4jcraft/Minecraft.Client/Network/ServerChunkCache.cpp
2026-03-23 03:45:22 -05:00

1117 lines
44 KiB
C++

#include "../Platform/stdafx.h"
#include "ServerChunkCache.h"
#include "../Level/ServerLevel.h"
#include "../MinecraftServer.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.dimension.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.storage.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.chunk.h"
#include "../../Minecraft.World/Util/Pos.h"
#include "../../Minecraft.World/Util/ProgressListener.h"
#include "../../Minecraft.World/Util/ThreadName.h"
#include "../../Minecraft.World/IO/Streams/Compression.h"
#include "../../Minecraft.World/Level/Storage/OldChunkStorage.h"
#include "../../Minecraft.World/Blocks/Tile.h"
ServerChunkCache::ServerChunkCache(ServerLevel* level, ChunkStorage* storage,
ChunkSource* source) {
XZSIZE = source->m_XZSize; // 4J Added
XZOFFSET = XZSIZE / 2; // 4J Added
autoCreate = false; // 4J added
emptyChunk =
new EmptyLevelChunk(level, byteArray(Level::CHUNK_TILE_COUNT), 0, 0);
this->level = level;
this->storage = storage;
this->source = source;
this->m_XZSize = source->m_XZSize;
this->cache = new LevelChunk*[XZSIZE * XZSIZE];
memset(this->cache, 0, XZSIZE * XZSIZE * sizeof(LevelChunk*));
#ifdef _LARGE_WORLDS
m_unloadedCache = new LevelChunk*[XZSIZE * XZSIZE];
memset(m_unloadedCache, 0, XZSIZE * XZSIZE * sizeof(LevelChunk*));
#endif
InitializeCriticalSectionAndSpinCount(&m_csLoadCreate, 4000);
}
// 4J-PB added
ServerChunkCache::~ServerChunkCache() {
storage->WaitForAll(); // MGH - added to fix crash bug 175183
delete emptyChunk;
delete[] cache; // 4jcraft changed to delete[]
delete source;
#ifdef _LARGE_WORLDS
for (unsigned int i = 0; i < XZSIZE * XZSIZE; ++i) {
delete m_unloadedCache[i];
}
delete m_unloadedCache;
#endif
AUTO_VAR(itEnd, m_loadedChunkList.end());
for (AUTO_VAR(it, m_loadedChunkList.begin()); it != itEnd; it++) delete *it;
DeleteCriticalSection(&m_csLoadCreate);
}
bool ServerChunkCache::hasChunk(int x, int z) {
int ix = x + XZOFFSET;
int iz = z + XZOFFSET;
// Check we're in range of the stored level
// 4J Stu - Request for chunks outside the range always return an
// emptyChunk, so just return true here to say we have it If we return false
// entities less than 2 chunks from the edge do not tick properly due to
// them requiring a certain radius of chunks around them when they tick
if ((ix < 0) || (ix >= XZSIZE)) return true;
if ((iz < 0) || (iz >= XZSIZE)) return true;
int idx = ix * XZSIZE + iz;
LevelChunk* lc = cache[idx];
if (lc == NULL) return false;
return true;
}
std::vector<LevelChunk*>* ServerChunkCache::getLoadedChunkList() {
return &m_loadedChunkList;
}
void ServerChunkCache::drop(int x, int z) {
// 4J - we're not dropping things anymore now that we have a fixed sized
// cache
#ifdef _LARGE_WORLDS
bool canDrop = false;
// if (level->dimension->mayRespawn())
// {
// Pos *spawnPos = level->getSharedSpawnPos();
// int xd = x * 16 + 8 - spawnPos->x;
// int zd = z * 16 + 8 - spawnPos->z;
// delete spawnPos;
// int r = 128;
// if (xd < -r || xd > r || zd < -r || zd > r)
// {
// canDrop = true;
//}
// }
// else
{
canDrop = true;
}
if (canDrop) {
int ix = x + XZOFFSET;
int iz = z + XZOFFSET;
// Check we're in range of the stored level
if ((ix < 0) || (ix >= XZSIZE)) return;
if ((iz < 0) || (iz >= XZSIZE)) return;
int idx = ix * XZSIZE + iz;
LevelChunk* chunk = cache[idx];
if (chunk) {
m_toDrop.push_back(chunk);
}
}
#endif
}
void ServerChunkCache::dropAll() {
#ifdef _LARGE_WORLDS
for (LevelChunk* chunk : m_loadedChunkList) {
drop(chunk->x, chunk->z);
}
#endif
}
// 4J - this is the original (and virtual) interface to create
LevelChunk* ServerChunkCache::create(int x, int z) {
return create(x, z, false);
}
LevelChunk* ServerChunkCache::create(
int x, int z, bool asyncPostProcess) // 4J - added extra parameter
{
int ix = x + XZOFFSET;
int iz = z + XZOFFSET;
