mirror of
https://github.com/4jcraft/4jcraft.git
synced 2026-04-24 15:23:37 +00:00
2552 lines
94 KiB
C++
2552 lines
94 KiB
C++
#include "../Platform/stdafx.h"
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#include "../Platform/System.h"
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#include "../Headers/net.minecraft.world.entity.h"
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#include "../Headers/net.minecraft.world.level.h"
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#include "../Headers/net.minecraft.world.level.dimension.h"
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#include "../Headers/net.minecraft.world.level.tile.h"
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#include "../Headers/net.minecraft.world.phys.h"
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#include "../Headers/net.minecraft.world.level.biome.h"
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#include "../Headers/net.minecraft.world.entity.monster.h"
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#include "Storage/DataLayer.h"
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#include "Storage/SparseLightStorage.h"
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#include "BlockReplacements.h"
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#include "LevelChunk.h"
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#include <limits>
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#include "../../Minecraft.Client/MinecraftServer.h"
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#include "../../Minecraft.Client/Level/ServerLevel.h"
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#include "../../Minecraft.Client/Network/ServerChunkCache.h"
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#include "../../Minecraft.Client/Rendering/GameRenderer.h"
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#include "../Entities/ItemEntity.h"
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#include "../Entities/Mobs/Minecart.h"
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#if defined(SHARING_ENABLED)
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CRITICAL_SECTION LevelChunk::m_csSharing;
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#endif
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#if defined(_ENTITIES_RW_SECTION)
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// AP - use a RW critical section so we can have multiple threads reading the
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// same data to avoid a clash
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CRITICAL_RW_SECTION LevelChunk::m_csEntities;
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#else
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CRITICAL_SECTION LevelChunk::m_csEntities;
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#endif
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CRITICAL_SECTION LevelChunk::m_csTileEntities;
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bool LevelChunk::touchedSky = false;
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void LevelChunk::staticCtor() {
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#if defined(SHARING_ENABLED)
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InitializeCriticalSection(&m_csSharing);
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#endif
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#if defined(_ENTITIES_RW_SECTION)
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InitializeCriticalRWSection(&m_csEntities);
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#else
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InitializeCriticalSection(&m_csEntities);
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#endif
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InitializeCriticalSection(&m_csTileEntities);
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}
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void LevelChunk::init(Level* level, int x, int z) {
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biomes = byteArray(16 * 16);
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for (int i = 0; i < 16 * 16; i++) {
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biomes[i] = 0xff;
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}
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#if defined(_ENTITIES_RW_SECTION)
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EnterCriticalRWSection(&m_csEntities, true);
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#else
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EnterCriticalSection(&m_csEntities);
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#endif
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entityBlocks =
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new std::vector<std::shared_ptr<Entity> >*[ENTITY_BLOCKS_LENGTH];
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#if defined(_ENTITIES_RW_SECTION)
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LeaveCriticalRWSection(&m_csEntities, true);
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#else
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LeaveCriticalSection(&m_csEntities);
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#endif
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terrainPopulated = 0;
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m_unsaved = false;
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lastSaveHadEntities = false;
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lastSaveTime = 0;
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dontSave = false;
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loaded = false;
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minHeight = 0;
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hasGapsToCheck = false;
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seenByPlayer = true; // 4J Stu - Always true
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// 4J Stu - Not using this
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checkLightPosition = 0; // LIGHT_CHECK_MAX_POS;
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this->level = level;
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this->x = x;
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this->z = z;
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MemSect(1);
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heightmap = byteArray(16 * 16);
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#if defined(_ENTITIES_RW_SECTION)
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EnterCriticalRWSection(&m_csEntities, true);
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#else
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EnterCriticalSection(&m_csEntities);
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#endif
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for (int i = 0; i < ENTITY_BLOCKS_LENGTH; i++) {
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entityBlocks[i] = new std::vector<std::shared_ptr<Entity> >();
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}
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#if defined(_ENTITIES_RW_SECTION)
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LeaveCriticalRWSection(&m_csEntities, true);
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#else
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LeaveCriticalSection(&m_csEntities);
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#endif
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MemSect(0);
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lowestHeightmap = 256;
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inhabitedTime = 0;
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// Optimisation brought forward from 1.8.2, change from int to unsigned char
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// & this special value changed from -999 to 255
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for (int i = 0; i < 16 * 16; i++) {
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rainHeights[i] = 255;
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}
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// 4J - lighting change brought forward from 1.8.2, introduced an array of
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// bools called gapsToRecheck, which are now a single bit in array of nybble
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// flags in this version
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for (int i = 0; i < 8 * 16; i++) {
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columnFlags[i] = 0;
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}
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// 4J added - to flag if any emissive tile has been added to this chunk
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// (will be cleared when lighting has been successfully completed for this
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// chunk). Defaulting to true as emissive things can be made and passed in
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// the the initialisation block array.
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emissiveAdded = true;
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#if defined(_LARGE_WORLDS)
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m_bUnloaded = false; // 4J Added
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m_unloadedEntitiesTag = nullptr;
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#endif
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}
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// This ctor is used for loading a save into
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LevelChunk::LevelChunk(Level* level, int x, int z)
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: ENTITY_BLOCKS_LENGTH(Level::maxBuildHeight / 16) {
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init(level, x, z);
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lowerBlocks = new CompressedTileStorage();
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lowerData = nullptr;
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lowerSkyLight = nullptr;
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lowerBlockLight = nullptr;
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serverTerrainPopulated = nullptr;
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if (Level::maxBuildHeight > Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
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// Create all these as empty, as we may not be loading any data into
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// them
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upperBlocks = new CompressedTileStorage(true);
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upperData = new SparseDataStorage(true);
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upperSkyLight = new SparseLightStorage(true, true);
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upperBlockLight = new SparseLightStorage(false, true);
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} else {
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upperBlocks = nullptr;
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upperData = nullptr;
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upperSkyLight = nullptr;
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upperBlockLight = nullptr;
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}
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#if defined(SHARING_ENABLED)
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sharingTilesAndData = false;
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#endif
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}
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// 4J - note that since we now compress the block storage, the parameter blocks
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// is used as a source of data, but doesn't get used As the source data so needs
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// to be deleted after calling this ctor.
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LevelChunk::LevelChunk(Level* level, byteArray blocks, int x, int z)
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: ENTITY_BLOCKS_LENGTH(Level::maxBuildHeight / 16) {
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init(level, x, z);
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// We'll be creating this as "empty" when this ctor is called on the client,
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// as a result of a chunk becoming visible (but we don't have the data yet
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// for it). In this case, we want to keep memory usage down and so create
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// all data as empty/compressed as possible. On the client we get the full
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// data for the chunk as a single update in a block region update packet,
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// and so there is a single point where it is good to compress the data.
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bool createEmpty = (blocks.data == nullptr);
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if (createEmpty) {
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lowerBlocks = new CompressedTileStorage(true);
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lowerData = new SparseDataStorage(true);
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lowerSkyLight = new SparseLightStorage(true, true);
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lowerBlockLight = new SparseLightStorage(false, true);
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} else {
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lowerBlocks = new CompressedTileStorage(blocks, 0);
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lowerData = new SparseDataStorage();
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// 4J - changed to new SpareLightStorage class for these
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lowerSkyLight = new SparseLightStorage(true);
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lowerBlockLight = new SparseLightStorage(false);
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}
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// skyLight = new DataLayer(blocks.length, level->depthBits);
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// blockLight = new DataLayer(blocks.length, level->depthBits);
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if (Level::maxBuildHeight > Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
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if (blocks.length > Level::COMPRESSED_CHUNK_SECTION_TILES)
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upperBlocks = new CompressedTileStorage(
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blocks, Level::COMPRESSED_CHUNK_SECTION_TILES);
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else
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upperBlocks = new CompressedTileStorage(true);
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upperData = new SparseDataStorage(true);
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upperSkyLight = new SparseLightStorage(true, true);
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upperBlockLight = new SparseLightStorage(false, true);
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} else {
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upperBlocks = nullptr;
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upperData = nullptr;
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upperSkyLight = nullptr;
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upperBlockLight = nullptr;
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}
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serverTerrainPopulated = nullptr;
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#if defined(SHARING_ENABLED)
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sharingTilesAndData = false;
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#endif
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}
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// 4J - this ctor added to be able to make a levelchunk that shares its
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// underlying block data between the server chunk cache & the multiplayer chunk
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// cache. The original version this is shared from owns all the data that is
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// shared into this copy, so it isn't deleted in the dtor.
