mirror of
https://github.com/4jcraft/4jcraft.git
synced 2026-04-23 16:13:48 +00:00
1543 lines
57 KiB
C++
1543 lines
57 KiB
C++
#include "minecraft/util/DebugSettings.h"
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#include "minecraft/util/Log.h"
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#include "ServerLevel.h"
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#include <assert.h>
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#include <algorithm>
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#include <mutex>
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#include "platform/sdl2/Input.h"
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#include "platform/sdl2/Storage.h"
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#include "EntityTracker.h"
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#include "platform/ShutdownManager.h"
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#include "app/common/Console_Debug_enum.h"
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#include "app/common/DLC/DLCManager.h"
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#include "app/common/DLC/DLCPack.h"
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#include "app/common/Network/NetworkPlayerInterface.h"
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#include "app/linux/LinuxGame.h"
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#include "PlayerChunkMap.h"
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#include "Pos.h"
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#include "ServerChunkCache.h"
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#include "ServerLevelListener.h"
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#include "ServerPlayer.h"
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#include "java/Class.h"
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#include "java/Random.h"
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#include "minecraft/client/Minecraft.h"
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#include "minecraft/client/skins/DLCTexturePack.h"
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#include "minecraft/client/skins/TexturePackRepository.h"
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#include "minecraft/network/packet/AddGlobalEntityPacket.h"
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#include "minecraft/network/packet/EntityEventPacket.h"
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#include "minecraft/network/packet/ExplodePacket.h"
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#include "minecraft/network/packet/GameEventPacket.h"
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#include "minecraft/network/packet/LevelParticlesPacket.h"
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#include "minecraft/network/packet/TileEventPacket.h"
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#include "minecraft/server/MinecraftServer.h"
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#include "minecraft/server/PlayerList.h"
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#include "minecraft/server/ServerScoreboard.h"
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#include "minecraft/server/network/PlayerConnection.h"
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#include "minecraft/util/ProgressListener.h"
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#include "minecraft/util/WeighedRandom.h"
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#include "minecraft/util/WeighedTreasure.h"
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#include "minecraft/world/entity/ai/village/VillageSiege.h"
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#include "minecraft/world/entity/ai/village/Villages.h"
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#include "minecraft/world/entity/global/LightningBolt.h"
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#include "minecraft/world/entity/npc/Npc.h"
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#include "minecraft/world/entity/player/Player.h"
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#include "minecraft/world/item/DyePowderItem.h"
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#include "minecraft/world/item/Item.h"
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#include "minecraft/world/level/ChunkPos.h"
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#include "minecraft/world/level/Explosion.h"
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#include "minecraft/world/level/GameRules.h"
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#include "minecraft/world/level/LevelListener.h"
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#include "minecraft/world/level/LevelSettings.h"
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#include "minecraft/world/level/MobSpawner.h"
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#include "minecraft/world/level/PortalForcer.h"
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#include "minecraft/world/level/TilePos.h"
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#include "minecraft/world/level/biome/BiomeSource.h"
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#include "minecraft/world/level/chunk/ChunkSource.h"
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#include "minecraft/world/level/chunk/LevelChunk.h"
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#include "minecraft/world/level/dimension/Dimension.h"
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#include "minecraft/world/level/levelgen/feature/BonusChestFeature.h"
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#include "minecraft/world/level/storage/LevelData.h"
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#include "minecraft/world/level/storage/LevelStorage.h"
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#include "minecraft/world/level/storage/SavedDataStorage.h"
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#include "minecraft/world/level/tile/Tile.h"
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#include "minecraft/world/level/tile/entity/ChestTileEntity.h"
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#include "minecraft/world/level/tile/entity/TileEntity.h"
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#include "minecraft/world/phys/Vec3.h"
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#include "strings.h"
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class ChunkStorage;
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class MobCategory;
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class Packet;
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class TexturePack;
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std::vector<WeighedTreasure*> ServerLevel::RANDOM_BONUS_ITEMS;
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C4JThread* ServerLevel::m_updateThread = nullptr;
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C4JThread::EventArray* ServerLevel::m_updateTrigger;
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std::recursive_mutex ServerLevel::m_updateCS[3];
