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301 lines
11 KiB
C++
301 lines
11 KiB
C++
#include "../Platform/stdafx.h"
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#include "MultiPlayerChunkCache.h"
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#include "ServerChunkCache.h"
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#include "../../Minecraft.World/Headers/net.minecraft.world.level.chunk.h"
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#include "../../Minecraft.World/Headers/net.minecraft.world.level.dimension.h"
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#include "../../Minecraft.World/Util/Arrays.h"
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#include "../../Minecraft.World/Util/StringHelpers.h"
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#include "../MinecraftServer.h"
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#include "../Level/ServerLevel.h"
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#include "../../Minecraft.World/Blocks/Tile.h"
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#include "../../Minecraft.World/Level/WaterLevelChunk.h"
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MultiPlayerChunkCache::MultiPlayerChunkCache(Level* level) {
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XZSIZE = level->dimension->getXZSize(); // 4J Added
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XZOFFSET = XZSIZE / 2; // 4J Added
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m_XZSize = XZSIZE;
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hasData = new bool[XZSIZE * XZSIZE];
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memset(hasData, 0, sizeof(bool) * XZSIZE * XZSIZE);
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emptyChunk = new EmptyLevelChunk(
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level, byteArray(16 * 16 * Level::maxBuildHeight), 0, 0);
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// For normal world dimension, create a chunk that can be used to create the
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// illusion of infinite water at the edge of the world
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if (level->dimension->id == 0) {
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byteArray bytes = byteArray(16 * 16 * 128);
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// Superflat.... make grass, not water...
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if (level->getLevelData()->getGenerator() == LevelType::lvl_flat) {
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for (int x = 0; x < 16; x++)
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for (int y = 0; y < 128; y++)
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for (int z = 0; z < 16; z++) {
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unsigned char tileId = 0;
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if (y == 3)
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tileId = Tile::grass_Id;
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else if (y <= 2)
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tileId = Tile::dirt_Id;
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bytes[x << 11 | z << 7 | y] = tileId;
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}
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} else {
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for (int x = 0; x < 16; x++)
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for (int y = 0; y < 128; y++)
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for (int z = 0; z < 16; z++) {
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unsigned char tileId = 0;
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if (y <= (level->getSeaLevel() - 10))
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tileId = Tile::stone_Id;
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else if (y < level->getSeaLevel())
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tileId = Tile::calmWater_Id;
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bytes[x << 11 | z << 7 | y] = tileId;
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}
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}
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waterChunk = new WaterLevelChunk(level, bytes, 0, 0);
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delete[] bytes.data;
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if (level->getLevelData()->getGenerator() == LevelType::lvl_flat) {
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for (int x = 0; x < 16; x++)
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for (int y = 0; y < 128; y++)
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for (int z = 0; z < 16; z++) {
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if (y >= 3) {
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((WaterLevelChunk*)waterChunk)
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->setLevelChunkBrightness(LightLayer::Sky, x, y,
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z, 15);
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}
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}
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} else {
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for (int x = 0; x < 16; x++)
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for (int y = 0; y < 128; y++)
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for (int z = 0; z < 16; z++) {
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if (y >= (level->getSeaLevel() - 1)) {
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((WaterLevelChunk*)waterChunk)
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->setLevelChunkBrightness(LightLayer::Sky, x, y,
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z, 15);
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} else {
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((WaterLevelChunk*)waterChunk)
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->setLevelChunkBrightness(LightLayer::Sky, x, y,
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z, 2);
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}
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}
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}
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} else {
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waterChunk = nullptr;
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}
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this->level = level;
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this->cache = new LevelChunk*[XZSIZE * XZSIZE];
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memset(this->cache, 0, XZSIZE * XZSIZE * sizeof(LevelChunk*));
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}
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MultiPlayerChunkCache::~MultiPlayerChunkCache() {
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delete emptyChunk;
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delete waterChunk;
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delete cache;
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delete hasData;
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auto itEnd = loadedChunkList.end();
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for (auto it = loadedChunkList.begin(); it != itEnd; it++) delete *it;
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}
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bool MultiPlayerChunkCache::hasChunk(int x, int z) {
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// This cache always claims to have chunks, although it might actually just
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// return empty data if it doesn't have anything
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return true;
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}
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// 4J added - find out if we actually really do have a chunk in our cache
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bool MultiPlayerChunkCache::reallyHasChunk(int x, int z) {
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int ix = x + XZOFFSET;
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int iz = z + XZOFFSET;
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// Check we're in range of the stored level - if we aren't, then consider
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// that we do have that chunk as we'll be able to use the water chunk there
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if ((ix < 0) || (ix >= XZSIZE)) return true;
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if ((iz < 0) || (iz >= XZSIZE)) return true;
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int idx = ix * XZSIZE + iz;
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LevelChunk* chunk = cache[idx];
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if (chunk == nullptr) {
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return false;
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}
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return hasData[idx];
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}
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void MultiPlayerChunkCache::drop(int x, int z) {
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// 4J Stu - We do want to drop any entities in the chunks, especially for
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// the case when a player is dead as they will not get the RemoveEntity
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// packet if an entity is removed.