// Check we're in range of the stored level
if ((ix < 0) || (ix >= XZSIZE)) return emptyChunk;
if ((iz < 0) || (iz >= XZSIZE)) return emptyChunk;
int idx = ix * XZSIZE + iz;
LevelChunk* chunk = cache[idx];
LevelChunk* lastChunk = chunk;
if ((chunk == NULL) || (chunk->x != x) || (chunk->z != z)) {
EnterCriticalSection(&m_csLoadCreate);
chunk = load(x, z);
if (chunk == NULL) {
if (source == NULL) {
chunk = emptyChunk;
} else {
chunk = source->getChunk(x, z);
}
}
if (chunk != NULL) {
chunk->load();
}
LeaveCriticalSection(&m_csLoadCreate);
#if (defined _WIN64 || defined __LP64__)
if (InterlockedCompareExchangeRelease64(
(LONG64*)&cache[idx], (LONG64)chunk, (LONG64)lastChunk) ==
(LONG64)lastChunk)
#else
if (InterlockedCompareExchangeRelease((LONG*)&cache[idx], (LONG)chunk,
(LONG)lastChunk) ==
(LONG)lastChunk)
#endif // _DURANGO
{
// Successfully updated the cache
EnterCriticalSection(&m_csLoadCreate);
// 4J - added - this will run a recalcHeightmap if source is a
// randomlevelsource, which has been split out from source::getChunk
// so that we are doing it after the chunk has been added to the
// cache - otherwise a lot of the lighting fails as lights aren't
// added if the chunk they are in fail ServerChunkCache::hasChunk.
source->lightChunk(chunk);
updatePostProcessFlags(x, z);
m_loadedChunkList.push_back(chunk);
// 4J - If post-processing is to be async, then let the server know
// about requests rather than processing directly here. Note that
// these hasChunk() checks appear to be incorrect - the chunks
// checked by these map out as:
//
// 1. 2. 3. 4.
// oxx xxo ooo ooo
// oPx Poo oox xoo
// ooo ooo oPx Pxo
//
// where P marks the chunk that is being considered for
// postprocessing, and x marks chunks that needs to be loaded. It
// would seem that the chunks which need to be loaded should stay
// the same relative to the chunk to be processed, but the hasChunk
// checks in 3 cases check again the chunk which is to be processed
// itself rather than (what I presume to be) the correct position.
// Don't think we should change in case it alters level creation.
if (asyncPostProcess) {
// 4J Stu - TODO This should also be calling the same code as
// chunk->checkPostProcess, but then we cannot guarantee we are
// in the server add the post-process request
if (((chunk->terrainPopulated &
LevelChunk::sTerrainPopulatedFromHere) == 0) &&
hasChunk(x + 1, z + 1) && hasChunk(x, z + 1) &&
hasChunk(x + 1, z))
MinecraftServer::getInstance()->addPostProcessRequest(this,
x, z);
if (hasChunk(x - 1, z) &&
((getChunk(x - 1, z)->terrainPopulated &
LevelChunk::sTerrainPopulatedFromHere) == 0) &&
hasChunk(x - 1, z + 1) && hasChunk(x, z + 1) &&
hasChunk(x - 1, z))
MinecraftServer::getInstance()->addPostProcessRequest(
this, x - 1, z);
if (hasChunk(x, z - 1) &&
((getChunk(x, z - 1)->terrainPopulated &
LevelChunk::sTerrainPopulatedFromHere) == 0) &&
hasChunk(x + 1, z - 1) && hasChunk(x, z - 1) &&
hasChunk(x + 1, z))
MinecraftServer::getInstance()->addPostProcessRequest(
this, x, z - 1);
if (hasChunk(x - 1, z - 1) &&
((getChunk(x - 1, z - 1)->terrainPopulated &
LevelChunk::sTerrainPopulatedFromHere) == 0) &&
hasChunk(x - 1, z - 1) && hasChunk(x, z - 1) &&
hasChunk(x - 1, z))
MinecraftServer::getInstance()->addPostProcessRequest(
this, x - 1, z - 1);
} else {
chunk->checkPostProcess(this, this, x, z);
}
// 4J - Now try and fix up any chests that were saved pre-1.8.2. We
// don't want to do this to this particular chunk as we don't know
// if all its neighbours are loaded yet, and we need the neighbours
// to be able to work out the facing direction for the chests.
// Therefore process any neighbouring chunk that loading this chunk
// would be the last neighbour for. 5 cases illustrated below, where
// P is the chunk to be processed, T is this chunk, and x are other
// chunks that need to be checked for being present
// 1. 2. 3. 4. 5.