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Level* ServerLevel::m_level[3];
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int ServerLevel::m_updateChunkX[3][LEVEL_CHUNKS_TO_UPDATE_MAX];
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int ServerLevel::m_updateChunkZ[3][LEVEL_CHUNKS_TO_UPDATE_MAX];
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int ServerLevel::m_updateChunkCount[3];
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int ServerLevel::m_updateTileX[3][MAX_UPDATES];
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int ServerLevel::m_updateTileY[3][MAX_UPDATES];
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int ServerLevel::m_updateTileZ[3][MAX_UPDATES];
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int ServerLevel::m_updateTileCount[3];
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int ServerLevel::m_randValue[3];
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void ServerLevel::staticCtor() {
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m_updateTrigger = new C4JThread::EventArray(3);
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m_updateThread = new C4JThread(runUpdate, nullptr, "Tile update");
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m_updateThread->run();
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RANDOM_BONUS_ITEMS = std::vector<WeighedTreasure*>(20);
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RANDOM_BONUS_ITEMS[0] = new WeighedTreasure(Item::stick_Id, 0, 1, 3, 10);
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RANDOM_BONUS_ITEMS[1] = new WeighedTreasure(Tile::wood_Id, 0, 1, 3, 10);
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RANDOM_BONUS_ITEMS[2] =
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new WeighedTreasure(Tile::treeTrunk_Id, 0, 1, 3, 10);
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RANDOM_BONUS_ITEMS[3] =
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new WeighedTreasure(Item::hatchet_stone_Id, 0, 1, 1, 3);
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RANDOM_BONUS_ITEMS[4] =
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new WeighedTreasure(Item::hatchet_wood_Id, 0, 1, 1, 5);
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RANDOM_BONUS_ITEMS[5] =
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new WeighedTreasure(Item::pickAxe_stone_Id, 0, 1, 1, 3);
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RANDOM_BONUS_ITEMS[6] =
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new WeighedTreasure(Item::pickAxe_wood_Id, 0, 1, 1, 5);
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RANDOM_BONUS_ITEMS[7] = new WeighedTreasure(Item::apple_Id, 0, 2, 3, 5);
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RANDOM_BONUS_ITEMS[8] = new WeighedTreasure(Item::bread_Id, 0, 2, 3, 3);
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// 4J-PB - new items
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RANDOM_BONUS_ITEMS[9] = new WeighedTreasure(Tile::sapling_Id, 0, 4, 4, 2);
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RANDOM_BONUS_ITEMS[10] = new WeighedTreasure(Tile::sapling_Id, 1, 4, 4, 2);
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RANDOM_BONUS_ITEMS[11] = new WeighedTreasure(Tile::sapling_Id, 2, 4, 4, 2);
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RANDOM_BONUS_ITEMS[12] = new WeighedTreasure(Tile::sapling_Id, 3, 4, 4, 4);
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RANDOM_BONUS_ITEMS[13] =
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new WeighedTreasure(Item::seeds_melon_Id, 0, 1, 2, 3);
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RANDOM_BONUS_ITEMS[14] =
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new WeighedTreasure(Item::seeds_pumpkin_Id, 0, 1, 2, 3);
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RANDOM_BONUS_ITEMS[15] = new WeighedTreasure(Tile::cactus_Id, 0, 1, 2, 3);
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RANDOM_BONUS_ITEMS[16] =
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new WeighedTreasure(Item::dye_powder_Id, DyePowderItem::BROWN, 1, 2, 2);
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RANDOM_BONUS_ITEMS[17] = new WeighedTreasure(Item::potato_Id, 0, 1, 2, 3);
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RANDOM_BONUS_ITEMS[18] = new WeighedTreasure(Item::carrots_Id, 0, 1, 2, 3);
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RANDOM_BONUS_ITEMS[19] =
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new WeighedTreasure(Tile::mushroom_brown_Id, 0, 1, 2, 2);
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};
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ServerLevel::ServerLevel(MinecraftServer* server,
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std::shared_ptr<LevelStorage> levelStorage,
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const std::wstring& levelName, int dimension,
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LevelSettings* levelSettings)
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: Level(levelStorage, levelName, levelSettings,
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Dimension::getNew(dimension), false) {
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m_fallingTileCount = 0;
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m_primedTntCount = 0;
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// 4J - this this used to be called in parent ctor via a virtual fn
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chunkSource = createChunkSource();
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// 4J - optimisation - keep direct reference of underlying cache here
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chunkSourceCache = chunkSource->getCache();
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chunkSourceXZSize = chunkSource->m_XZSize;
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// 4J - The listener used to be added in MinecraftServer::loadLevel but we
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// need it to be set up before we do the next couple of things, or else
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// chunks get loaded before we have the entity tracker set up to listen to
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// them
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this->server = server;
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server->setLevel(dimension,
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this); // The listener needs the server to have the level
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// set up... this will be set up anyway on return
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// of this ctor but setting up early here
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addListener(new ServerLevelListener(server, this));
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tracker = new EntityTracker(this);
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chunkMap = new PlayerChunkMap(this, dimension,
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server->getPlayers()->getViewDistance());