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LevelChunk* chunk = getChunk(x, z);
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if (!chunk->isEmpty()) {
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// Added parameter here specifies that we don't want to delete tile
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// entities, as they won't get recreated unless they've got update
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// packets The tile entities are in general only created on the client
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// by virtue of the chunk rebuild
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chunk->unload(false);
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// 4J - We just want to clear out the entities in the chunk, but
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// everything else should be valid
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chunk->loaded = true;
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}
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}
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LevelChunk* MultiPlayerChunkCache::create(int x, int z) {
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int ix = x + XZOFFSET;
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int iz = z + XZOFFSET;
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// Check we're in range of the stored level
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if ((ix < 0) || (ix >= XZSIZE))
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return (waterChunk ? waterChunk : emptyChunk);
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if ((iz < 0) || (iz >= XZSIZE))
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return (waterChunk ? waterChunk : emptyChunk);
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int idx = ix * XZSIZE + iz;
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LevelChunk* chunk = cache[idx];
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LevelChunk* lastChunk = chunk;
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if (chunk == nullptr) {
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{
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std::unique_lock<std::mutex> lock(m_csLoadCreate);
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// LevelChunk *chunk;
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if (g_NetworkManager
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.IsHost()) // force here to disable sharing of data
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{
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// 4J-JEV: We are about to use shared data, abort if the server
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// is stopped and the data is deleted.
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if (MinecraftServer::getInstance()->serverHalted())
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return nullptr;
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// If we're the host, then don't create the chunk, share data
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// from the server's copy
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#ifdef _LARGE_WORLDS
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LevelChunk* serverChunk =
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MinecraftServer::getInstance()
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->getLevel(level->dimension->id)
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->cache->getChunkLoadedOrUnloaded(x, z);
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#else
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LevelChunk* serverChunk = MinecraftServer::getInstance()
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->getLevel(level->dimension->id)
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->cache->getChunk(x, z);
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#endif
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chunk = new LevelChunk(level, x, z, serverChunk);
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// Let renderer know that this chunk has been created - it might
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// have made render data from the EmptyChunk if it got to a
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// chunk before the server sent it
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level->setTilesDirty(x * 16, 0, z * 16, x * 16 + 15, 127,
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z * 16 + 15);
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hasData[idx] = true;
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} else {
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// Passing an empty array into the LevelChunk ctor, which it now
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// detects and sets up the chunk as compressed & empty
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byteArray bytes;
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chunk = new LevelChunk(level, bytes, x, z);
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// 4J - changed to use new methods for lighting
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chunk->setSkyLightDataAllBright();
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// Arrays::fill(chunk->skyLight->data,
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//(byte) 255);
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}
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chunk->loaded = true;
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}
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#if (defined _WIN64 || defined __LP64__)
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if (InterlockedCompareExchangeRelease64(
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(int64_t*)&cache[idx], (int64_t)chunk, (int64_t)lastChunk) ==
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(int64_t)lastChunk)
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#else
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if (InterlockedCompareExchangeRelease(
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(int32_t*)&cache[idx], (int32_t)chunk, (int32_t)lastChunk) ==
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(int32_t)lastChunk)
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#endif // 0
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{
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// If we're sharing with the server, we'll need to calculate our
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// heightmap now, which isn't shared. If we aren't sharing with the
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// server, then this will be calculated when the chunk data arrives.
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if (g_NetworkManager.IsHost()) {
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chunk->recalcHeightmapOnly();
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}
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// Successfully updated the cache
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{
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std::lock_guard<std::mutex> lock(m_csLoadCreate);
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loadedChunkList.push_back(chunk);
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}
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} else {
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// Something else must have updated the cache. Return that chunk and
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// discard this one. This really shouldn't be happening in
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// multiplayer
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delete chunk;
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return cache[idx];
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}
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} else {
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chunk->load();
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}
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return chunk;
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}
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LevelChunk* MultiPlayerChunkCache::getChunk(int x, int z) {
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int ix = x + XZOFFSET;
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int iz = z + XZOFFSET;
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// Check we're in range of the stored level
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if ((ix < 0) || (ix >= XZSIZE))
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return (waterChunk ? waterChunk : emptyChunk);
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if ((iz < 0) || (iz >= XZSIZE))
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return (waterChunk ? waterChunk : emptyChunk);
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int idx = ix * XZSIZE + iz;
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LevelChunk* chunk = cache[idx];
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if (chunk == nullptr) {
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return emptyChunk;
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} else {
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return chunk;
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}
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}
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bool MultiPlayerChunkCache::save(bool force,
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ProgressListener* progressListener) {
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return true;
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}
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bool MultiPlayerChunkCache::tick() { return false; }
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bool MultiPlayerChunkCache::shouldSave() { return false; }
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void MultiPlayerChunkCache::postProcess(ChunkSource* parent, int x, int z) {}
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std::vector<Biome::MobSpawnerData*>* MultiPlayerChunkCache::getMobsAt(
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MobCategory* mobCategory, int x, int y, int z) {
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return nullptr;
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}
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TilePos* MultiPlayerChunkCache::findNearestMapFeature(
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Level* level, const std::wstring& featureName, int x, int y, int z) {
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return nullptr;
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}
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void MultiPlayerChunkCache::recreateLogicStructuresForChunk(int chunkX,
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int chunkZ) {}
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std::wstring MultiPlayerChunkCache::gatherStats() {
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int size;
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{
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std::lock_guard<std::mutex> lock(m_csLoadCreate);
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size = (int)loadedChunkList.size();
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}
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return L"MultiplayerChunkCache: " + _toString<int>(size);
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}
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void MultiPlayerChunkCache::dataReceived(int x, int z) {
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int ix = x + XZOFFSET;
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int iz = z + XZOFFSET;
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// Check we're in range of the stored level
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if ((ix < 0) || (ix >= XZSIZE)) return;
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if ((iz < 0) || (iz >= XZSIZE)) return;
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int idx = ix * XZSIZE + iz;
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hasData[idx] = true;
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} |