// ooooo ooxoo ooooo ooooo ooooo
// oxooo oxPxo oooxo ooooo ooxoo
// xPToo ooToo ooTPx ooToo oxPxo (in 5th case P and T are
// same) oxooo ooooo oooxo oxPxo ooxoo ooooo ooooo
// ooooo ooxoo ooooo
if (hasChunk(x - 1, z) && hasChunk(x - 2, z) &&
hasChunk(x - 1, z + 1) && hasChunk(x - 1, z - 1))
chunk->checkChests(this, x - 1, z);
if (hasChunk(x, z + 1) && hasChunk(x, z + 2) &&
hasChunk(x - 1, z + 1) && hasChunk(x + 1, z + 1))
chunk->checkChests(this, x, z + 1);
if (hasChunk(x + 1, z) && hasChunk(x + 2, z) &&
hasChunk(x + 1, z + 1) && hasChunk(x + 1, z - 1))
chunk->checkChests(this, x + 1, z);
if (hasChunk(x, z - 1) && hasChunk(x, z - 2) &&
hasChunk(x - 1, z - 1) && hasChunk(x + 1, z - 1))
chunk->checkChests(this, x, z - 1);
if (hasChunk(x - 1, z) && hasChunk(x + 1, z) &&
hasChunk(x, z - 1) && hasChunk(x, z + 1))
chunk->checkChests(this, x, z);
LeaveCriticalSection(&m_csLoadCreate);
} else {
// Something else must have updated the cache. Return that chunk and
// discard this one
chunk->unload(true);
delete chunk;
return cache[idx];
}
}
#ifdef __PS3__
Sleep(1);
#endif // __PS3__
return chunk;
}
// 4J Stu - Split out this function so that we get a chunk without loading
// entities This is used when sharing server chunk data on the main thread
LevelChunk* ServerChunkCache::getChunk(int x, int z) {
int ix = x + XZOFFSET;
int iz = z + XZOFFSET;
// Check we're in range of the stored level
if ((ix < 0) || (ix >= XZSIZE)) return emptyChunk;
if ((iz < 0) || (iz >= XZSIZE)) return emptyChunk;
int idx = ix * XZSIZE + iz;
LevelChunk* lc = cache[idx];
if (lc) {
return lc;
}
if (level->isFindingSpawn || autoCreate) {
return create(x, z);
}
return emptyChunk;
}
#ifdef _LARGE_WORLDS
// 4J added - this special variation on getChunk also checks the unloaded chunk
// cache. It is called on a host machine from the client-side level when: (1)
// Trying to determine whether the client blocks and data are the same as those
// on the server, so we can start sharing them (2) Trying to resync the lighting
// data from the server to the client As such it is really important that we
// don't return emptyChunk in these situations, when we actually still have the
// block/data/lighting in the unloaded cache
LevelChunk* ServerChunkCache::getChunkLoadedOrUnloaded(int x, int z) {
int ix = x + XZOFFSET;
int iz = z + XZOFFSET;
// Check we're in range of the stored level
if ((ix < 0) || (ix >= XZSIZE)) return emptyChunk;
if ((iz < 0) || (iz >= XZSIZE)) return emptyChunk;
int idx = ix * XZSIZE + iz;
LevelChunk* lc = cache[idx];
if (lc) {
return lc;
}
lc = m_unloadedCache[idx];
if (lc) {
return lc;
}
if (level->isFindingSpawn || autoCreate) {
return create(x, z);
}
return emptyChunk;
}
#endif
// 4J MGH added, for expanding worlds, to kill any player changes and reset the
// chunk
#ifdef _LARGE_WORLDS
void ServerChunkCache::overwriteLevelChunkFromSource(int x, int z) {
int ix = x + XZOFFSET;
int iz = z + XZOFFSET;
// Check we're in range of the stored level
if ((ix < 0) || (ix >= XZSIZE)) assert(0);
if ((iz < 0) || (iz >= XZSIZE)) assert(0);
int idx = ix * XZSIZE + iz;
LevelChunk* chunk = NULL;
chunk = source->getChunk(x, z);
assert(chunk);
if (chunk) {
save(chunk);
}
}
void ServerChunkCache::updateOverwriteHellChunk(LevelChunk* origChunk,
LevelChunk* playerChunk,
int xMin, int xMax, int zMin,
int zMax) {
// replace a section of the chunk with the original source data, if it
// hasn't already changed
for (int x = xMin; x < xMax; x++) {
for (int z = zMin; z < zMax; z++) {
for (int y = 0; y < 256; y++) {
int playerTile = playerChunk->getTile(x, y, z);
if (playerTile ==
Tile::unbreakable_Id) // if the tile is still unbreakable,
// the player hasn't changed it, so
// we can replace with the source
playerChunk->setTileAndData(x, y, z,
origChunk->getTile(x, y, z),
origChunk->getData(x, y, z));
}
}
}
}
void ServerChunkCache::overwriteHellLevelChunkFromSource(int x, int z,
int minVal,
int maxVal) {
int ix = x + XZOFFSET;
int iz = z + XZOFFSET;
// Check we're in range of the stored level
if ((ix < 0) || (ix >= XZSIZE)) assert(0);
if ((iz < 0) || (iz >= XZSIZE)) assert(0);
int idx = ix * XZSIZE + iz;
autoCreate = true;
LevelChunk* playerChunk = getChunk(x, z);
autoCreate = false;
LevelChunk* origChunk = source->getChunk(x, z);
assert(origChunk);