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mobSpawner = new MobSpawner();
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portalForcer = new PortalForcer(this);
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scoreboard = new ServerScoreboard(server);
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// shared_ptr<ScoreboardSaveData> scoreboardSaveData =
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// std::dynamic_pointer_cast<ScoreboardSaveData>(
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// savedDataStorage->get(typeid(ScoreboardSaveData),
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// ScoreboardSaveData::FILE_ID) ); if (scoreboardSaveData == nullptr)
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//{
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// scoreboardSaveData = shared_ptr<ScoreboardSaveData>( new
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// ScoreboardSaveData() );
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// savedDataStorage->set(ScoreboardSaveData::FILE_ID, scoreboardSaveData);
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// }
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// scoreboardSaveData->setScoreboard(scoreboard);
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//((ServerScoreboard *) scoreboard)->setSaveData(scoreboardSaveData);
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// This also used to be called in parent ctor, but can't be called until
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// chunkSource is created. Call now if required.
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if (!levelData->isInitialized()) {
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initializeLevel(levelSettings);
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levelData->setInitialized(true);
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} else if ((dimension == 0) &&
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levelData->getSpawnBonusChest()) // 4J-JEV, still would like
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// bonus chests to respawn.
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{
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// 4J - added isFindingSpawn as we want any chunks we are looking in
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// here for suitable locations for the bonus chest to actually create
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// those chunks rather than just get emptychunks if they aren't loaded
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isFindingSpawn = true;
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generateBonusItemsNearSpawn();
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isFindingSpawn = false;
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}
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// 4J - added initialisers
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// 4J Stu - Allowing spawn edit for our game, and consider a better solution
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// for the possible griefing
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canEditSpawn = true; // false;
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noSave = false;
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allPlayersSleeping = false;
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m_bAtLeastOnePlayerSleeping = false;
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emptyTime = 0;
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activeTileEventsList = 0;
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#if defined(_LARGE_WORLDS)
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saveInterval = 3;
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#else
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saveInterval = 20 * 2;
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#endif
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}
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ServerLevel::~ServerLevel() {
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delete portalForcer;
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delete mobSpawner;
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{
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std::lock_guard<std::recursive_mutex> lock(m_csQueueSendTileUpdates);
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for (auto it = m_queuedSendTileUpdates.begin();
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it != m_queuedSendTileUpdates.end(); ++it) {
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Pos* p = *it;
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delete p;
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}
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m_queuedSendTileUpdates.clear();
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delete this->tracker; // MGH - added, we were losing about 500K going
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// in and out the menus
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delete this->chunkMap;
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}
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// Make sure that the update thread isn't actually doing any updating
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{
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std::lock_guard<std::recursive_mutex> lock(m_updateCS[0]);
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}
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{
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std::lock_guard<std::recursive_mutex> lock(m_updateCS[1]);
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}
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{
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std::lock_guard<std::recursive_mutex> lock(m_updateCS[2]);
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}
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m_updateTrigger->clearAll();
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}
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void ServerLevel::tick() {
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Level::tick();
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if (getLevelData()->isHardcore() && difficulty < 3) {
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difficulty = 3;
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}
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dimension->biomeSource->update();
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if (allPlayersAreSleeping()) {
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if (getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT)) {
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// skip time until new day
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int64_t newTime = levelData->getDayTime() + TICKS_PER_DAY;
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// 4J : WESTY : Changed so that time update goes through stats
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// tracking update code.