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LevelChunk::LevelChunk(Level* level, int x, int z, LevelChunk* lc)
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: ENTITY_BLOCKS_LENGTH(Level::maxBuildHeight / 16) {
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init(level, x, z);
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// 4J Stu - Copy over the biome data
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memcpy(biomes.data, lc->biomes.data, biomes.length);
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#if defined(SHARING_ENABLED)
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lowerBlocks = lc->lowerBlocks;
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lowerData = lc->lowerData;
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lowerSkyLight = new SparseLightStorage(lc->lowerSkyLight);
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lowerBlockLight = new SparseLightStorage(lc->lowerBlockLight);
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upperBlocks = lc->upperBlocks;
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upperData = lc->upperData;
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upperSkyLight = new SparseLightStorage(lc->upperSkyLight);
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upperBlockLight = new SparseLightStorage(lc->upperBlockLight);
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sharingTilesAndData = true;
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serverTerrainPopulated = &lc->terrainPopulated;
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#else
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this->blocks = new CompressedTileStorage(lc->blocks);
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this->data = new SparseDataStorage(lc->data);
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this->skyLight = new SparseLightStorage(lc->skyLight);
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this->blockLight = new SparseLightStorage(lc->blockLight);
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serverTerrainPopulated = nullptr;
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#endif
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}
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// 4J Added so we can track unsaved chunks better
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void LevelChunk::setUnsaved(bool unsaved) {
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#if defined(_LARGE_WORLDS)
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if (m_unsaved != unsaved) {
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if (unsaved)
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level->incrementUnsavedChunkCount();
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else
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level->decrementUnsavedChunkCount();
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}
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#endif
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m_unsaved = unsaved;
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}
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void LevelChunk::stopSharingTilesAndData() {
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#if defined(SHARING_ENABLED)
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EnterCriticalSection(&m_csSharing);
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lastUnsharedTime = System::currentTimeMillis();
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if (!sharingTilesAndData) {
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LeaveCriticalSection(&m_csSharing);
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return;
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}
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// If we've got a reference to a server chunk's terrainPopulated flag that
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// this LevelChunk is sharing with, then don't consider unsharing if it
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// hasn't been set. This is because post-processing things that update the
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// server chunks won't actually cause the server to send any updates to the
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// tiles that they alter, so they completely depend on the data not being
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// shared for it to get from the server to here
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if ((serverTerrainPopulated) &&
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(((*serverTerrainPopulated) & sTerrainPopulatedAllAffecting) !=
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sTerrainPopulatedAllAffecting)) {
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LeaveCriticalSection(&m_csSharing);
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return;
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}
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// If this is the empty chunk, then it will have a x & z of 0,0 - if we
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// don't drop out here we'll end up unsharing the chunk at this location for
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// no reason
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if (isEmpty()) {
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LeaveCriticalSection(&m_csSharing);
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return;
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}
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MemSect(47);
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// Changed to used compressed storage - these CTORs make deep copies of the
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// storage passed as a parameter
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lowerBlocks = new CompressedTileStorage(lowerBlocks);
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// Changed to use new sparse data storage - this CTOR makes a deep copy of
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// the storage passed as a parameter
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lowerData = new SparseDataStorage(lowerData);
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if (Level::maxBuildHeight > Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
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upperBlocks = new CompressedTileStorage(upperBlocks);
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upperData = new SparseDataStorage(upperData);
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} else {
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upperBlocks = nullptr;
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upperData = nullptr;
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}
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/*
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newDataLayer = new DataLayer(skyLight->data.length*2, level->depthBits);
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XMemCpy(newDataLayer->data.data, skyLight->data.data,
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skyLight->data.length); skyLight = newDataLayer;
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newDataLayer = new DataLayer(blockLight->data.length*2, level->depthBits);
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XMemCpy(newDataLayer->data.data, blockLight->data.data,
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blockLight->data.length); blockLight = newDataLayer;
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*/
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sharingTilesAndData = false;
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MemSect(0);
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LeaveCriticalSection(&m_csSharing);
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#endif
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}
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// This is a slight variation on the normal start/stop sharing methods here as
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// in general we aren't sharing lighting anymore. This method discards the
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// client lighting information, and sets up new (non-shared) lighting to match
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// the server. So generally like stop sharing, for the case where we're already
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// not sharing
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void LevelChunk::reSyncLighting() {
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#if defined(SHARING_ENABLED)
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EnterCriticalSection(&m_csSharing);
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if (isEmpty()) {
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LeaveCriticalSection(&m_csSharing);
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return;
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}
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#if defined(_LARGE_WORLDS)
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LevelChunk* lc = 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* lc = 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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GameRenderer::AddForDelete(lowerSkyLight);
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lowerSkyLight = new SparseLightStorage(lc->lowerSkyLight);
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GameRenderer::FinishedReassigning();
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GameRenderer::AddForDelete(lowerBlockLight);
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lowerBlockLight = new SparseLightStorage(lc->lowerBlockLight);
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GameRenderer::FinishedReassigning();
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if (Level::maxBuildHeight > Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
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GameRenderer::AddForDelete(upperSkyLight);
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upperSkyLight = new SparseLightStorage(lc->upperSkyLight);
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GameRenderer::FinishedReassigning();
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GameRenderer::AddForDelete(upperBlockLight);
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upperBlockLight = new SparseLightStorage(lc->upperBlockLight);
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GameRenderer::FinishedReassigning();
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}
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LeaveCriticalSection(&m_csSharing);
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#endif
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}
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void LevelChunk::startSharingTilesAndData(int forceMs) {
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#if defined(SHARING_ENABLED)
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EnterCriticalSection(&m_csSharing);
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if (sharingTilesAndData) {
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LeaveCriticalSection(&m_csSharing);
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return;
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}
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// If this is the empty chunk, then it will have a x & z of 0,0 - we'll end
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// up potentially loading the 0,0 block if we proceed. And it obviously
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// doesn't make sense to go resharing the 0,0 block on behalf of an empty
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// chunk either
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if (isEmpty()) {
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LeaveCriticalSection(&m_csSharing);
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return;
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}
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#if defined(_LARGE_WORLDS)
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LevelChunk* lc = 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* lc = 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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// In normal usage, chunks should only reshare if their local data matched
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// that on the server. The forceMs parameter though can be used to force a
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// share if resharing hasn't happened after a period of time
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if (forceMs == 0) {
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// Normal behaviour - just check that the data matches, and don't start
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// sharing data if it doesn't (yet)
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if (!lowerBlocks->isSameAs(lc->lowerBlocks) ||
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(upperBlocks && lc->upperBlocks &&
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!upperBlocks->isSameAs(lc->upperBlocks))) {
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LeaveCriticalSection(&m_csSharing);
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return;
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}
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} else {
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// Only force if it has been more than forceMs milliseconds since we
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// last wanted to unshare this chunk
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int64_t timenow = System::currentTimeMillis();
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if ((timenow - lastUnsharedTime) < forceMs) {
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LeaveCriticalSection(&m_csSharing);
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return;
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}
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}
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// Note - data that was shared isn't directly deleted here, as it might
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// still be in use in the game render update thread. Let that thread delete
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// it when it is safe to do so instead.
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GameRenderer::AddForDelete(lowerBlocks);
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lowerBlocks = lc->lowerBlocks;
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GameRenderer::FinishedReassigning();
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GameRenderer::AddForDelete(lowerData);
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lowerData = lc->lowerData;
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GameRenderer::FinishedReassigning();
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if (Level::maxBuildHeight > Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
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GameRenderer::AddForDelete(upperBlocks);
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upperBlocks = lc->upperBlocks;
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GameRenderer::FinishedReassigning();
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GameRenderer::AddForDelete(upperData);
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upperData = lc->upperData;
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GameRenderer::FinishedReassigning();
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}
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sharingTilesAndData = true;
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LeaveCriticalSection(&m_csSharing);
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#endif
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}
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LevelChunk::~LevelChunk() {
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#if defined(SHARING_ENABLED)
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if (!sharingTilesAndData)
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#endif
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{
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delete lowerData;
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delete lowerBlocks;
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if (upperData) delete upperData;
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if (upperBlocks) delete upperBlocks;
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}
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delete lowerSkyLight;
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delete lowerBlockLight;
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if (upperSkyLight) delete upperSkyLight;
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if (upperBlockLight) delete upperBlockLight;
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delete[] heightmap.data;
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for (int i = 0; i < ENTITY_BLOCKS_LENGTH; ++i) delete entityBlocks[i];
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delete[] entityBlocks;
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delete[] biomes.data;
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#if defined(_LARGE_WORLDS)
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delete m_unloadedEntitiesTag;
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#endif
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}
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bool LevelChunk::isAt(int x, int z) { return x == this->x && z == this->z; }
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int LevelChunk::getHeightmap(int x, int z) {
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return heightmap[z << 4 | x] & 0xff;
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}
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int LevelChunk::getHighestSectionPosition() {
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return Level::maxBuildHeight - 16;
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// 4J Stu - Unused
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// for (int i = sections.length - 1; i >= 0; i--) {
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// if (sections[i] != null) { // && !sections[i].isEmpty()) {
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// return sections[i].getYPosition();
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// }
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//}
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// return 0;
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}
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void LevelChunk::recalcBlockLights() {}
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void LevelChunk::recalcHeightmapOnly() {
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int min = Level::maxBuildHeight - 1;
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for (int x = 0; x < 16; x++)
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for (int z = 0; z < 16; z++) {
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rainHeights[x + ((unsigned)z << 4)] =
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255; // 4J - changed from int to unsigned char & this special
|
|
// value changed from -999 to 255
|
|
|
|
int y = Level::maxBuildHeight - 1;
|
|
// int p = x << level->depthBitsPlusFour | z <<
|
|
// level->depthBits; // 4J - removed
|
|
CompressedTileStorage* blocks =
|
|
(y - 1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperBlocks
|
|
: lowerBlocks;
|
|
while (
|
|
y > 0 &&
|
|
Tile::lightBlock[blocks->get(
|
|
x,
|
|
(y - 1) %
|
|
Level::COMPRESSED_CHUNK_SECTION_HEIGHT,
|
|
z) &
|
|
0xff] ==
|
|
0) // 4J - was blocks->get() was blocks[p + y - 1]
|
|
{
|
|
y--;
|
|
blocks = (y - 1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperBlocks
|
|
: lowerBlocks;
|
|
}
|
|
heightmap[(unsigned)z << 4 | x] = (uint8_t)y;
|
|
if (y < min) min = y;
|
|
}
|
|
|
|
this->minHeight = min;
|
|
this->setUnsaved(true);
|
|
|
|
}
|
|
|
|
void LevelChunk::recalcHeightmap() {
|
|
lowestHeightmap = std::numeric_limits<int>::max();
|
|
|
|
int min = Level::maxBuildHeight - 1;
|
|
for (int x = 0; x < 16; x++)
|
|
for (int z = 0; z < 16; z++) {
|
|
int y = Level::maxBuildHeight - 1;
|
|
// int p = x << level->depthBitsPlusFour | z <<
|
|
// level->depthBits; // 4J - removed
|
|
|
|
CompressedTileStorage* blocks =
|
|
(y - 1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperBlocks
|
|
: lowerBlocks;
|
|
while (
|
|
y > 0 &&
|
|
Tile::lightBlock[blocks->get(
|
|
x,
|
|
(y - 1) %
|
|
Level::COMPRESSED_CHUNK_SECTION_HEIGHT,
|
|
z) &
|
|
0xff] ==
|
|
0) // 4J - was blocks->get() was blocks[p + y - 1]
|
|
{
|
|
y--;
|
|
blocks = (y - 1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperBlocks
|
|
: lowerBlocks;
|
|
}
|
|
heightmap[(unsigned)z << 4 | x] = (uint8_t)y;
|
|
if (y < min) min = y;
|
|
if (y < lowestHeightmap) lowestHeightmap = y;
|
|
|
|
if (!level->dimension->hasCeiling) {
|
|
int br = Level::MAX_BRIGHTNESS;
|
|
int yy = Level::maxBuildHeight - 1;
|
|
CompressedTileStorage* blocks =
|
|
yy >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperBlocks
|
|
: lowerBlocks;
|
|
SparseLightStorage* skyLight =
|
|
yy >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperSkyLight
|
|
: lowerSkyLight;
|
|
do {
|
|
br -= Tile::lightBlock
|
|
[blocks->get(
|
|
x, (yy % Level::COMPRESSED_CHUNK_SECTION_HEIGHT),
|
|
z) &
|
|
0xff]; // 4J - blocks->get() was blocks[p + yy]
|
|
if (br > 0) {
|
|
skyLight->set(
|
|
x, (yy % Level::COMPRESSED_CHUNK_SECTION_HEIGHT), z,
|
|
br);
|
|
}
|
|
yy--;
|
|
blocks = yy >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperBlocks
|
|
: lowerBlocks;
|
|
skyLight = yy >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperSkyLight
|
|
: lowerSkyLight;
|
|
} while (yy > 0 && br > 0);
|
|
}
|
|
}
|
|
|
|
this->minHeight = min;
|
|
|
|
for (int x = 0; x < 16; x++)
|
|
for (int z = 0; z < 16; z++) {
|
|
lightGaps(x, z);
|
|
}
|
|
|
|
this->setUnsaved(true);
|
|
|
|
}
|
|
|
|
// 4J - this code is fully commented out in the java version, but we have
|
|
// reimplemented something here to try and light lava as chunks are created, as
|
|
// otherwise they get shared before being lit, and then their lighting gets
|
|
// updated on the client and causes framerate stutters.
|
|
void LevelChunk::lightLava() {
|
|
if (!emissiveAdded) return;
|
|
|
|
for (int x = 0; x < 16; x++)
|
|
for (int z = 0; z < 16; z++) {
|
|
// int p = x << 11 | z << 7;
|
|
//// 4J - removed
|
|
int ymax = getHeightmap(x, z);
|
|
for (int y = 0; y < Level::COMPRESSED_CHUNK_SECTION_HEIGHT; y++) {
|
|
CompressedTileStorage* blocks = lowerBlocks;
|
|
int emit = Tile::lightEmission[blocks->get(
|
|
x, y, z)]; // 4J - blocks->get() was blocks[p + y]
|
|
if (emit > 0) {
|
|
// printf("(%d,%d,%d)",this->x
|
|
//* 16 + x, y, this->z * 16 + z);
|
|
// We'll be calling this function for a lot of chunks as
|
|
// they are post-processed. For every chunk that is
|
|
// post-processed we're calling this for each of its
|
|
// neighbours in case some post-processing also created
|
|
// something that needed lighting outside the starting
|
|
// chunk. Because of this, do a quick test on any emissive
|
|
// blocks that have been added to see if checkLight has
|
|
// already been run on this particular block - this is
|
|
// straightforward to check as being emissive blocks they'll
|
|
// have their block brightness set to their lightEmission
|
|
// level in this case.