if (playerChunk != emptyChunk) {
if (x == minVal)
updateOverwriteHellChunk(origChunk, playerChunk, 0, 4, 0, 16);
if (x == maxVal)
updateOverwriteHellChunk(origChunk, playerChunk, 12, 16, 0, 16);
if (z == minVal)
updateOverwriteHellChunk(origChunk, playerChunk, 0, 16, 0, 4);
if (z == maxVal)
updateOverwriteHellChunk(origChunk, playerChunk, 0, 16, 12, 16);
}
save(playerChunk);
}
#endif
// 4J Added //
#ifdef _LARGE_WORLDS
void ServerChunkCache::dontDrop(int x, int z) {
LevelChunk* chunk = getChunk(x, z);
m_toDrop.erase(std::remove(m_toDrop.begin(), m_toDrop.end(), chunk),
m_toDrop.end());
}
#endif
LevelChunk* ServerChunkCache::load(int x, int z) {
if (storage == NULL) return NULL;
LevelChunk* levelChunk = NULL;
#ifdef _LARGE_WORLDS
int ix = x + XZOFFSET;
int iz = z + XZOFFSET;
int idx = ix * XZSIZE + iz;
levelChunk = m_unloadedCache[idx];
m_unloadedCache[idx] = NULL;
if (levelChunk == NULL)
#endif
{
levelChunk = storage->load(level, x, z);
}
if (levelChunk != NULL) {
levelChunk->lastSaveTime = level->getGameTime();
}
return levelChunk;
}
void ServerChunkCache::saveEntities(LevelChunk* levelChunk) {
if (storage == NULL) return;
storage->saveEntities(level, levelChunk);
}
void ServerChunkCache::save(LevelChunk* levelChunk) {
if (storage == NULL) return;
levelChunk->lastSaveTime = level->getGameTime();
storage->save(level, levelChunk);
}
// 4J added
void ServerChunkCache::updatePostProcessFlag(short flag, int x, int z, int xo,
int zo, LevelChunk* lc) {
if (hasChunk(x + xo, z + zo)) {
LevelChunk* lc2 = getChunk(x + xo, z + zo);
if (lc2 != emptyChunk) // Will only be empty chunk of this is the edge
// (we've already checked hasChunk so won't just
// be a missing chunk)
{
if (lc2->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere) {
lc->terrainPopulated |= flag;
}
} else {
// The edge - always consider as post-processed
lc->terrainPopulated |= flag;
}
}
}
// 4J added - normally we try and set these flags when a chunk is
// post-processed. However, when setting in a north or easterly direction the
// affected chunks might not themselves exist, so we need to check the flags
// also when creating new chunks.
void ServerChunkCache::updatePostProcessFlags(int x, int z) {
LevelChunk* lc = getChunk(x, z);
if (lc != emptyChunk) {
// First check if any of our neighbours are post-processed, that should
// affect OUR flags
updatePostProcessFlag(LevelChunk::sTerrainPopulatedFromS, x, z, 0, -1,
lc);
updatePostProcessFlag(LevelChunk::sTerrainPopulatedFromSW, x, z, -1, -1,
lc);
updatePostProcessFlag(LevelChunk::sTerrainPopulatedFromW, x, z, -1, 0,
lc);
updatePostProcessFlag(LevelChunk::sTerrainPopulatedFromNW, x, z, -1, 1,
lc);
updatePostProcessFlag(LevelChunk::sTerrainPopulatedFromN, x, z, 0, 1,
lc);
updatePostProcessFlag(LevelChunk::sTerrainPopulatedFromNE, x, z, 1, 1,
lc);
updatePostProcessFlag(LevelChunk::sTerrainPopulatedFromE, x, z, 1, 0,
lc);
updatePostProcessFlag(LevelChunk::sTerrainPopulatedFromSE, x, z, 1, -1,
lc);
// Then, if WE are post-processed, check that our neighbour's flags are
// also set
if (lc->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere) {
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromW, x + 1,
z + 0);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromSW, x + 1,
z + 1);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromS, x + 0,
z + 1);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromSE, x - 1,
z + 1);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromE, x - 1,
z + 0);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromNE, x - 1,
z - 1);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromN, x + 0,
z - 1);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromNW, x + 1,
z - 1);
}
}
flagPostProcessComplete(0, x, z);
}
// 4J added - add a flag to a chunk to say that one of its neighbours has
// completed post-processing. If this completes the set of chunks which can
// actually set tile tiles in this chunk (sTerrainPopulatedAllAffecting), then
// this is a good point to compress this chunk. If this completes the set of all
// 8 neighbouring chunks that have been fully post-processed, then this is a
// good time to fix up some lighting things that need all the tiles to be in
// place in the region into which they might propagate.