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// levelData->setTime(newTime - (newTime % TICKS_PER_DAY));
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setDayTime(newTime - (newTime % TICKS_PER_DAY));
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}
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awakenAllPlayers();
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}
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// for Minecraft 1.8, spawn friendlies really rarely - 4J - altered
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// from once every 400 ticks to 40 ticks as we depend on this a more than
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// the original since we don't have chunk post-process spawning
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if (getGameRules()->getBoolean(GameRules::RULE_DOMOBSPAWNING)) {
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// Note - these flags are used logically in an inverted way. Mob
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// spawning is not performed if: (1) finalSpawnEnemies isn't set, and
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// mob category isn't friendly (2) finalSpawnFriendlies isn't set, and
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// mob category is friendly (3) finalSpawnPersistent isn't set, and mob
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// category is persistent
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bool finalSpawnEnemies =
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spawnEnemies && ((levelData->getGameTime() % 2) ==
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0); // Spawn enemies every other tick
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bool finalSpawnFriendlies =
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spawnFriendlies && ((levelData->getGameTime() % 40) ==
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0); // Spawn friendlies once per 40 ticks
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bool finalSpawnPersistent =
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finalSpawnFriendlies &&
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((levelData->getGameTime() % 80) ==
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0); // All persistents are also friendly - do them once every
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// other friendly spawning, ie once per 80 ticks
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mobSpawner->tick(this, finalSpawnEnemies, finalSpawnFriendlies,
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finalSpawnPersistent);
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}
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chunkSource->tick();
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int newDark = getOldSkyDarken(1);
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if (newDark != skyDarken) {
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skyDarken = newDark;
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if (!SharedConstants::TEXTURE_LIGHTING) // 4J - change brought forward
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// from 1.8.2
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{
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auto itEnd = listeners.end();
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for (auto it = listeners.begin(); it != itEnd; it++) {
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(*it)->skyColorChanged();
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}
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}
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}
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// 4J - temporarily disabling saves as they are causing gameplay to
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// generally stutter quite a lot
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int64_t time = levelData->getGameTime() + 1;
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// 4J Stu - Putting this back in, but I have reduced the number of chunks
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// that save when not forced
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#if defined(_LARGE_WORLDS)
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if (time % (saveInterval) == (dimension->id + 1))
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#else
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if (time % (saveInterval) ==
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(dimension->id * dimension->id * (saveInterval / 2)))
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#endif
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{
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// Log::info("Incremental save\n");
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save(false, nullptr);
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}
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// 4J : WESTY : Changed so that time update goes through stats tracking
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// update code.