|
|
if (getBrightness(LightLayer::Block, x, y, z) < emit) {
|
|
level->checkLight(LightLayer::Block, this->x * 16 + x,
|
|
y, this->z * 16 + z, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
emissiveAdded = false;
|
|
}
|
|
|
|
void LevelChunk::lightGaps(int x, int z) {
|
|
// 4J - lighting change brought forward from 1.8.2, introduced an array of
|
|
// bools called gapsToRecheck, which are now a single bit in array of
|
|
// nybbles in this version
|
|
int slot = (x >> 1) | (z * 8);
|
|
int shift = (x & 1) * 4;
|
|
columnFlags[slot] |= (eColumnFlag_recheck << shift);
|
|
hasGapsToCheck = true;
|
|
}
|
|
void LevelChunk::recheckGaps(bool bForce) {
|
|
// 4J added - otherwise we can end up doing a very broken kind of lighting
|
|
// since for an empty chunk, the heightmap is all zero, but it still has an
|
|
// x and z of 0 which means that the level->getHeightmap references in here
|
|
// find a real chunk near the origin, and then attempt to light massive gaps
|
|
// between the height of 0 and whatever heights are in those.
|
|
if (isEmpty()) return;
|
|
|
|
// 4J added
|
|
int minXZ = -(level->dimension->getXZSize() * 16) / 2;
|
|
int maxXZ = (level->dimension->getXZSize() * 16) / 2 - 1;
|
|
|
|
// 4J - note - this test will currently return true for chunks at the edge
|
|
// of our world. Making further checks inside the loop now to address this
|
|
// issue.
|
|
if (level->hasChunksAt(x * 16 + 8, Level::maxBuildHeight / 2, z * 16 + 8,
|
|
16)) {
|
|
for (int x = 0; x < 16; x++)
|
|
for (int z = 0; z < 16; z++) {
|
|
int slot = (x >> 1) | (z * 8);
|
|
int shift = (x & 1) * 4;
|
|
if (bForce ||
|
|
(columnFlags[slot] & (eColumnFlag_recheck << shift))) {
|
|
columnFlags[slot] &= ~(eColumnFlag_recheck << shift);
|
|
int height = getHeightmap(x, z);
|
|
int xOffs = (this->x * 16) + x;
|
|
int zOffs = (this->z * 16) + z;
|
|
|
|
// 4J - rewritten this to make sure that the minimum
|
|
// neighbour height which is calculated doesn't involve
|
|
// getting any heights from beyond the edge of the world,
|
|
// which can lead to large, very expensive, non-existent
|
|
// cliff edges to be lit
|
|
int nmin = level->getHeightmap(xOffs, zOffs);
|
|
if (xOffs - 1 >= minXZ) {
|
|
int n = level->getHeightmap(xOffs - 1, zOffs);
|
|
if (n < nmin) nmin = n;
|
|
}
|
|
if (xOffs + 1 <= maxXZ) {
|
|
int n = level->getHeightmap(xOffs + 1, zOffs);
|
|
if (n < nmin) nmin = n;
|
|
}
|
|
if (zOffs - 1 >= minXZ) {
|
|
int n = level->getHeightmap(xOffs, zOffs - 1);
|
|
if (n < nmin) nmin = n;
|
|
}
|
|
if (zOffs + 1 <= maxXZ) {
|
|
int n = level->getHeightmap(xOffs, zOffs + 1);
|
|
if (n < nmin) nmin = n;
|
|
}
|
|
lightGap(xOffs, zOffs, nmin);
|
|
|
|
if (!bForce) // 4J - if doing a full forced thing over
|
|
// every single column, we don't need to do
|
|
// these offset checks too
|
|
{
|
|
if (xOffs - 1 >= minXZ)
|
|
lightGap(xOffs - 1, zOffs, height);
|
|
if (xOffs + 1 <= maxXZ)
|
|
lightGap(xOffs + 1, zOffs, height);
|
|
if (zOffs - 1 >= minXZ)
|
|
lightGap(xOffs, zOffs - 1, height);
|
|
if (zOffs + 1 <= maxXZ)
|
|
lightGap(xOffs, zOffs + 1, height);
|
|
}
|
|
hasGapsToCheck = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void LevelChunk::lightGap(int x, int z, int source) {
|
|
int height = level->getHeightmap(x, z);
|
|
|
|
if (height > source) {
|
|
lightGap(x, z, source, height + 1);
|
|
} else if (height < source) {
|
|
lightGap(x, z, height, source + 1);
|
|
}
|
|
}
|
|
|
|
void LevelChunk::lightGap(int x, int z, int y1, int y2) {
|
|
if (y2 > y1) {
|
|
if (level->hasChunksAt(x, Level::maxBuildHeight / 2, z, 16)) {
|
|
for (int y = y1; y < y2; y++) {
|
|
level->checkLight(LightLayer::Sky, x, y, z);
|
|
}
|
|
this->setUnsaved(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
void LevelChunk::recalcHeight(int x, int yStart, int z) {
|
|
int yOld = heightmap[(unsigned)z << 4 | x] & 0xff;
|
|
int y = yOld;
|
|
if (yStart > yOld) y = yStart;
|
|
|
|
// int p = x << level->depthBitsPlusFour | z << level->depthBits;
|
|
// // 4J - removed
|
|
|
|
CompressedTileStorage* blocks =
|
|
(y - 1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperBlocks
|
|
: lowerBlocks;
|
|
while (
|
|
y > 0 &&
|
|
Tile::lightBlock
|
|
[blocks->get(
|
|
x, (y - 1) % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z) &
|
|
0xff] == 0) // 4J - blocks->get() was blocks[p + y - 1]
|
|
{
|
|
y--;
|
|
blocks = (y - 1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperBlocks
|
|
: lowerBlocks;
|
|
}
|
|
if (y == yOld) return;
|
|
|
|
// level->lightColumnChanged(x, z, y, yOld); // 4J - this
|
|
// call moved below & corrected - see comment further down
|
|
heightmap[(unsigned)z << 4 | x] = (uint8_t)y;
|
|
|
|
if (y < minHeight) {
|
|
minHeight = y;
|
|
} else {
|
|
int min = Level::maxBuildHeight - 1;
|
|
for (int _x = 0; _x < 16; _x++)
|
|
for (int _z = 0; _z < 16; _z++) {
|
|
if ((heightmap[(unsigned)_z << 4 | _x] & 0xff) < min)
|
|
min = (heightmap[(unsigned)_z << 4 | _x] & 0xff);
|
|
}
|
|
this->minHeight = min;
|
|
}
|
|
|
|
int xOffs = (this->x * 16) + x;
|
|
int zOffs = (this->z * 16) + z;
|
|
if (!level->dimension->hasCeiling) {
|
|
if (y < yOld) {
|
|
SparseLightStorage* skyLight =
|
|
y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperSkyLight
|
|
: lowerSkyLight;
|
|
for (int yy = y; yy < yOld; yy++) {
|
|
skyLight = yy >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperSkyLight
|
|
: lowerSkyLight;
|
|
skyLight->set(x, (yy % Level::COMPRESSED_CHUNK_SECTION_HEIGHT),
|
|
z, 15);
|
|
}
|
|
} else {
|
|
// 4J - lighting change brought forward from 1.8.2
|
|
// level->updateLight(LightLayer::Sky, xOffs, yOld, zOffs,
|
|
// xOffs, y, zOffs);
|
|
SparseLightStorage* skyLight =
|
|
y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperSkyLight
|
|
: lowerSkyLight;
|
|
for (int yy = yOld; yy < y; yy++) {
|
|
skyLight = yy >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperSkyLight
|
|
: lowerSkyLight;
|
|
skyLight->set(x, (yy % Level::COMPRESSED_CHUNK_SECTION_HEIGHT),
|
|
z, 0);
|
|
}
|
|
}
|
|
|
|
int br = 15;
|
|
|
|
SparseLightStorage* skyLight =
|
|
y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperSkyLight
|
|
: lowerSkyLight;
|
|
while (y > 0 && br > 0) {
|
|
y--;
|
|
skyLight = y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperSkyLight
|
|
: lowerSkyLight;
|
|
int block = Tile::lightBlock[getTile(x, y, z)];
|
|
if (block == 0) block = 1;
|
|
br -= block;
|
|
if (br < 0) br = 0;
|
|
skyLight->set(x, (y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT), z,
|
|
br);
|
|
// level.updateLightIfOtherThan(LightLayer.Sky, xOffs, y, zOffs,
|
|
// -1);
|
|
}
|
|
}
|
|
// 4J - changed to use xOffs and zOffs rather than the (incorrect) x and z
|
|
// it used to, and also moved so that it happens after all the lighting
|
|
// should be done by this stage, as this will trigger our asynchronous
|
|
// render updates immediately (potentially) so don't want to say that the
|
|
// lighting is done & then do it
|
|
level->lightColumnChanged(xOffs, zOffs, y, yOld);
|
|
|
|
// 4J - lighting changes brought forward from 1.8.2
|
|
int height = heightmap[(unsigned)z << 4 | x];
|
|
int y1 = yOld;
|
|
int y2 = height;
|
|
if (y2 < y1) {
|
|
int tmp = y1;
|
|
y1 = y2;
|
|
y2 = tmp;
|
|
}
|
|
if (height < lowestHeightmap) lowestHeightmap = height;
|
|
if (!level->dimension->hasCeiling) {
|
|
PIXBeginNamedEvent(0, "Light gaps");
|
|
lightGap(xOffs - 1, zOffs, y1, y2);
|
|
lightGap(xOffs + 1, zOffs, y1, y2);
|
|
lightGap(xOffs, zOffs - 1, y1, y2);
|
|
lightGap(xOffs, zOffs + 1, y1, y2);
|
|
lightGap(xOffs, zOffs, y1, y2);
|
|
PIXEndNamedEvent();
|
|
}
|
|
|
|
this->setUnsaved(true);
|
|
}
|
|
|
|
/**
|
|
* The purpose of this method is to allow the EmptyLevelChunk to be all air
|
|
* but still block light. See EmptyLevelChunk.java
|
|
*
|
|
* @param x
|
|
* @param y
|
|
* @param z
|
|
* @return
|
|
*/
|
|
int LevelChunk::getTileLightBlock(int x, int y, int z) {
|
|
return Tile::lightBlock[getTile(x, y, z)];
|
|
}
|
|
|
|
int LevelChunk::getTile(int x, int y, int z) {
|
|
CompressedTileStorage* blocks =
|
|
y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperBlocks : lowerBlocks;
|
|
return blocks->get(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z);
|
|
}
|
|
|
|
bool LevelChunk::setTileAndData(int x, int y, int z, int _tile, int _data) {
|
|
uint8_t tile = (uint8_t)_tile;
|
|
|
|
// Optimisation brought forward from 1.8.2, change from int to unsigned char
|
|
// & this special value changed from -999 to 255
|
|
int slot = (unsigned)z << 4 | x;
|
|
|
|
if (y >= ((int)rainHeights[slot]) - 1) {
|
|
rainHeights[slot] = 255;
|
|
}
|
|
|
|
int oldHeight = heightmap[slot] & 0xff;
|
|
|
|
CompressedTileStorage* blocks =
|
|
y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperBlocks : lowerBlocks;
|
|
SparseDataStorage* data =
|
|
y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperData : lowerData;
|
|
int old = blocks->get(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z);
|
|
int oldData = data->get(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z);
|
|
if (old == _tile && oldData == _data) {
|
|
// 4J Stu - Need to do this here otherwise double chests don't always
|
|
// work correctly
|
|
std::shared_ptr<TileEntity> te = getTileEntity(x, y, z);
|
|
if (te != nullptr) {
|
|
te->clearCache();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
int xOffs = this->x * 16 + x;
|
|
int zOffs = this->z * 16 + z;
|
|
if (old != 0 && !level->isClientSide) {
|
|
Tile::tiles[old]->onRemoving(level, xOffs, y, zOffs, oldData);