void ServerChunkCache::flagPostProcessComplete(short flag, int x, int z) {
// Set any extra flags for this chunk to indicate which neighbours have now
// had their post-processing done
if (!hasChunk(x, z)) return;
LevelChunk* lc = level->getChunk(x, z);
if (lc == emptyChunk) return;
lc->terrainPopulated |= flag;
// Are all neighbouring chunks which could actually place tiles on this
// chunk complete? (This is ones to W, SW, S)
if ((lc->terrainPopulated & LevelChunk::sTerrainPopulatedAllAffecting) ==
LevelChunk::sTerrainPopulatedAllAffecting) {
// Do the compression of data & lighting at this point
PIXBeginNamedEvent(0, "Compressing lighting/blocks");
// Check, using lower blocks as a reference, if we've already compressed
// - no point doing this multiple times, which otherwise we will do as
// we aren't checking for the flags transitioning in the if statement
// we're in here
if (!lc->isLowerBlockStorageCompressed()) lc->compressBlocks();
if (!lc->isLowerBlockLightStorageCompressed()) lc->compressLighting();
if (!lc->isLowerDataStorageCompressed()) lc->compressData();
PIXEndNamedEvent();
}
// Are all neighbouring chunks And this one now post-processed?
if (lc->terrainPopulated == LevelChunk::sTerrainPopulatedAllNeighbours) {
// Special lighting patching for schematics first
app.processSchematicsLighting(lc);
// This would be a good time to fix up any lighting for this chunk since
// all the geometry that could affect it should now be in place
PIXBeginNamedEvent(0, "Recheck gaps");
if (lc->level->dimension->id != 1) {
lc->recheckGaps(true);
}
PIXEndNamedEvent();
// Do a checkLight on any tiles which are lava.
PIXBeginNamedEvent(0, "Light lava (this)");
lc->lightLava();
PIXEndNamedEvent();
// Flag as now having this post-post-processing stage completed
lc->terrainPopulated |= LevelChunk::sTerrainPostPostProcessed;
}
}
void ServerChunkCache::postProcess(ChunkSource* parent, int x, int z) {
LevelChunk* chunk = getChunk(x, z);
if ((chunk->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere) ==
0) {
if (source != NULL) {
PIXBeginNamedEvent(0, "Main post processing");
source->postProcess(parent, x, z);
PIXEndNamedEvent();
chunk->markUnsaved();
}
// Flag not only this chunk as being post-processed, but also all the
// chunks that this post-processing might affect. We can guarantee that
// these chunks exist as that's determined before post-processing can
// even run
chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromHere;
// If we are an edge chunk, fill in missing flags from sides that will
// never post-process
if (x == -XZOFFSET) // Furthest west
{
chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromW;
chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromSW;
chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromNW;
}
if (x == (XZOFFSET - 1)) // Furthest east
{
chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromE;
chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromSE;
chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromNE;
}
if (z == -XZOFFSET) // Furthest south
{
chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromS;
chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromSW;
chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromSE;
}
if (z == (XZOFFSET - 1)) // Furthest north
{
chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromN;
chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromNW;
chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromNE;
}
// Set flags for post-processing being complete for neighbouring chunks.
// This also performs actions if this post-processing completes a full
// set of post-processing flags for one of these neighbours.
flagPostProcessComplete(0, x, z);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromW, x + 1,
z + 0);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromSW, x + 1,
z + 1);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromS, x + 0,
z + 1);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromSE, x - 1,
z + 1);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromE, x - 1,
z + 0);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromNE, x - 1,
z - 1);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromN, x + 0,
z - 1);
flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromNW, x + 1,
z - 1);
}
}
// 4J Added for suspend
bool ServerChunkCache::saveAllEntities() {
PIXBeginNamedEvent(0, "Save all entities");
PIXBeginNamedEvent(0, "saving to NBT");
EnterCriticalSection(&m_csLoadCreate);
for (AUTO_VAR(it, m_loadedChunkList.begin()); it != m_loadedChunkList.end();
++it) {
storage->saveEntities(level, *it);
}
LeaveCriticalSection(&m_csLoadCreate);
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Flushing");
storage->flush();
PIXEndNamedEvent();
PIXEndNamedEvent();
return true;
}
bool ServerChunkCache::save(bool force, ProgressListener* progressListener) {
EnterCriticalSection(&m_csLoadCreate);
int saves = 0;
// 4J - added this to support progressListner
int count = 0;
if (progressListener != NULL) {
AUTO_VAR(itEnd, m_loadedChunkList.end());
for (AUTO_VAR(it, m_loadedChunkList.begin()); it != itEnd; it++) {
LevelChunk* chunk = *it;
if (chunk->shouldSave(force)) {
count++;
}
}
}
int cc = 0;
bool maxSavesReached = false;
if (!force) {
// app.DebugPrintf("Unsaved chunks = %d\n",
// level->getUnsavedChunkCount() );
// Single threaded implementation for small saves
for (unsigned int i = 0; i < m_loadedChunkList.size(); i++) {
LevelChunk* chunk = m_loadedChunkList[i];
#ifndef SPLIT_SAVES
if (force && !chunk->dontSave) saveEntities(chunk);
#endif
if (chunk->shouldSave(force)) {
save(chunk);
chunk->setUnsaved(false);
if (++saves == MAX_SAVES && !force) {
LeaveCriticalSection(&m_csLoadCreate);
return false;
}
// 4J - added this to support progressListener
if (progressListener != NULL) {
if (++cc % 10 == 0) {
progressListener->progressStagePercentage(cc * 100 /
count);
}
}
}
}
} else {
#if 1 //_LARGE_WORLDS
// 4J Stu - We have multiple for threads for all saving as part of the
// storage, so use that rather than new threads here
// Created a roughly sorted list to match the order that the files were
// created in McRegionChunkStorage::McRegionChunkStorage. This is to
// minimise the amount of data that needs to be moved round when
// creating a new level.