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// levelData->setTime(time);
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setGameTime(levelData->getGameTime() + 1);
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if (getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT)) {
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// 4J: Debug setting added to keep it at day time
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#if !defined(_FINAL_BUILD)
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bool freezeTime =
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DebugSettings::isOn() &&
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DebugSettings::getMask(InputManager.GetPrimaryPad()) &
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(1L << eDebugSetting_FreezeTime);
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if (!freezeTime)
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#endif
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{
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setDayTime(levelData->getDayTime() + 1);
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}
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}
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// if (tickCount % 5 == 0) {
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tickPendingTicks(false);
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tickTiles();
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chunkMap->tick();
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villages->tick();
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villageSiege->tick();
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portalForcer->tick(getGameTime());
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// repeat after tile ticks
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runTileEvents();
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// 4J Added
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runQueuedSendTileUpdates();
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}
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Biome::MobSpawnerData* ServerLevel::getRandomMobSpawnAt(
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MobCategory* mobCategory, int x, int y, int z) {
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std::vector<Biome::MobSpawnerData*>* mobList =
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getChunkSource()->getMobsAt(mobCategory, x, y, z);
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if (mobList == nullptr || mobList->empty()) return nullptr;
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return (Biome::MobSpawnerData*)WeighedRandom::getRandomItem(
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random, (std::vector<WeighedRandomItem*>*)mobList);
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}
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void ServerLevel::updateSleepingPlayerList() {
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allPlayersSleeping = !players.empty();
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m_bAtLeastOnePlayerSleeping = false;
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auto itEnd = players.end();
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for (auto it = players.begin(); it != itEnd; it++) {
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if (!(*it)->isSleeping()) {
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allPlayersSleeping = false;
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// break;
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} else {
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m_bAtLeastOnePlayerSleeping = true;
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}
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if (m_bAtLeastOnePlayerSleeping && !allPlayersSleeping) break;
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}
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}
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void ServerLevel::awakenAllPlayers() {
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allPlayersSleeping = false;
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m_bAtLeastOnePlayerSleeping = false;
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auto itEnd = players.end();
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for (std::vector<std::shared_ptr<Player> >::iterator it = players.begin();
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it != itEnd; it++) {
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if ((*it)->isSleeping()) {
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(*it)->stopSleepInBed(false, false, true);
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}
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}
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stopWeather();
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}
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void ServerLevel::stopWeather() {
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levelData->setRainTime(0);
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levelData->setRaining(false);
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levelData->setThunderTime(0);
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levelData->setThundering(false);