|
|
}
|
|
PIXBeginNamedEvent(0, "Chunk setting tile");
|
|
blocks->set(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z, tile);
|
|
PIXEndNamedEvent();
|
|
if (old != 0) {
|
|
if (!level->isClientSide) {
|
|
Tile::tiles[old]->onRemove(level, xOffs, y, zOffs, old, oldData);
|
|
} else if (Tile::tiles[old]->isEntityTile() && old != _tile) {
|
|
level->removeTileEntity(xOffs, y, zOffs);
|
|
}
|
|
}
|
|
PIXBeginNamedEvent(0, "Chunk setting data");
|
|
data->set(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z, _data);
|
|
PIXEndNamedEvent();
|
|
|
|
// 4J added - flag if something emissive is being added. This is used during
|
|
// level creation to determine what chunks need extra lighting processing
|
|
if (Tile::lightEmission[tile & 0xff] > 0) {
|
|
emissiveAdded = true;
|
|
}
|
|
|
|
PIXBeginNamedEvent(0, "Updating lighting");
|
|
// 4J - There isn't any point in recalculating heights or updating sky
|
|
// lighting if this tile has the same light-blocking capabilities as the one
|
|
// it is replacing
|
|
if (Tile::lightBlock[tile & 0xff] != Tile::lightBlock[old & 0xff]) {
|
|
if (!level->dimension->hasCeiling) {
|
|
if (Tile::lightBlock[tile & 0xff] != 0) {
|
|
if (y >= oldHeight) {
|
|
PIXBeginNamedEvent(0, "Recalc height 1");
|
|
recalcHeight(x, y + 1, z);
|
|
PIXEndNamedEvent();
|
|
}
|
|
} else {
|
|
if (y == oldHeight - 1) {
|
|
PIXBeginNamedEvent(0, "Recalc height 2");
|
|
recalcHeight(x, y, z);
|
|
PIXEndNamedEvent();
|
|
}
|
|
}
|
|
}
|
|
|
|
// level.updateLight(LightLayer.Carried, xOffs, y, zOffs, xOffs, y,
|
|
// zOffs);
|
|
PIXBeginNamedEvent(0, "Lighting gaps");
|
|
lightGaps(x, z);
|
|
PIXEndNamedEvent();
|
|
}
|
|
PIXEndNamedEvent();
|
|
data->set(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z, _data);
|
|
if (_tile != 0) {
|
|
if (!level->isClientSide) {
|
|
Tile::tiles[_tile]->onPlace(level, xOffs, y, zOffs);
|
|
} else {
|
|
// 4J - in general we don't want to run the onPlace method on the
|
|
// client, but do a specific bit of the fireTile onPlace code here,
|
|
// otherwise we'll place fire on the client and if it isn't a
|
|
// suitable location then we have to wait a few frames before the
|
|
// server updates us to say it wasn't right. In the meantime, the
|
|
// client will have done some local lighting etc. and we can end up
|
|
// with errors when the update from the server comes in.
|
|
if (_tile == Tile::fire_Id) {
|
|
if (!Tile::tiles[_tile]->mayPlace(level, xOffs, y, zOffs)) {
|
|
blocks->set(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT,
|
|
z, 0);
|
|
// blocks[x <<
|
|
// level->depthBitsPlusFour | z << level->depthBits | y] =
|
|
// 0;
|
|
}
|
|
}
|
|
}
|
|
// AP - changed the method of EntityTile detection cos it's well slow on
|
|
// Vita mate
|
|
// if (_tile > 0 && dynamic_cast<EntityTile
|
|
//*>(Tile::tiles[_tile]) != nullptr)
|
|
if (_tile > 0 && Tile::tiles[_tile] != nullptr &&
|
|
Tile::tiles[_tile]->isEntityTile()) {
|
|
std::shared_ptr<TileEntity> te = getTileEntity(x, y, z);
|
|
if (te == nullptr) {
|
|
te = dynamic_cast<EntityTile*>(Tile::tiles[_tile])
|
|
->newTileEntity(level);
|
|
// app.DebugPrintf("%s: Setting tile id %d, created tileEntity
|
|
// type %d\n", level->isClientSide?"Client":"Server", _tile,
|
|
// te->GetType());
|
|
level->setTileEntity(xOffs, y, zOffs, te);
|
|
}
|
|
if (te != nullptr) {
|
|
// app.DebugPrintf("%s: Setting tile id %d, found tileEntity
|
|
// type %d\n", level->isClientSide?"Client":"Server", _tile,
|
|
// te->GetType());
|
|
te->clearCache();
|
|
}
|
|
}
|
|
}
|
|
// AP - changed the method of EntityTile detection cos it's well slow on
|
|
// Vita mate
|
|
// else if (old > 0 && dynamic_cast<EntityTile *>(Tile::tiles[old]) !=
|
|
// nullptr)
|
|
else if (old > 0 && Tile::tiles[_tile] != nullptr &&
|
|
Tile::tiles[_tile]->isEntityTile()) {
|
|
std::shared_ptr<TileEntity> te = getTileEntity(x, y, z);
|
|
if (te != nullptr) {
|
|
te->clearCache();
|
|
}
|
|
}
|
|
|
|
this->setUnsaved(true);
|
|
return true;
|
|
}
|
|
|
|
bool LevelChunk::setTile(int x, int y, int z, int _tile) {
|
|
// 4J Stu - Now using setTileAndData (like in 1.5 Java) so there is only one
|
|
// place we have to fix things
|
|
return setTileAndData(x, y, z, _tile, 0);
|
|
}
|
|
|
|
int LevelChunk::getData(int x, int y, int z) {
|
|
SparseDataStorage* data =
|
|
y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperData : lowerData;
|
|
return data->get(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z);
|
|
}
|
|
|
|
bool LevelChunk::setData(int x, int y, int z, int val, int mask,
|
|
bool* maskedBitsChanged) {
|
|
SparseDataStorage* data =
|
|
y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperData : lowerData;
|
|
this->setUnsaved(true);
|
|
int old = data->get(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z);
|
|
|
|
*maskedBitsChanged = ((old & mask) != (val & mask));
|
|
|
|
if (old == val) {
|
|
return false;
|
|
}
|
|
|
|
data->set(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z, val);
|
|
int _tile = getTile(x, y, z);
|
|
if (_tile > 0 && dynamic_cast<EntityTile*>(Tile::tiles[_tile]) != nullptr) {
|
|
std::shared_ptr<TileEntity> te = getTileEntity(x, y, z);
|
|
if (te != nullptr) {
|
|
te->clearCache();
|
|
te->data = val;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
int LevelChunk::getBrightness(LightLayer::variety layer, int x, int y, int z) {
|
|
if (layer == LightLayer::Sky) {
|
|
if (level->dimension->hasCeiling) {
|
|
return 0;
|
|
}
|
|
SparseLightStorage* skyLight =
|
|
y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperSkyLight
|
|
: lowerSkyLight;
|
|
if (!skyLight) return 0;
|
|
return skyLight->get(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z);
|
|
} else if (layer == LightLayer::Block) {
|
|
SparseLightStorage* blockLight =
|
|
y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperBlockLight
|
|
: lowerBlockLight;
|
|
if (!blockLight) return 0;
|
|
return blockLight->get(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT,
|
|
z);
|
|
} else
|
|
return 0;
|
|
}
|
|
|
|
// 4J added
|
|
void LevelChunk::getNeighbourBrightnesses(int* brightnesses,
|
|
LightLayer::variety layer, int x,
|
|
int y, int z) {
|
|
SparseLightStorage* light;
|
|
if (layer == LightLayer::Sky)
|
|
light = y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperSkyLight
|
|
: lowerSkyLight;
|
|
else
|
|
light = y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperBlockLight
|
|
: lowerBlockLight;
|
|
|
|
if (light) {
|
|
brightnesses[0] =
|
|
light->get(x - 1, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z);
|
|
brightnesses[1] =
|
|
light->get(x + 1, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z);
|
|
brightnesses[4] =
|
|
light->get(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z - 1);
|
|
brightnesses[5] =
|
|
light->get(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z + 1);
|
|
}
|
|
|
|
if (layer == LightLayer::Sky)
|
|
light = (y - 1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperSkyLight
|
|
: lowerSkyLight;
|
|
else
|
|
light = (y - 1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperBlockLight
|
|
: lowerBlockLight;
|
|
if (light)
|
|
brightnesses[2] =
|
|
light->get(x, (y - 1) % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z);
|
|
|
|
if (layer == LightLayer::Sky)
|
|
light = (y + 1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperSkyLight
|
|
: lowerSkyLight;
|
|
else
|
|
light = (y + 1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperBlockLight
|
|
: lowerBlockLight;
|
|
if (light)
|
|
brightnesses[3] =
|
|
light->get(x, (y + 1) % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z);
|
|
}
|
|
|
|
void LevelChunk::setBrightness(LightLayer::variety layer, int x, int y, int z,
|
|
int brightness) {
|
|
this->setUnsaved(true);
|
|
if (layer == LightLayer::Sky) {
|
|
if (!level->dimension->hasCeiling) {
|
|
SparseLightStorage* skyLight =
|
|
y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperSkyLight
|
|
: lowerSkyLight;
|
|
skyLight->set(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z,
|
|
brightness);
|
|
}
|
|
} else if (layer == LightLayer::Block) {
|
|
SparseLightStorage* blockLight =
|
|
y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperBlockLight
|
|
: lowerBlockLight;
|
|
blockLight->set(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z,
|
|
brightness);
|
|
}
|
|
}
|
|
|
|
int LevelChunk::getRawBrightness(int x, int y, int z, int skyDampen) {
|
|
SparseLightStorage* skyLight = y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperSkyLight
|
|
: lowerSkyLight;
|
|
int light =
|
|
level->dimension->hasCeiling
|
|
? 0
|
|
: skyLight->get(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z);
|
|
if (light > 0) touchedSky = true;
|
|
light -= skyDampen;
|
|
SparseLightStorage* blockLight = y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT
|
|
? upperBlockLight
|
|
: lowerBlockLight;
|
|
int block =
|
|
blockLight->get(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z);
|
|
if (block > light) light = block;
|
|
|
|
/*
|
|
* int xd = (absFloor(level.player.x-(this->x*16+x))); int yd =
|
|
* (absFloor(level.player.y-(y))); int zd =
|
|
* (absFloor(level.player.z-(this->z*16+z))); int dd = xd+yd+zd; if
|
|
* (dd<15){ int carried = 15-dd; if (carried<0) carried = 0; if
|
|
* (carried>15) carried = 15; if (carried > light) light = carried; }
|
|
*/
|
|
|
|
return light;
|
|
}
|
|
|
|
void LevelChunk::addEntity(std::shared_ptr<Entity> e) {
|
|
lastSaveHadEntities = true;
|
|
|
|