std::vector<LevelChunk*> sortedChunkList;
for (int i = 0; i < m_loadedChunkList.size(); i++) {
if ((m_loadedChunkList[i]->x < 0) && (m_loadedChunkList[i]->z < 0))
sortedChunkList.push_back(m_loadedChunkList[i]);
}
for (int i = 0; i < m_loadedChunkList.size(); i++) {
if ((m_loadedChunkList[i]->x >= 0) && (m_loadedChunkList[i]->z < 0))
sortedChunkList.push_back(m_loadedChunkList[i]);
}
for (int i = 0; i < m_loadedChunkList.size(); i++) {
if ((m_loadedChunkList[i]->x >= 0) &&
(m_loadedChunkList[i]->z >= 0))
sortedChunkList.push_back(m_loadedChunkList[i]);
}
for (int i = 0; i < m_loadedChunkList.size(); i++) {
if ((m_loadedChunkList[i]->x < 0) && (m_loadedChunkList[i]->z >= 0))
sortedChunkList.push_back(m_loadedChunkList[i]);
}
// Push all the chunks to be saved to the compression threads
for (unsigned int i = 0; i < sortedChunkList.size(); ++i) {
LevelChunk* chunk = sortedChunkList[i];
if (force && !chunk->dontSave) saveEntities(chunk);
if (chunk->shouldSave(force)) {
save(chunk);
chunk->setUnsaved(false);
if (++saves == MAX_SAVES && !force) {
LeaveCriticalSection(&m_csLoadCreate);
return false;
}
// 4J - added this to support progressListener
if (progressListener != NULL) {
if (++cc % 10 == 0) {
progressListener->progressStagePercentage(cc * 100 /
count);
}
}
}
// Wait if we are building up too big a queue of chunks to be
// written - on PS3 this has been seen to cause so much data to be
// queued that we run out of out of memory when saving after
// exploring a full map
storage->WaitIfTooManyQueuedChunks();
}
// Wait for the storage threads to be complete
storage->WaitForAll();
#else
// Multithreaded implementation for larger saves
C4JThread::Event* wakeEvent[3]; // This sets off the threads that are
// waiting to continue
C4JThread::Event*
notificationEvent[3]; // These are signalled by the threads to let
// us know they are complete
C4JThread* saveThreads[3];
DWORD threadId[3];
SaveThreadData threadData[3];
ZeroMemory(&threadData[0], sizeof(SaveThreadData));
ZeroMemory(&threadData[1], sizeof(SaveThreadData));
ZeroMemory(&threadData[2], sizeof(SaveThreadData));
for (unsigned int i = 0; i < 3; ++i) {
saveThreads[i] = NULL;
threadData[i].cache = this;
wakeEvent[i] =
new C4JThread::Event(); // CreateEvent(NULL,FALSE,FALSE,NULL);
threadData[i].wakeEvent = wakeEvent[i];
notificationEvent[i] =
new C4JThread::Event(); // CreateEvent(NULL,FALSE,FALSE,NULL);
threadData[i].notificationEvent = notificationEvent[i];
if (i == 0)
threadData[i].useSharedThreadStorage = true;
else
threadData[i].useSharedThreadStorage = false;
}
LevelChunk* chunk = NULL;
std::uint8_t workingThreads;
bool chunkSet = false;
// Created a roughly sorted list to match the order that the files were
// created in McRegionChunkStorage::McRegionChunkStorage. This is to
// minimise the amount of data that needs to be moved round when
// creating a new level.