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}
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bool ServerLevel::allPlayersAreSleeping() {
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if (allPlayersSleeping && !isClientSide) {
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// all players are sleeping, but have they slept long enough?
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auto itEnd = players.end();
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for (std::vector<std::shared_ptr<Player> >::iterator it =
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players.begin();
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it != itEnd; it++) {
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// System.out.println(player->entityId + ": " +
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// player->getSleepTimer());
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if (!(*it)->isSleepingLongEnough()) {
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return false;
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}
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}
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// yep
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return true;
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}
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return false;
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}
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void ServerLevel::validateSpawn() {
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if (levelData->getYSpawn() <= 0) {
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levelData->setYSpawn(genDepth / 2);
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}
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int xSpawn = levelData->getXSpawn();
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int zSpawn = levelData->getZSpawn();
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int tries = 0;
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while (getTopTile(xSpawn, zSpawn) == 0) {
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xSpawn += random->nextInt(8) - random->nextInt(8);
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zSpawn += random->nextInt(8) - random->nextInt(8);
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if (++tries == 10000) break;
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}
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levelData->setXSpawn(xSpawn);
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levelData->setZSpawn(zSpawn);
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}
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// 4J - Changes made here to move a section of code (which randomly determines
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// which tiles in the current chunks to tick, and is very cache unfriendly by
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// nature) This code now has a thread of its own so it can wait all it wants on
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// 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<std::recursive_mutex> 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 (DebugSettings::getMask() & (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<LightningBolt>(
|
|
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) {
|
|
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);
|
|
}
|
|
}
|
|
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<std::recursive_mutex> lock(m_tickNextTickCS);
|
|
if (tickNextTickSet.find(td) == tickNextTickSet.end()) {
|
|
tickNextTickSet.insert(td);
|
|
tickNextTickList.insert(td);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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<std::recursive_mutex> 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<std::recursive_mutex> 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<TickNextTickData>* ServerLevel::fetchTicksInChunk(LevelChunk* chunk,
|
|
bool remove) {
|
|
std::lock_guard<std::recursive_mutex> lock(m_tickNextTickCS);
|
|
std::vector<TickNextTickData>* results = new std::vector<TickNextTickData>;
|
|
|
|
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()) {
|
|
Log::info("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<Entity> e, bool actual) {
|
|
if (!server->isAnimals() &&
|
|
(e->instanceof(eTYPE_ANIMAL) || e->instanceof(eTYPE_WATERANIMAL))) {
|
|
e->remove();
|
|
}
|
|
if (!server->isNpcsEnabled() &&
|
|
(std::dynamic_pointer_cast<Npc>(e) != nullptr)) {
|
|
e->remove();
|
|
}
|
|
Level::tick(e, actual);
|
|
}
|
|
|
|
void ServerLevel::forceTick(std::shared_ptr<Entity> 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<std::shared_ptr<TileEntity> >* ServerLevel::getTileEntitiesInRegion(
|
|
int x0, int y0, int z0, int x1, int y1, int z1) {
|
|
std::vector<std::shared_ptr<TileEntity> >* result =
|
|
new std::vector<std::shared_ptr<TileEntity> >;
|
|
for (unsigned int i = 0; i < tileEntityList.size(); i++) {
|
|
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) {
|
|
result->push_back(te);
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
bool ServerLevel::mayInteract(std::shared_ptr<Player> 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<Biome*> 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 {
|
|
Log::info(
|
|
"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<ChestTileEntity> chest =