int xc = Mth::floor(e->x / 16);
|
|
int zc = Mth::floor(e->z / 16);
|
|
if (xc != this->x || zc != this->z) {
|
|
app.DebugPrintf("Wrong location!");
|
|
// System.out.println("Wrong location! " + e);
|
|
// Thread.dumpStack();
|
|
}
|
|
int yc = Mth::floor(e->y / 16);
|
|
if (yc < 0) yc = 0;
|
|
if (yc >= ENTITY_BLOCKS_LENGTH) yc = ENTITY_BLOCKS_LENGTH - 1;
|
|
e->inChunk = true;
|
|
e->xChunk = x;
|
|
e->yChunk = yc;
|
|
e->zChunk = z;
|
|
|
|
#if defined(_ENTITIES_RW_SECTION)
|
|
EnterCriticalRWSection(&m_csEntities, true);
|
|
#else
|
|
EnterCriticalSection(&m_csEntities);
|
|
#endif
|
|
entityBlocks[yc]->push_back(e);
|
|
#if defined(_ENTITIES_RW_SECTION)
|
|
LeaveCriticalRWSection(&m_csEntities, true);
|
|
#else
|
|
LeaveCriticalSection(&m_csEntities);
|
|
#endif
|
|
}
|
|
|
|
void LevelChunk::removeEntity(std::shared_ptr<Entity> e) {
|
|
removeEntity(e, e->yChunk);
|
|
}
|
|
|
|
void LevelChunk::removeEntity(std::shared_ptr<Entity> e, int yc) {
|
|
if (yc < 0) yc = 0;
|
|
if (yc >= ENTITY_BLOCKS_LENGTH) yc = ENTITY_BLOCKS_LENGTH - 1;
|
|
|
|
#if defined(_ENTITIES_RW_SECTION)
|
|
EnterCriticalRWSection(&m_csEntities, true);
|
|
#else
|
|
EnterCriticalSection(&m_csEntities);
|
|
#endif
|
|
|
|
// 4J - was entityBlocks[yc]->remove(e);
|
|
AUTO_VAR(it, find(entityBlocks[yc]->begin(), entityBlocks[yc]->end(), e));
|
|
if (it != entityBlocks[yc]->end()) {
|
|
entityBlocks[yc]->erase(it);
|
|
// 4J - we don't want storage creeping up here as thinkgs move round the
|
|
// world accumulating up spare space
|
|
MemSect(31);
|
|
entityBlocks[yc]->shrink_to_fit();
|
|
MemSect(0);
|
|
}
|
|
|
|
#if defined(_ENTITIES_RW_SECTION)
|
|
LeaveCriticalRWSection(&m_csEntities, true);
|
|
#else
|
|
LeaveCriticalSection(&m_csEntities);
|
|
#endif
|
|
}
|
|
|
|
bool LevelChunk::isSkyLit(int x, int y, int z) {
|
|
return y >= (heightmap[(unsigned)z << 4 | x] & 0xff);
|
|
}
|
|
|
|
void LevelChunk::skyBrightnessChanged() {
|
|
int x0 = this->x * 16;
|
|
int y0 = this->minHeight - 16;
|
|
int z0 = this->z * 16;
|
|
int x1 = this->x * 16 + 16;
|
|
int y1 = Level::maxBuildHeight - 1;
|
|
int z1 = this->z * 16 + 16;
|
|
|
|
level->setTilesDirty(x0, y0, z0, x1, y1, z1);
|
|
}
|
|
|
|
std::shared_ptr<TileEntity> LevelChunk::getTileEntity(int x, int y, int z) {
|
|
TilePos pos(x, y, z);
|
|
|
|
// 4J Stu - Changed as we should not be using the [] accessor (causes an
|
|
// insert when we don't want one)
|
|
// shared_ptr<TileEntity> tileEntity = tileEntities[pos];
|
|
EnterCriticalSection(&m_csTileEntities);
|
|
std::shared_ptr<TileEntity> tileEntity = nullptr;
|
|
AUTO_VAR(it, tileEntities.find(pos));
|
|
|
|
if (it == tileEntities.end()) {
|
|
LeaveCriticalSection(
|
|
&m_csTileEntities); // Note: don't assume iterator is valid for
|
|
// tileEntities after this point
|
|
|
|
// Fix for #48450 - All: Code Defect: Hang: Game hangs in tutorial, when
|
|
// player arrive at the particular coordinate 4J Stu - Chests try to get
|
|
// their neighbours when being destroyed, which then causes new tile
|
|
// entities to be created if the neighbour has already been destroyed
|
|
if (level->m_bDisableAddNewTileEntities) return nullptr;
|
|
|
|
int t = getTile(x, y, z);
|
|
if (t <= 0 || !Tile::tiles[t]->isEntityTile()) return nullptr;
|
|
|
|
// 4J-PB changed from this in 1.7.3
|
|
// EntityTile *et = (EntityTile *) Tile::tiles[t];
|
|
// et->onPlace(level, this->x * 16 + x, y, this->z * 16 + z);
|
|
|
|
// if (tileEntity == nullptr)
|
|
//{
|
|
tileEntity =
|
|
dynamic_cast<EntityTile*>(Tile::tiles[t])->newTileEntity(level);
|
|
level->setTileEntity(this->x * 16 + x, y, this->z * 16 + z, tileEntity);
|
|
//}
|
|
|
|
// tileEntity = tileEntities[pos]; // 4J - TODO - this
|
|
// doesn't seem right - assignment wrong way? Check
|
|
|
|
// 4J Stu - It should have been inserted by now, but check to be sure
|
|
EnterCriticalSection(&m_csTileEntities);
|
|
AUTO_VAR(newIt, tileEntities.find(pos));
|
|
if (newIt != tileEntities.end()) {
|
|
tileEntity = newIt->second;
|
|
}
|
|
LeaveCriticalSection(&m_csTileEntities);
|
|
} else {
|
|
tileEntity = it->second;
|
|
LeaveCriticalSection(&m_csTileEntities);
|
|
}
|
|
if (tileEntity != nullptr && tileEntity->isRemoved()) {
|
|
EnterCriticalSection(&m_csTileEntities);
|
|
tileEntities.erase(pos);
|
|
LeaveCriticalSection(&m_csTileEntities);
|
|
return nullptr;
|
|
}
|
|
|
|
return tileEntity;
|
|
}
|
|
|
|
void LevelChunk::addTileEntity(std::shared_ptr<TileEntity> te) {
|
|
int xx = (int)(te->x - this->x * 16);
|
|
int yy = (int)te->y;
|
|
int zz = (int)(te->z - this->z * 16);
|
|
setTileEntity(xx, yy, zz, te);
|
|
if (loaded) {
|
|
EnterCriticalSection(&level->m_tileEntityListCS);
|
|
level->tileEntityList.push_back(te);
|
|
LeaveCriticalSection(&level->m_tileEntityListCS);
|
|
}
|
|
}
|
|
|
|
void LevelChunk::setTileEntity(int x, int y, int z,
|
|
std::shared_ptr<TileEntity> tileEntity) {
|
|
TilePos pos(x, y, z);
|
|
|
|
tileEntity->setLevel(level);
|
|
tileEntity->x = this->x * 16 + x;
|
|
tileEntity->y = y;
|
|
tileEntity->z = this->z * 16 + z;
|
|
|
|
if (getTile(x, y, z) == 0 ||
|
|
!Tile::tiles[getTile(x, y, z)]
|
|
->isEntityTile()) // 4J - was !(Tile.tiles[getTile(x, y, z)]
|
|
// instanceof EntityTile))
|
|
{
|
|
app.DebugPrintf(
|
|
"Attempted to place a tile entity where there was no entity "
|
|
"tile!\n");
|
|
return;
|
|
}
|
|
AUTO_VAR(it, tileEntities.find(pos));
|
|
if (it != tileEntities.end()) it->second->setRemoved();
|
|
|
|
tileEntity->clearRemoved();
|
|
|
|
EnterCriticalSection(&m_csTileEntities);
|
|
tileEntities[pos] = tileEntity;
|
|
LeaveCriticalSection(&m_csTileEntities);
|
|
}
|
|
|
|
void LevelChunk::removeTileEntity(int x, int y, int z) {
|
|
TilePos pos(x, y, z);
|
|
|
|
if (loaded) {
|
|
// 4J - was:
|
|
// TileEntity removeThis = tileEntities.remove(pos);
|
|
// if (removeThis != null) {
|
|
// removeThis.setRemoved();
|
|
// }
|
|
EnterCriticalSection(&m_csTileEntities);
|
|
AUTO_VAR(it, tileEntities.find(pos));
|
|
if (it != tileEntities.end()) {
|
|
std::shared_ptr<TileEntity> te = tileEntities[pos];
|
|
tileEntities.erase(pos);
|
|
if (te != nullptr) {
|
|
if (level->isClientSide) {
|
|
app.DebugPrintf("Removing tile entity of type %d\n",
|
|
te->GetType());
|
|
}
|
|
te->setRemoved();
|
|
}
|
|
}
|
|
LeaveCriticalSection(&m_csTileEntities);
|
|
}
|
|
}
|
|
|
|
void LevelChunk::load() {
|
|
loaded = true;
|
|
|
|
if (!level->isClientSide) {
|
|
#if defined(_LARGE_WORLDS)
|
|
if (m_bUnloaded && m_unloadedEntitiesTag) {
|
|
ListTag<CompoundTag>* entityTags =
|
|
(ListTag<CompoundTag>*)m_unloadedEntitiesTag->getList(
|
|
L"Entities");
|
|
if (entityTags != nullptr) {
|
|
for (int i = 0; i < entityTags->size(); i++) {
|
|
CompoundTag* teTag = entityTags->get(i);
|
|
std::shared_ptr<Entity> ent =
|
|
EntityIO::loadStatic(teTag, level);
|
|
if (ent != nullptr) {
|
|
ent->onLoadedFromSave();
|
|
addEntity(ent);
|
|
}
|
|
}
|
|
}
|
|
|
|
ListTag<CompoundTag>* tileEntityTags =
|
|
(ListTag<CompoundTag>*)m_unloadedEntitiesTag->getList(
|
|
L"TileEntities");
|
|
if (tileEntityTags != nullptr) {
|
|
for (int i = 0; i < tileEntityTags->size(); i++) {
|
|
CompoundTag* teTag = tileEntityTags->get(i);
|
|
std::shared_ptr<TileEntity> te =
|
|
TileEntity::loadStatic(teTag);
|
|
if (te != nullptr) {
|
|
addTileEntity(te);
|
|
}
|
|
}
|
|
}
|
|
delete m_unloadedEntitiesTag;
|
|
m_unloadedEntitiesTag = nullptr;
|
|
m_bUnloaded = false;
|
|
}
|
|
#endif
|
|
|
|
std::vector<std::shared_ptr<TileEntity> > values;
|
|
EnterCriticalSection(&m_csTileEntities);
|
|
for (AUTO_VAR(it, tileEntities.begin()); it != tileEntities.end();
|
|
it++) {
|
|
values.push_back(it->second);
|
|
}
|
|
LeaveCriticalSection(&m_csTileEntities);
|
|
level->addAllPendingTileEntities(values);
|
|
|
|
#if defined(_ENTITIES_RW_SECTION)
|
|
EnterCriticalRWSection(&m_csEntities, true);
|
|
#else
|
|
EnterCriticalSection(&m_csEntities);
|
|
#endif
|
|
for (int i = 0; i < ENTITY_BLOCKS_LENGTH; i++) {
|
|
level->addEntities(entityBlocks[i]);
|
|
}
|
|
#if defined(_ENTITIES_RW_SECTION)
|
|
LeaveCriticalRWSection(&m_csEntities, true);
|
|
#else
|
|
LeaveCriticalSection(&m_csEntities);
|
|
#endif
|
|
} else {
|
|
#if defined(_LARGE_WORLDS)
|
|
m_bUnloaded = false;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void LevelChunk::unload(bool unloadTileEntities) // 4J - added parameter
|
|
{
|
|
loaded = false;
|
|
if (unloadTileEntities) {
|
|
std::vector<std::shared_ptr<TileEntity> > tileEntitiesToRemove;
|
|
EnterCriticalSection(&m_csTileEntities);
|
|
for (AUTO_VAR(it, tileEntities.begin()); it != tileEntities.end();
|
|
it++) {
|
|
tileEntitiesToRemove.push_back(it->second);
|
|
}
|
|
LeaveCriticalSection(&m_csTileEntities);
|
|
|
|
AUTO_VAR(itEnd, tileEntitiesToRemove.end());
|
|
for (AUTO_VAR(it, tileEntitiesToRemove.begin()); it != itEnd; it++) {
|
|
// 4J-PB -m 1.7.3 was it->second->setRemoved();
|
|
level->markForRemoval(*it);
|
|
}
|
|
}
|
|
|
|
#if defined(_ENTITIES_RW_SECTION)
|
|
EnterCriticalRWSection(&m_csEntities, true);
|
|
#else
|
|
EnterCriticalSection(&m_csEntities);
|
|
#endif
|
|
for (int i = 0; i < ENTITY_BLOCKS_LENGTH; i++) {
|
|
level->removeEntities(entityBlocks[i]);
|
|
}
|
|
#if defined(_ENTITIES_RW_SECTION)
|
|
LeaveCriticalRWSection(&m_csEntities, true);
|
|
#else
|
|
LeaveCriticalSection(&m_csEntities);
|
|
#endif
|
|
// app.DebugPrintf("Unloaded chunk %d, %d\n", x, z);
|
|
|
|
#if defined(_LARGE_WORLDS)
|
|
if (!m_bUnloaded) // 4J-JEV: If we unload a chunk twice, we delete all the
|
|
// entities/tile-entities its saved in the entitiesTag.