std::vector<LevelChunk*> sortedChunkList;
for (int i = 0; i < m_loadedChunkList.size(); i++) {
if ((m_loadedChunkList[i]->x < 0) && (m_loadedChunkList[i]->z < 0))
sortedChunkList.push_back(m_loadedChunkList[i]);
}
for (int i = 0; i < m_loadedChunkList.size(); i++) {
if ((m_loadedChunkList[i]->x >= 0) && (m_loadedChunkList[i]->z < 0))
sortedChunkList.push_back(m_loadedChunkList[i]);
}
for (int i = 0; i < m_loadedChunkList.size(); i++) {
if ((m_loadedChunkList[i]->x >= 0) &&
(m_loadedChunkList[i]->z >= 0))
sortedChunkList.push_back(m_loadedChunkList[i]);
}
for (int i = 0; i < m_loadedChunkList.size(); i++) {
if ((m_loadedChunkList[i]->x < 0) && (m_loadedChunkList[i]->z >= 0))
sortedChunkList.push_back(m_loadedChunkList[i]);
}
for (unsigned int i = 0; i < sortedChunkList.size();) {
workingThreads = 0;
PIXBeginNamedEvent(0, "Setting tasks for save threads\n");
for (unsigned int j = 0; j < 3; ++j) {
chunkSet = false;
while (!chunkSet && i < sortedChunkList.size()) {
chunk = sortedChunkList[i];
threadData[j].saveEntities = (force && !chunk->dontSave);
if (chunk->shouldSave(force) ||
threadData[j].saveEntities) {
chunkSet = true;
++workingThreads;
threadData[j].chunkToSave = chunk;
// app.DebugPrintf("Chunk to save set for thread %d\n",
// j);
if (saveThreads[j] == NULL) {
char threadName[256];
sprintf(threadName, "Save thread %d\n", j);
SetThreadName(threadId[j], threadName);
// saveThreads[j] =
// CreateThread(NULL,0,runSaveThreadProc,&threadData[j],CREATE_SUSPENDED,&threadId[j]);
saveThreads[j] = new C4JThread(
runSaveThreadProc, (void*)&threadData[j],
threadName);
// app.DebugPrintf("Created new thread:
// %s\n",threadName);
// Threads 1,3 and 5 are generally idle so use them
// (this call waits on thread 2)
if (j == 0)
saveThreads[j]->SetProcessor(
CPU_CORE_SAVE_THREAD_A); // XSetThreadProcessor(
// saveThreads[j],
// 1);
else if (j == 1)
saveThreads[j]->SetProcessor(
CPU_CORE_SAVE_THREAD_B); // XSetThreadProcessor(
// saveThreads[j],
// 3);
else if (j == 2)
saveThreads[j]->SetProcessor(
CPU_CORE_SAVE_THREAD_C); // XSetThreadProcessor(
// saveThreads[j],
// 5);
// ResumeThread( saveThreads[j] );
saveThreads[j]->Run();
}
if (++saves == MAX_SAVES && !force) {
maxSavesReached = true;
break;
// LeaveCriticalSection(&m_csLoadCreate);
// TODO Should we be returning from here? Probably
// not
// return false;
}
// 4J - added this to support progressListener
if (progressListener != NULL) {
if (count > 0 && ++cc % 10 == 0) {
progressListener->progressStagePercentage(
cc * 100 / count);
}
}
}
++i;
}
if (!chunkSet) {
threadData[j].chunkToSave = NULL;
// app.DebugPrintf("No chunk to save set for thread
// %d\n",j);
}
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Waking save threads\n");
// Start the worker threads going
for (unsigned int k = 0; k < 3; ++k) {
// app.DebugPrintf("Waking save thread %d\n",k);
threadData[k]
.wakeEvent->Set(); // SetEvent(threadData[k].wakeEvent);
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Waiting for completion of save threads\n");
// app.DebugPrintf("Waiting for %d save thread(s) to complete\n",
// workingThreads);
// Wait for the worker threads to complete
// WaitForMultipleObjects(workingThreads,notificationEvent,TRUE,INFINITE);
// 4J Stu - TODO This isn't ideal as it's not a perfect
// re-implmentation of the Xbox behaviour
for (unsigned int k = 0; k < workingThreads; ++k) {
threadData[k].notificationEvent->WaitForSignal(INFINITE);
}
PIXEndNamedEvent();
if (maxSavesReached) break;
}
// app.DebugPrintf("Clearing up worker threads\n");
// Stop all the worker threads by giving them nothing to process then
// telling them to start
unsigned char validThreads = 0;
for (unsigned int i = 0; i < 3; ++i) {
// app.DebugPrintf("Settings chunk to NULL for save thread %d\n",
// i);
threadData[i].chunkToSave = NULL;
// app.DebugPrintf("Setting wake event for save thread %d\n",i);
threadData[i]
.wakeEvent->Set(); // SetEvent(threadData[i].wakeEvent);
if (saveThreads[i] != NULL) ++validThreads;
}
// WaitForMultipleObjects(validThreads,saveThreads,TRUE,INFINITE);
// 4J Stu - TODO This isn't ideal as it's not a perfect
// re-implmentation of the Xbox behaviour
for (unsigned int k = 0; k < validThreads; ++k) {
saveThreads[k]->WaitForCompletion(INFINITE);
