
// original game was ticking 1000 things in a 32x32x32 region ie had about a 1
// in 32 chance of updating any one tile per tick. We're not dealing with quite
// such a big region round each player (24x24x24) but potentially we've got 4
// players. Ultimately, we could end up ticking anywhere between 432 and 1728
// tiles depending on how many players we've got, which seems like a good
// tradeoff from the original.
void MultiPlayerLevel::animateTickDoWork() {
const int ticksPerChunk =
16; // This ought to give us roughly the same 1000/32768 chance of a
// tile being animated as the original
// Horrible hack to communicate with the level renderer, which is just
// attached as a listener to this level. This let's the particle rendering
// know to use this level (rather than try to work it out from the current
// player), and to not bother distance clipping particles which would again
// be based on the current player.
Minecraft::GetInstance()->animateTickLevel = this;
MemSect(31);
Random* animateRandom = new Random();
MemSect(0);
for (int i = 0; i < ticksPerChunk; i++) {
for (AUTO_VAR(it, chunksToAnimate.begin()); it != chunksToAnimate.end();
it++) {
int packed = *it;
// 4jcraft changed the extraction logic to be safe
// constantly shifting a signed integer
int cx = (int8_t)(packed >> 16) * 8;
int cy = (int8_t)(packed >> 8) * 8;
int cz = (int8_t)packed * 8;
int x = cx + random->nextInt(8);
int y = cy + random->nextInt(8);
int z = cz + random->nextInt(8);
int t = getTile(x, y, z);
if (random->nextInt(8) > y && t == 0 &&
dimension->hasBedrockFog()) // 4J - test for bedrock fog
// brought forward from 1.2.3
{
addParticle(eParticleType_depthsuspend, x + random->nextFloat(),
y + random->nextFloat(), z + random->nextFloat(), 0,
0, 0);
} else if (t > 0) {
Tile::tiles[t]->animateTick(this, x, y, z, animateRandom);
}
}
}
Minecraft::GetInstance()->animateTickLevel = NULL;
delete animateRandom;
chunksToAnimate.clear();
}
void MultiPlayerLevel::playSound(std::shared_ptr<Entity> entity, int iSound,
float volume, float pitch) {
playLocalSound(entity->x, entity->y - entity->heightOffset, entity->z,
iSound, volume, pitch);
}
void MultiPlayerLevel::playLocalSound(double x, double y, double z, int iSound,
float volume, float pitch,
bool distanceDelay /*= false */,
float fClipSoundDist) {
// float dd = 16;
if (volume > 1) fClipSoundDist *= volume;
// 4J - find min distance to any players rather than just the current one
float minDistSq = FLT_MAX;
for (int i = 0; i < XUSER_MAX_COUNT; i++) {
if (minecraft->localplayers[i]) {
float distSq = minecraft->localplayers[i]->distanceToSqr(x, y, z);
if (distSq < minDistSq) {
minDistSq = distSq;
}
}
}
if (minDistSq < fClipSoundDist * fClipSoundDist) {
if (distanceDelay && minDistSq > 10 * 10) {
// exhaggerate sound speed effect by making speed of sound ~=
// 40 m/s instead of 300 m/s
double delayInSeconds = sqrt(minDistSq) / 40.0;
minecraft->soundEngine->schedule(
iSound, (float)x, (float)y, (float)z, volume, pitch,
(int)Math::round(delayInSeconds *
SharedConstants::TICKS_PER_SECOND));
} else {
minecraft->soundEngine->play(iSound, (float)x, (float)y, (float)z,
volume, pitch);
}
}
}
void MultiPlayerLevel::createFireworks(double x, double y, double z, double xd,
double yd, double zd,
CompoundTag* infoTag) {
minecraft->particleEngine->add(
std::shared_ptr<FireworksParticles::FireworksStarter>(
new FireworksParticles::FireworksStarter(this, x, y, z, xd, yd, zd,
minecraft->particleEngine,
infoTag)));
}
void MultiPlayerLevel::setScoreboard(Scoreboard* scoreboard) {
this->scoreboard = scoreboard;
}
void MultiPlayerLevel::setDayTime(int64_t newTime) {
// 4J: We send daylight cycle rule with host options so don't need this
/*if (newTime < 0)
{
newTime = -newTime;
getGameRules()->set(GameRules::RULE_DAYLIGHT, L"false");
}
else
{
getGameRules()->set(GameRules::RULE_DAYLIGHT, L"true");
}*/
Level::setDayTime(newTime);
}
void MultiPlayerLevel::removeAllPendingEntityRemovals() {
// entities.removeAll(entitiesToRemove);
EnterCriticalSection(&m_entitiesCS);
for (AUTO_VAR(it, entities.begin()); it != entities.end();) {
bool found = false;
for (AUTO_VAR(it2, entitiesToRemove.begin());
it2 != entitiesToRemove.end(); it2++) {
if ((*it) == (*it2)) {
found = true;
break;
}
}
if (found) {
it = entities.erase(it);
} else {
it++;
}
}
LeaveCriticalSection(&m_entitiesCS);
AUTO_VAR(endIt, entitiesToRemove.end());
for (AUTO_VAR(it, entitiesToRemove.begin()); it != endIt; it++) {
std::shared_ptr<Entity> e = *it;
int xc = e->xChunk;
int zc = e->zChunk;
if (e->inChunk && hasChunk(xc, zc)) {
getChunk(xc, zc)->removeEntity(e);
}
}
// 4J Stu - Is there a reason do this in a separate loop? Thats what the
// Java does...