|
|
{
|
|
m_bUnloaded = true;
|
|
if (!level->isClientSide) {
|
|
delete m_unloadedEntitiesTag;
|
|
// 4J Stu - Save out entities to a cached format that won't
|
|
// interfere with other systems
|
|
m_unloadedEntitiesTag = new CompoundTag();
|
|
PIXBeginNamedEvent(0, "Saving entities");
|
|
ListTag<CompoundTag>* entityTags = new ListTag<CompoundTag>();
|
|
|
|
EnterCriticalSection(&m_csEntities);
|
|
for (int i = 0; i < ENTITY_BLOCKS_LENGTH; i++) {
|
|
AUTO_VAR(itEnd, entityBlocks[i]->end());
|
|
for (std::vector<std::shared_ptr<Entity> >::iterator it =
|
|
entityBlocks[i]->begin();
|
|
it != itEnd; it++) {
|
|
std::shared_ptr<Entity> e = *it;
|
|
CompoundTag* teTag = new CompoundTag();
|
|
if (e->save(teTag)) {
|
|
entityTags->add(teTag);
|
|
}
|
|
}
|
|
|
|
// Clear out this list
|
|
entityBlocks[i]->clear();
|
|
}
|
|
LeaveCriticalSection(&m_csEntities);
|
|
|
|
m_unloadedEntitiesTag->put(L"Entities", entityTags);
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0, "Saving tile entities");
|
|
ListTag<CompoundTag>* tileEntityTags = new ListTag<CompoundTag>();
|
|
|
|
AUTO_VAR(itEnd, tileEntities.end());
|
|
for (std::unordered_map<TilePos, std::shared_ptr<TileEntity>,
|
|
TilePosKeyHash, TilePosKeyEq>::iterator it =
|
|
tileEntities.begin();
|
|
it != itEnd; it++) {
|
|
std::shared_ptr<TileEntity> te = it->second;
|
|
CompoundTag* teTag = new CompoundTag();
|
|
te->save(teTag);
|
|
tileEntityTags->add(teTag);
|
|
}
|
|
// Clear out the tileEntities list
|
|
tileEntities.clear();
|
|
|
|
m_unloadedEntitiesTag->put(L"TileEntities", tileEntityTags);
|
|
PIXEndNamedEvent();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool LevelChunk::containsPlayer() {
|
|
#if defined(_ENTITIES_RW_SECTION)
|
|
EnterCriticalRWSection(&m_csEntities, true);
|
|
#else
|
|
EnterCriticalSection(&m_csEntities);
|
|
#endif
|
|
for (int i = 0; i < ENTITY_BLOCKS_LENGTH; i++) {
|
|
std::vector<std::shared_ptr<Entity> >* vecEntity = entityBlocks[i];
|
|
for (int j = 0; j < vecEntity->size(); j++) {
|
|
if (vecEntity->at(j)->GetType() == eTYPE_SERVERPLAYER) {
|
|
#if defined(_ENTITIES_RW_SECTION)
|
|
LeaveCriticalRWSection(&m_csEntities, true);
|
|
#else
|
|
LeaveCriticalSection(&m_csEntities);
|
|
#endif
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
#if defined(_ENTITIES_RW_SECTION)
|
|
LeaveCriticalRWSection(&m_csEntities, true);
|
|
#else
|
|
LeaveCriticalSection(&m_csEntities);
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
#if defined(_LARGE_WORLDS)
|
|
bool LevelChunk::isUnloaded() { return m_bUnloaded; }
|
|
#endif
|
|
|
|
void LevelChunk::markUnsaved() { this->setUnsaved(true); }
|
|
|
|
void LevelChunk::getEntities(std::shared_ptr<Entity> except, AABB* bb,
|
|
std::vector<std::shared_ptr<Entity> >& es,
|
|
const EntitySelector* selector) {
|
|
int yc0 = Mth::floor((bb->y0 - 2) / 16);
|
|
int yc1 = Mth::floor((bb->y1 + 2) / 16);
|
|
if (yc0 < 0) yc0 = 0;
|
|
if (yc1 >= ENTITY_BLOCKS_LENGTH) yc1 = ENTITY_BLOCKS_LENGTH - 1;
|
|
|
|
// AP - RW critical sections are expensive so enter once in
|
|
// Level::getEntities
|
|
EnterCriticalSection(&m_csEntities);
|
|
for (int yc = yc0; yc <= yc1; yc++) {
|
|
std::vector<std::shared_ptr<Entity> >* entities = entityBlocks[yc];
|
|
|
|
AUTO_VAR(itEnd, entities->end());
|
|
for (AUTO_VAR(it, entities->begin()); it != itEnd; it++) {
|
|
std::shared_ptr<Entity> e = *it; // entities->at(i);
|
|
if (e != except && e->bb.intersects(*bb) &&
|
|
(selector == nullptr || selector->matches(e))) {
|
|
es.push_back(e);
|
|
std::vector<std::shared_ptr<Entity> >* subs =
|
|
e->getSubEntities();
|
|
if (subs != nullptr) {
|
|
for (int j = 0; j < subs->size(); j++) {
|
|
e = subs->at(j);
|
|
if (e != except && e->bb.intersects(*bb) &&
|
|
(selector == nullptr || selector->matches(e))) {
|
|
es.push_back(e);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
LeaveCriticalSection(&m_csEntities);
|
|
}
|
|
|
|
void LevelChunk::getEntitiesOfClass(const std::type_info& ec, AABB* bb,
|
|
std::vector<std::shared_ptr<Entity> >& es,
|
|
const EntitySelector* selector) {
|
|
int yc0 = Mth::floor((bb->y0 - 2) / 16);
|
|
int yc1 = Mth::floor((bb->y1 + 2) / 16);
|
|
|
|
if (yc0 < 0) {
|
|
yc0 = 0;
|
|
} else if (yc0 >= ENTITY_BLOCKS_LENGTH) {
|
|
yc0 = ENTITY_BLOCKS_LENGTH - 1;
|
|
}
|
|
if (yc1 >= ENTITY_BLOCKS_LENGTH) {
|
|
yc1 = ENTITY_BLOCKS_LENGTH - 1;
|
|
} else if (yc1 < 0) {
|
|
yc1 = 0;
|
|
}
|
|
|
|
// AP - RW critical sections are expensive so enter once in
|
|
// Level::getEntitiesOfClass
|
|
EnterCriticalSection(&m_csEntities);
|
|
for (int yc = yc0; yc <= yc1; yc++) {
|
|
std::vector<std::shared_ptr<Entity> >* entities = entityBlocks[yc];
|
|
|
|
AUTO_VAR(itEnd, entities->end());
|
|
for (AUTO_VAR(it, entities->begin()); it != itEnd; it++) {
|
|
std::shared_ptr<Entity> e = *it; // entities->at(i);
|
|
|
|
bool isAssignableFrom = false;
|
|
// Some special cases where the base class is a general type that
|
|
// our class may be derived from, otherwise do a direct comparison
|
|
// of type_info
|
|
if (ec == typeid(Player))
|
|
isAssignableFrom = e->instanceof(eTYPE_PLAYER);
|
|
else if (ec == typeid(Entity))
|
|
isAssignableFrom = e->instanceof(eTYPE_ENTITY);
|
|
else if (ec == typeid(Mob))
|
|
isAssignableFrom = e->instanceof(eTYPE_MOB);
|
|
else if (ec == typeid(LivingEntity))
|
|
isAssignableFrom = e->instanceof(eTYPE_LIVINGENTITY);
|
|
else if (ec == typeid(ItemEntity))
|
|
isAssignableFrom = e->instanceof(eTYPE_ITEMENTITY);
|
|
else if (ec == typeid(Minecart))
|
|
isAssignableFrom = e->instanceof(eTYPE_MINECART);
|
|
else if (ec == typeid(Monster))
|
|
isAssignableFrom = e->instanceof(eTYPE_MONSTER);
|
|
else if (ec == typeid(Zombie))
|
|
isAssignableFrom = e->instanceof(eTYPE_ZOMBIE);
|
|
else if (Entity* entity = e.get();
|
|
entity != nullptr && ec == typeid(*entity))
|
|
isAssignableFrom = true;
|
|
if (isAssignableFrom && e->bb.intersects(*bb)) {
|
|
if (selector == nullptr || selector->matches(e)) {
|
|
es.push_back(e);
|
|
}
|
|
}
|
|
// 4J - note needs to be equivalent to
|
|
// baseClass.isAssignableFrom(e.getClass())
|
|
}
|
|
}
|
|
LeaveCriticalSection(&m_csEntities);
|
|
}
|
|
|
|
int LevelChunk::countEntities() {
|
|
int entityCount = 0;
|
|
#if defined(_ENTITIES_RW_SECTION)
|
|
EnterCriticalRWSection(&m_csEntities, false);
|
|
#else
|
|
EnterCriticalSection(&m_csEntities);
|
|
#endif
|
|
for (int yc = 0; yc < ENTITY_BLOCKS_LENGTH; yc++) {
|
|
entityCount += (int)entityBlocks[yc]->size();
|
|
}
|
|
#if defined(_ENTITIES_RW_SECTION)
|
|
LeaveCriticalRWSection(&m_csEntities, false);
|
|
#else
|
|
LeaveCriticalSection(&m_csEntities);
|
|
#endif
|
|
return entityCount;
|
|
}
|
|
|
|
bool LevelChunk::shouldSave(bool force) {
|
|
if (dontSave) return false;
|
|
if (force) {
|
|
if ((lastSaveHadEntities && level->getGameTime() != lastSaveTime) ||
|
|
m_unsaved) {
|
|
return true;
|
|
}
|
|
} else {
|
|
if (lastSaveHadEntities &&
|
|
level->getGameTime() >= lastSaveTime + 20 * 30)
|
|
return true;
|
|
}
|
|
|
|
return m_unsaved;
|
|
}
|
|
|
|
int LevelChunk::getBlocksAndData(byteArray* data, int x0, int y0, int z0,
|
|
int x1, int y1, int z1, int p,
|
|
bool includeLighting /* = true*/) {
|
|
int xs = x1 - x0;
|
|
int ys = y1 - y0;
|
|
int zs = z1 - z0;
|
|
|
|
// 4J Stu - Added this because some "min" functions don't let us use our
|
|
// constants :(
|
|
int compressedHeight = Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
|
|
|
|
// 4J - replaced block storage as now using CompressedTileStorage
|
|
if (y0 < Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += lowerBlocks->getDataRegion(*data, x0, y0, z0, x1,
|
|
std::min(compressedHeight, y1), z1, p);
|
|
if (y1 > Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += upperBlocks->getDataRegion(
|
|
*data, x0, std::max(y0 - compressedHeight, 0), z0, x1,
|
|
y1 - Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z1, p);
|
|
|
|
// 4J - replaced data storage as now using SparseDataStorage
|
|
if (y0 < Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += lowerData->getDataRegion(*data, x0, y0, z0, x1,
|
|
std::min(compressedHeight, y1), z1, p);
|
|
if (y1 > Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += upperData->getDataRegion(
|
|
*data, x0, std::max(y0 - compressedHeight, 0), z0, x1,
|
|
y1 - Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z1, p);
|
|
|
|
if (includeLighting) {
|
|