|
|
std::dynamic_pointer_cast<ChestTileEntity>(
|
|
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);
|
|
}
|
|
}
|
|
saveLevelData();
|
|
|
|
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<LevelChunk*>* 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<Entity> e) {
|
|
Level::entityAdded(e);
|
|
entitiesById[e->entityId] = e;
|
|
std::vector<std::shared_ptr<Entity> >* es = e->getSubEntities();
|
|
if (es != nullptr) {
|
|
// for (int i = 0; i < es.size(); 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<Entity> e) {
|
|
Level::entityRemoved(e);
|
|
entitiesById.erase(e->entityId);
|
|
std::vector<std::shared_ptr<Entity> >* es = e->getSubEntities();
|
|
if (es != nullptr) {
|
|
// for (int i = 0; i < es.size(); i++)
|
|
for (auto it = es->begin(); it != es->end(); ++it) {
|
|
entitiesById.erase((*it)->entityId);
|
|
}
|
|
}
|
|
entityRemovedExtra(e); // 4J added
|
|
}
|
|
|
|
std::shared_ptr<Entity> ServerLevel::getEntity(int id) {
|
|
return entitiesById[id];
|
|
}
|
|
|
|
bool ServerLevel::addGlobalEntity(std::shared_ptr<Entity> e) {
|
|
if (Level::addGlobalEntity(e)) {
|
|
server->getPlayers()->broadcast(e->x, e->y, e->z, 512, dimension->id,
|
|
std::shared_ptr<AddGlobalEntityPacket>(
|
|
new AddGlobalEntityPacket(e)));
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void ServerLevel::broadcastEntityEvent(std::shared_ptr<Entity> e,
|
|
uint8_t event) {
|
|
std::shared_ptr<Packet> p = std::shared_ptr<EntityEventPacket>(
|
|
new EntityEventPacket(e->entityId, event));
|
|
server->getLevel(dimension->id)->getTracker()->broadcastAndSend(e, p);
|
|
}
|
|
|
|
std::shared_ptr<Explosion> ServerLevel::explode(std::shared_ptr<Entity> 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> explosion =
|
|
std::make_shared<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<std::shared_ptr<ServerPlayer> > sentTo;
|
|
for (auto it = players.begin(); it != players.end(); ++it) {
|
|
std::shared_ptr<ServerPlayer> player =
|
|
std::dynamic_pointer_cast<ServerPlayer>(*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<ServerPlayer> 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);
|
|
// Log::info("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<ExplodePacket>(
|
|
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::make_shared<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<GameEventPacket>(
|
|
new GameEventPacket(GameEventPacket::STOP_RAINING, 0)));
|
|
} else {
|
|
server->getPlayers()->broadcastAll(std::shared_ptr<GameEventPacket>(
|
|
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<TickNextTickData> 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> packet = std::make_shared<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<ServerPlayer> player =
|
|
std::dynamic_pointer_cast<ServerPlayer>(*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<std::recursive_mutex> lock(m_csQueueSendTileUpdates);
|
|
m_queuedSendTileUpdates.push_back(new Pos(x, y, z));
|
|
}
|
|
|
|
void ServerLevel::runQueuedSendTileUpdates() {
|
|
std::lock_guard<std::recursive_mutex> 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<Entity> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<Entity> e) {
|
|
// TODO: This duplicates code from addEntity above, fix
|
|
|
|
bool atLimit = false;
|
|
|
|
if (e->instanceof(eTYPE_ITEMENTITY)) {
|
|
std::lock_guard<std::recursive_mutex> lock(m_limiterCS);
|
|
atLimit = m_itemEntities.size() >= MAX_ITEM_ENTITIES;
|
|
} else if (e->instanceof(eTYPE_HANGING_ENTITY)) {
|
|
std::lock_guard<std::recursive_mutex> lock(m_limiterCS);
|
|
atLimit = m_hangingEntities.size() >= MAX_HANGING_ENTITIES;
|
|
} else if (e->instanceof(eTYPE_ARROW)) {
|
|
std::lock_guard<std::recursive_mutex> lock(m_limiterCS);
|
|
atLimit = m_arrowEntities.size() >= MAX_ARROW_ENTITIES;
|
|
} else if (e->instanceof(eTYPE_EXPERIENCEORB)) {
|
|
std::lock_guard<std::recursive_mutex> 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<Entity> e) {
|
|
if (e->instanceof(eTYPE_ITEMENTITY)) {
|
|
std::lock_guard<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> lock(m_limiterCS);
|
|
m_primedTntCount++;
|
|
} else if (e->instanceof(eTYPE_FALLINGTILE)) {
|
|
std::lock_guard<std::recursive_mutex> 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<Entity> e) {
|
|
if (e->instanceof(eTYPE_ITEMENTITY)) {
|
|
std::lock_guard<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> lock(m_limiterCS);
|
|
m_primedTntCount--;
|
|
} else if (e->instanceof(eTYPE_FALLINGTILE)) {
|
|
std::lock_guard<std::recursive_mutex> lock(m_limiterCS);
|
|
m_fallingTileCount--;
|
|
}
|
|
}
|
|
|
|
bool ServerLevel::newPrimedTntAllowed() {
|
|
std::lock_guard<std::recursive_mutex> lock(m_limiterCS);
|
|
bool retval = m_primedTntCount < MAX_PRIMED_TNT;
|
|
return retval;
|
|
}
|
|
|
|
bool ServerLevel::newFallingTileAllowed() {
|
|
std::lock_guard<std::recursive_mutex> 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;
|
|
|
|
// 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<std::recursive_mutex> 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]++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ShutdownManager::HasFinished(ShutdownManager::eRunUpdateThread);
|
|
|
|
return 0;
|
|
}
|
|
|
|
void ServerLevel::flagEntitiesToBeRemoved(unsigned int* flags,
|
|
bool* removedFound) {
|
|
if (chunkMap) {
|
|
chunkMap->flagEntitiesToBeRemoved(flags, removedFound);
|
|
}
|
|
}
|