endIt = entitiesToRemove.end();
for (AUTO_VAR(it, entitiesToRemove.begin()); it != endIt; it++) {
entityRemoved(*it);
}
entitiesToRemove.clear();
// for (int i = 0; i < entities.size(); i++)
EnterCriticalSection(&m_entitiesCS);
std::vector<std::shared_ptr<Entity> >::iterator it = entities.begin();
while (it != entities.end()) {
std::shared_ptr<Entity> e = *it; // entities.at(i);
if (e->riding != NULL) {
if (e->riding->removed || e->riding->rider.lock() != e) {
e->riding->rider = std::weak_ptr<Entity>();
e->riding = nullptr;
} else {
++it;
continue;
}
}
if (e->removed) {
int xc = e->xChunk;
int zc = e->zChunk;
if (e->inChunk && hasChunk(xc, zc)) {
getChunk(xc, zc)->removeEntity(e);
}
// entities.remove(i--);
it = entities.erase(it);
entityRemoved(e);
} else {
it++;
}
}
LeaveCriticalSection(&m_entitiesCS);
}
void MultiPlayerLevel::removeClientConnection(ClientConnection* c,
bool sendDisconnect) {
if (sendDisconnect) {
c->sendAndDisconnect(std::shared_ptr<DisconnectPacket>(
new DisconnectPacket(DisconnectPacket::eDisconnect_Quitting)));
}
AUTO_VAR(it, find(connections.begin(), connections.end(), c));
if (it != connections.end()) {
connections.erase(it);
}
}
void MultiPlayerLevel::tickAllConnections() {
PIXBeginNamedEvent(0, "Connection ticking");
for (AUTO_VAR(it, connections.begin()); it < connections.end(); ++it) {
(*it)->tick();
}
PIXEndNamedEvent();
}
void MultiPlayerLevel::dataReceivedForChunk(int x, int z) {
chunkCache->dataReceived(x, z);
}
// 4J added - removes all tile entities in the given region from both level &
// levelchunks
void MultiPlayerLevel::removeUnusedTileEntitiesInRegion(int x0, int y0, int z0,
int x1, int y1,
int z1) {
EnterCriticalSection(&m_tileEntityListCS);
for (unsigned int i = 0; i < tileEntityList.size();) {
bool removed = false;
std::shared_ptr<TileEntity> te = tileEntityList[i];
if (te->x >= x0 && te->y >= y0 && te->z >= z0 && te->x < x1 &&
te->y < y1 && te->z < z1) {
LevelChunk* lc = getChunk(te->x >> 4, te->z >> 4);
if (lc != NULL) {
// Only remove tile entities where this is no longer a tile
// entity
int tileId = lc->getTile(te->x & 15, te->y, te->z & 15);
if (Tile::tiles[tileId] == NULL ||
!Tile::tiles[tileId]->isEntityTile()) {
tileEntityList[i] = tileEntityList.back();
tileEntityList.pop_back();
// 4J Stu - Chests can create new tile entities when being
// removed, so disable this
m_bDisableAddNewTileEntities = true;
lc->removeTileEntity(te->x & 15, te->y, te->z & 15);
m_bDisableAddNewTileEntities = false;
removed = true;
}
}
}
if (!removed) i++;
}
LeaveCriticalSection(&m_tileEntityListCS);
}