// 4J - replaced block and skylight storage as these now use our
|
|
// SparseLightStorage
|
|
if (y0 < Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += lowerBlockLight->getDataRegion(
|
|
*data, x0, y0, z0, x1, std::min(compressedHeight, y1), z1, p);
|
|
if (y1 > Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += upperBlockLight->getDataRegion(
|
|
*data, x0, std::max(y0 - compressedHeight, 0), z0, x1,
|
|
y1 - Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z1, p);
|
|
|
|
if (y0 < Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += lowerSkyLight->getDataRegion(
|
|
*data, x0, y0, z0, x1, std::min(compressedHeight, y1), z1, p);
|
|
if (y1 > Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += upperSkyLight->getDataRegion(
|
|
*data, x0, std::max(y0 - compressedHeight, 0), z0, x1,
|
|
y1 - Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z1, p);
|
|
}
|
|
|
|
/*
|
|
for (int x = x0; x < x1; x++)
|
|
for (int z = z0; z < z1; z++)
|
|
{
|
|
int slot = (x << level->depthBitsPlusFour | z << level->depthBits | y0) >>
|
|
1; int len = (y1 - y0) / 2; System::arraycopy(blockLight->data, slot, data,
|
|
p, len); p += len;
|
|
}
|
|
|
|
for (int x = x0; x < x1; x++)
|
|
for (int z = z0; z < z1; z++)
|
|
{
|
|
int slot = (x << level->depthBitsPlusFour | z << level->depthBits | y0) >>
|
|
1; int len = (y1 - y0) / 2; System::arraycopy(skyLight->data, slot, data, p,
|
|
len); p += len;
|
|
}
|
|
*/
|
|
|
|
return p;
|
|
}
|
|
|
|
// 4J added - return true if setBlocksAndData would change any blocks
|
|
bool LevelChunk::testSetBlocksAndData(byteArray data, int x0, int y0, int z0,
|
|
int x1, int y1, int z1, int p) {
|
|
bool changed = false;
|
|
|
|
// 4J Stu - Added this because some "min" functions don't let us use our
|
|
// constants :(
|
|
int compressedHeight = Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
|
|
|
|
if (y0 < Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
changed = lowerBlocks->testSetDataRegion(
|
|
data, x0, y0, z0, x1, std::min(compressedHeight, y1), z1, p);
|
|
if (y1 > Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
changed =
|
|
changed || upperBlocks->testSetDataRegion(
|
|
data, x0, std::max(y0 - compressedHeight, 0), z0, x1,
|
|
y1 - Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z1, p);
|
|
|
|
return changed;
|
|
}
|
|
|
|
void LevelChunk::tileUpdatedCallback(int x, int y, int z, void* param,
|
|
int yparam) {
|
|
LevelChunk* lc = (LevelChunk*)param;
|
|
int xx = lc->x * 16 + x;
|
|
int yy = y + yparam;
|
|
int zz = lc->z * 16 + z;
|
|
lc->level->checkLight(xx, yy, zz);
|
|
}
|
|
|
|
int LevelChunk::setBlocksAndData(byteArray data, int x0, int y0, int z0, int x1,
|
|
int y1, int z1, int p,
|
|
bool includeLighting /* = true*/) {
|
|
// If includeLighting is set, then this is a full chunk's worth of data that
|
|
// we are receiving on the client. We'll have made this chunk initially as
|
|
// compressed, so throw that data away and make some fully uncompressed
|
|
// storage now to improve the speed up writing to it. Only doing this for
|
|
// lower chunks as quite likely that the upper chunk doesn't have anything
|
|
// in anyway.
|
|
if (includeLighting) {
|
|
GameRenderer::AddForDelete(lowerBlocks);
|
|
byteArray emptyByteArray;
|
|
lowerBlocks = new CompressedTileStorage(emptyByteArray, 0);
|
|
GameRenderer::FinishedReassigning();
|
|
|
|
GameRenderer::AddForDelete(lowerSkyLight);
|
|
lowerSkyLight = new SparseLightStorage(true, false);
|
|
GameRenderer::FinishedReassigning();
|
|
|
|
GameRenderer::AddForDelete(lowerBlockLight);
|
|
lowerBlockLight = new SparseLightStorage(false, false);
|
|
GameRenderer::FinishedReassigning();
|
|
|
|
GameRenderer::AddForDelete(lowerData);
|
|
lowerData = new SparseDataStorage(false);
|
|
GameRenderer::FinishedReassigning();
|
|
}
|
|
|
|
// 4J Stu - Added this because some "min" functions don't let us use our
|
|
// constants :(
|
|
int compressedHeight = Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
|
|
|
|
// 4J - replaced block storage as now uses CompressedTileStorage
|
|
if (y0 < Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += lowerBlocks->setDataRegion(
|
|
data, x0, y0, z0, x1, std::min(compressedHeight, y1), z1, p,
|
|
includeLighting ? nullptr : tileUpdatedCallback, this, 0);
|
|
if (y1 > Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += upperBlocks->setDataRegion(
|
|
data, x0, std::max(y0 - compressedHeight, 0), z0, x1,
|
|
y1 - Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z1, p,
|
|
includeLighting ? nullptr : tileUpdatedCallback, this,
|
|
Level::COMPRESSED_CHUNK_SECTION_HEIGHT);
|
|
/*
|
|
for (int x = x0; x < x1; x++)
|
|
for (int z = z0; z < z1; z++)
|
|
{
|
|
int slot = x << level->depthBitsPlusFour | z << level->depthBits | y0;
|
|
int len = y1 - y0;
|
|
System::arraycopy(data, p, &blocks, slot, len);
|
|
p += len;
|
|
}*/
|
|
|
|
recalcHeightmapOnly();
|
|
|
|
// 4J - replaced data storage as now uses SparseDataStorage
|
|
if (y0 < Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += lowerData->setDataRegion(
|
|
data, x0, y0, z0, x1, std::min(compressedHeight, y1), z1, p,
|
|
includeLighting ? nullptr : tileUpdatedCallback, this, 0);
|
|
if (y1 > Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += upperData->setDataRegion(
|
|
data, x0, std::max(y0 - compressedHeight, 0), z0, x1,
|
|
y1 - Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z1, p,
|
|
includeLighting ? nullptr : tileUpdatedCallback, this,
|
|
Level::COMPRESSED_CHUNK_SECTION_HEIGHT);
|
|
|
|
if (includeLighting) {
|
|
// 4J - replaced block and skylight storage as these now use our
|
|
// SparseLightStorage
|
|
if (y0 < Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += lowerBlockLight->setDataRegion(
|
|
data, x0, y0, z0, x1, std::min(compressedHeight, y1), z1, p);
|
|
if (y1 > Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += upperBlockLight->setDataRegion(
|
|
data, x0, std::max(y0 - compressedHeight, 0), z0, x1,
|
|
y1 - Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z1, p);
|
|
|
|
if (y0 < Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += lowerSkyLight->setDataRegion(
|
|
data, x0, y0, z0, x1, std::min(compressedHeight, y1), z1, p);
|
|
if (y1 > Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += upperSkyLight->setDataRegion(
|
|
data, x0, std::max(y0 - compressedHeight, 0), z0, x1,
|
|
y1 - Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z1, p);
|
|
|
|
memcpy(biomes.data, &data.data[p], biomes.length);
|
|
p += biomes.length;
|
|
} else {
|
|
// Because the host's local client shares data with it, the lighting
|
|
// updates that are done via callbacks in the setDataRegion calls above
|
|
// when things don't work, as they don't detect changes because they've
|
|
// already happened just because the data was being shared when the
|
|
// server updated them. This will leave the lighting information out of
|
|
// sync on the client, so resync for this & surrounding chunks that
|
|
// might have been affected
|
|
if (level->isClientSide && g_NetworkManager.IsHost()) {
|
|
reSyncLighting();
|
|
level->getChunk(x - 1, z - 1)->reSyncLighting();
|
|
level->getChunk(x - 0, z - 1)->reSyncLighting();
|
|
level->getChunk(x + 1, z - 1)->reSyncLighting();
|
|
level->getChunk(x - 1, z + 0)->reSyncLighting();
|
|
level->getChunk(x + 1, z + 0)->reSyncLighting();
|
|
level->getChunk(x - 1, z + 1)->reSyncLighting();
|
|
level->getChunk(x + 0, z + 1)->reSyncLighting();
|
|
level->getChunk(x + 1, z + 1)->reSyncLighting();
|
|
}
|
|
}
|
|
|
|
/*
|
|
for (int x = x0; x < x1; x++)
|
|
for (int z = z0; z < z1; z++)
|
|
{
|
|
int slot = (x << level->depthBitsPlusFour | z << level->depthBits | y0) >>
|
|
1; int len = (y1 - y0) / 2; System::arraycopy(data, p, &blockLight->data,
|
|
slot, len); p += len;
|
|
}
|
|
|
|
for (int x = x0; x < x1; x++)
|
|
for (int z = z0; z < z1; z++)
|
|
{
|
|
int slot = (x << level->depthBitsPlusFour | z << level->depthBits | y0) >>
|
|
1; int len = (y1 - y0) / 2; System::arraycopy(data, p, &skyLight->data,
|
|
slot, len); p += len;
|
|
}
|
|
*/
|
|
|
|
for (AUTO_VAR(it, tileEntities.begin()); it != tileEntities.end(); ++it) {
|
|
it->second->clearCache();
|
|
}
|
|
// recalcHeightmap();
|
|
|
|
// If the includeLighting flag is set, then this is a full chunk's worth of
|
|
// data. This is a good time to compress everything that we've just set up.