;
}
for (unsigned int i = 0; i < 3; ++i) {
// app.DebugPrintf("Closing handles for save thread %d\n", i);
delete threadData[i]
.wakeEvent; // CloseHandle(threadData[i].wakeEvent);
delete threadData[i]
.notificationEvent; // CloseHandle(threadData[i].notificationEvent);
delete saveThreads[i]; // CloseHandle(saveThreads[i]);
}
#endif
}
if (force) {
if (storage == NULL) {
LeaveCriticalSection(&m_csLoadCreate);
return true;
}
storage->flush();
}
LeaveCriticalSection(&m_csLoadCreate);
return !maxSavesReached;
}
bool ServerChunkCache::tick() {
if (!level->noSave) {
#ifdef _LARGE_WORLDS
for (int i = 0; i < 100; i++) {
if (!m_toDrop.empty()) {
LevelChunk* chunk = m_toDrop.front();
if (!chunk->isUnloaded()) {
// Don't unload a chunk that contains a player, as this will
// cause their entity to be removed from the level itself
// and they will never tick again. This can happen if a
// player moves a long distance in one tick, for example
// when the server thread has locked up doing something for
// a while whilst a player kept moving. In this case, the
// player is moved in the player chunk map (driven by the
// network packets being processed for their new position)
// before the player's tick is called to remove them from
// the chunk they used to be in, and add them to their
// current chunk. This will only be a temporary state and we
// should be able to unload the chunk on the next call to
// this tick.
if (!chunk->containsPlayer()) {
save(chunk);
saveEntities(chunk);
chunk->unload(true);
// loadedChunks.remove(cp);
// loadedChunkList.remove(chunk);
AUTO_VAR(it, find(m_loadedChunkList.begin(),
m_loadedChunkList.end(), chunk));
if (it != m_loadedChunkList.end())
m_loadedChunkList.erase(it);
int ix = chunk->x + XZOFFSET;
int iz = chunk->z + XZOFFSET;
int idx = ix * XZSIZE + iz;
m_unloadedCache[idx] = chunk;
cache[idx] = NULL;
}
}
m_toDrop.pop_front();
}
}
#endif
if (storage != NULL) storage->tick();
}
return source->tick();
}
bool ServerChunkCache::shouldSave() { return !level->noSave; }
std::wstring ServerChunkCache::gatherStats() {
return L"ServerChunkCache: "; // + _toString<int>(loadedChunks.size()) + L"
// Drop: " + _toString<int>(toDrop.size());
}
std::vector<Biome::MobSpawnerData*>* ServerChunkCache::getMobsAt(
MobCategory* mobCategory, int x, int y, int z) {
return source->getMobsAt(mobCategory, x, y, z);
}
TilePos* ServerChunkCache::findNearestMapFeature(
Level* level, const std::wstring& featureName, int x, int y, int z) {
return source->findNearestMapFeature(level, featureName, x, y, z);
}
void ServerChunkCache::recreateLogicStructuresForChunk(int chunkX, int chunkZ) {
}
int ServerChunkCache::runSaveThreadProc(LPVOID lpParam) {
SaveThreadData* params = (SaveThreadData*)lpParam;
if (params->useSharedThreadStorage) {
Compression::UseDefaultThreadStorage();
OldChunkStorage::UseDefaultThreadStorage();
} else {
Compression::CreateNewThreadStorage();
OldChunkStorage::CreateNewThreadStorage();
}
// Wait for the producer thread to tell us to start
params->wakeEvent->WaitForSignal(
INFINITE); // WaitForSingleObject(params->wakeEvent,INFINITE);
// app.DebugPrintf("Save thread has started\n");
while (params->chunkToSave != NULL) {
PIXBeginNamedEvent(0, "Saving entities");
// app.DebugPrintf("Save thread has started processing a chunk\n");
if (params->saveEntities)
params->cache->saveEntities(params->chunkToSave);
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Saving chunk");
params->cache->save(params->chunkToSave);
params->chunkToSave->setUnsaved(false);
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Notifying and waiting for next chunk");
// Inform the producer thread that we are done with this chunk
params->notificationEvent
->Set(); // SetEvent(params->notificationEvent);
// app.DebugPrintf("Save thread has alerted producer that it is
// complete\n");
// Wait for the producer thread to tell us to go again
params->wakeEvent->WaitForSignal(
INFINITE); // WaitForSingleObject(params->wakeEvent,INFINITE);
PIXEndNamedEvent();
}
// app.DebugPrintf("Thread is exiting as it has no chunk to process\n");
if (!params->useSharedThreadStorage) {
Compression::ReleaseThreadStorage();
OldChunkStorage::ReleaseThreadStorage();
}
return 0;
}