|
|
if (includeLighting) {
|
|
compressLighting();
|
|
compressBlocks();
|
|
compressData();
|
|
}
|
|
|
|
return p;
|
|
}
|
|
|
|
void LevelChunk::setCheckAllLight() { checkLightPosition = 0; }
|
|
|
|
Random* LevelChunk::getRandom(int64_t l) {
|
|
return new Random((level->getSeed() + x * x * 4987142 + x * 5947611 +
|
|
z * z * 4392871l + z * 389711) ^
|
|
l);
|
|
}
|
|
|
|
bool LevelChunk::isEmpty() { return false; }
|
|
void LevelChunk::attemptCompression() {
|
|
// 4J - removed
|
|
}
|
|
|
|
void LevelChunk::checkPostProcess(ChunkSource* source, ChunkSource* parent,
|
|
int x, int z) {
|
|
if (((terrainPopulated & sTerrainPopulatedFromHere) == 0) &&
|
|
source->hasChunk(x + 1, z + 1) && source->hasChunk(x, z + 1) &&
|
|
source->hasChunk(x + 1, z)) {
|
|
source->postProcess(parent, x, z);
|
|
}
|
|
if (source->hasChunk(x - 1, z) &&
|
|
((source->getChunk(x - 1, z)->terrainPopulated &
|
|
sTerrainPopulatedFromHere) == 0) &&
|
|
source->hasChunk(x - 1, z + 1) && source->hasChunk(x, z + 1) &&
|
|
source->hasChunk(x - 1, z + 1)) {
|
|
source->postProcess(parent, x - 1, z);
|
|
}
|
|
if (source->hasChunk(x, z - 1) &&
|
|
((source->getChunk(x, z - 1)->terrainPopulated &
|
|
sTerrainPopulatedFromHere) == 0) &&
|
|
source->hasChunk(x + 1, z - 1) && source->hasChunk(x + 1, z)) {
|
|
source->postProcess(parent, x, z - 1);
|
|
}
|
|
if (source->hasChunk(x - 1, z - 1) &&
|
|
((source->getChunk(x - 1, z - 1)->terrainPopulated &
|
|
sTerrainPopulatedFromHere) == 0) &&
|
|
source->hasChunk(x, z - 1) && source->hasChunk(x - 1, z)) {
|
|
source->postProcess(parent, x - 1, z - 1);
|
|
}
|
|
}
|
|
|
|
// 4J added - check for any pre-1.8.2 chests in the chunk at (x,z), and
|
|
// calculate their facing direction & relight to bring up to date with the
|
|
// post 1.8.2 build
|
|
void LevelChunk::checkChests(ChunkSource* source, int x, int z) {
|
|
LevelChunk* lc = source->getChunk(x, z);
|
|
|
|
for (int xx = 0; xx < 16; xx++)
|
|
for (int zz = 0; zz < 16; zz++)
|
|
for (int yy = 0; yy < 128; yy++) {
|
|
if (lc->getTile(xx, yy, zz) == Tile::chest_Id) {
|
|
if (lc->getData(xx, yy, zz) == 0) {
|
|
int xOffs = x * 16 + xx;
|
|
int zOffs = z * 16 + zz;
|
|
ChestTile* tile =
|
|
(ChestTile*)Tile::tiles[Tile::chest_Id];
|
|
tile->recalcLockDir(level, xOffs, yy, zOffs);
|
|
level->checkLight(xOffs, yy, zOffs, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 4J - lighting change brought forward from 1.8.2
|
|
void LevelChunk::tick() {
|
|
if (hasGapsToCheck && !level->dimension->hasCeiling) recheckGaps();
|
|
}
|
|
|
|
ChunkPos* LevelChunk::getPos() { return new ChunkPos(x, z); }
|
|
|
|
bool LevelChunk::isYSpaceEmpty(int y1, int y2) {
|
|
return false;
|
|
// 4J Unused
|
|
/*if (y1 < 0) {
|
|
y1 = 0;
|
|
}
|
|
if (y2 >= Level.maxBuildHeight) {
|
|
y2 = Level.maxBuildHeight - 1;
|
|
}
|
|
for (int y = y1; y <= y2; y += 16) {
|
|
LevelChunkSection section = sections[y >> 4];
|
|
if (section != null && !section.isEmpty()) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;*/
|
|
}
|
|
|
|
// 4J Added
|
|
void LevelChunk::reloadBiomes() {
|
|
BiomeSource* biomeSource = level->dimension->biomeSource;
|
|
for (unsigned int x = 0; x < 16; ++x) {
|
|
for (unsigned int z = 0; z < 16; ++z) {
|
|
Biome* biome =
|
|
biomeSource->getBiome((this->x << 4) + x, (this->z << 4) + z);
|
|
biomes[(z << 4) | x] = (uint8_t)((biome->id) & 0xff);
|
|
}
|
|
}
|
|
}
|
|
|
|
Biome* LevelChunk::getBiome(int x, int z, BiomeSource* biomeSource) {
|
|
int value = biomes[((unsigned)z << 4) | x] & 0xff;
|
|
if (value == 0xff) {
|
|
// 4jcraft added casts to u
|
|
Biome* biome = biomeSource->getBiome(((unsigned)this->x << 4) + x,
|
|
((unsigned)this->z << 4) + z);
|
|
value = biome->id;
|
|
biomes[((unsigned)z << 4) | x] = (uint8_t)(value & 0xff);
|
|
}
|
|
if (Biome::biomes[value] == nullptr) {
|
|
return Biome::plains;
|
|
}
|
|
return Biome::biomes[value];
|
|
}
|
|
|
|
byteArray LevelChunk::getBiomes() { return biomes; }
|
|
|
|
void LevelChunk::setBiomes(byteArray biomes) {
|
|
if (this->biomes.data != nullptr) delete[] this->biomes.data;
|
|
this->biomes = biomes;
|
|
}
|
|
|
|
// 4J - optimisation brought forward from 1.8.2
|
|
int LevelChunk::getTopRainBlock(int x, int z) {
|
|
int slot = x | ((unsigned)z << 4);
|
|
int h = rainHeights[slot];
|
|
|
|
if (h == 255) {
|
|
int y = Level::maxBuildHeight - 1;
|
|
h = -1;
|
|
while (y > 0 && h == -1) {
|
|
int t = getTile(x, y, z);
|
|
Material* m = t == 0 ? Material::air : Tile::tiles[t]->material;
|
|
if (!m->blocksMotion() && !m->isLiquid()) {
|
|
y--;
|
|
} else {
|
|
h = y + 1;
|
|
}
|
|
}
|
|
// 255 indicates that the rain height needs recalculated. If the rain
|
|
// height ever actually Does get to 255, then it will just keep not
|
|
// being cached, so probably better just to let the rain height be 254
|
|
// in this instance and suffer a slightly incorrect results
|
|
if (h == 255) h = 254;
|
|
rainHeights[slot] = h;
|
|
}
|
|
|
|
return h;
|
|
}
|
|
|
|
// 4J added as optimisation, these biome checks are expensive so caching through
|
|
// flags in levelchunk
|
|
bool LevelChunk::biomeHasRain(int x, int z) {
|
|
updateBiomeFlags(x, z);
|
|
int slot = (x >> 1) | (z * 8);
|
|
int shift = (x & 1) * 4;
|
|
return ((columnFlags[slot] & (eColumnFlag_biomeHasRain << shift)) != 0);
|
|
}
|
|
|
|
// 4J added as optimisation, these biome checks are expensive so caching through
|
|
// flags in levelchunk
|
|
bool LevelChunk::biomeHasSnow(int x, int z) {
|
|
updateBiomeFlags(x, z);
|
|
int slot = (x >> 1) | (z * 8);
|
|
int shift = (x & 1) * 4;
|
|
return ((columnFlags[slot] & (eColumnFlag_biomeHasSnow << shift)) != 0);
|
|
}
|
|
|
|
void LevelChunk::updateBiomeFlags(int x, int z) {
|
|
int slot = (x >> 1) | (z * 8);
|
|
int shift = (x & 1) * 4;
|
|
if ((columnFlags[slot] & (eColumnFlag_biomeOk << shift)) == 0) {
|
|
int xOffs = (this->x * 16) + x;
|
|
int zOffs = (this->z * 16) + z;
|
|
BiomeArray biomes;
|
|
level->getBiomeSource()->getBiomeBlock(biomes, xOffs, zOffs, 1, 1,
|
|
true);
|
|
if (biomes[0]->hasRain())
|
|
columnFlags[slot] |= (eColumnFlag_biomeHasRain << shift);
|
|
if (biomes[0]->hasSnow())
|
|
columnFlags[slot] |= (eColumnFlag_biomeHasSnow << shift);
|
|
columnFlags[slot] |= (eColumnFlag_biomeOk << shift);
|
|
delete biomes.data;
|
|
}
|
|
}
|
|
|
|
// Get a byte array of length 16384 ( 128 x 16 x 16 x 0.5 ), containing data.
|
|
// Ordering same as java version if originalOrder set;
|
|
void LevelChunk::getDataData(byteArray data) {
|
|
lowerData->getData(data, 0);
|
|
if (data.length > Level::COMPRESSED_CHUNK_SECTION_TILES / 2)
|
|
upperData->getData(data, Level::COMPRESSED_CHUNK_SECTION_TILES / 2);
|
|
}
|
|
|
|
// Set data to data passed in input byte array of length 16384. This data must
|
|
// be in original (java version) order if originalOrder set.
|
|
void LevelChunk::setDataData(byteArray data) {
|
|
if (lowerData == nullptr) lowerData = new SparseDataStorage();
|
|
if (upperData == nullptr) upperData = new SparseDataStorage(true);
|
|
lowerData->setData(data, 0);
|
|
if (data.length > Level::COMPRESSED_CHUNK_SECTION_TILES / 2)
|
|
upperData->setData(data, Level::COMPRESSED_CHUNK_SECTION_TILES / 2);
|
|
}
|
|
|
|
// Get a byte array of length 16384 ( 128 x 16 x 16 x 0.5 ), containing sky
|
|
// light data. Ordering same as java version if originalOrder set;
|
|
void LevelChunk::getSkyLightData(byteArray data) {
|
|
lowerSkyLight->getData(data, 0);
|
|
if (data.length > Level::COMPRESSED_CHUNK_SECTION_TILES / 2)
|
|
upperSkyLight->getData(data, Level::COMPRESSED_CHUNK_SECTION_TILES / 2);
|
|
}
|
|
|
|
// Get a byte array of length 16384 ( 128 x 16 x 16 x 0.5 ), containing block
|
|
// light data. Ordering same as java version if originalOrder set;
|
|
void LevelChunk::getBlockLightData(byteArray data) {
|
|
lowerBlockLight->getData(data, 0);
|
|
if (data.length > Level::COMPRESSED_CHUNK_SECTION_TILES / 2)
|
|
upperBlockLight->getData(data,
|
|
Level::COMPRESSED_CHUNK_SECTION_TILES / 2);
|
|
}
|
|
|
|
// Set sky light data to data passed in input byte array of length 16384. This
|
|
// data must be in original (java version) order if originalOrder set.
|
|
void LevelChunk::setSkyLightData(byteArray data) {
|
|
if (lowerSkyLight == nullptr) lowerSkyLight = new SparseLightStorage(true);
|
|
if (upperSkyLight == nullptr)
|
|
upperSkyLight = new SparseLightStorage(true, true);
|
|
lowerSkyLight->setData(data, 0);
|
|
if (data.length > Level::COMPRESSED_CHUNK_SECTION_TILES / 2)
|
|
upperSkyLight->setData(data, Level::COMPRESSED_CHUNK_SECTION_TILES / 2);
|
|
}
|
|
|
|
// Set block light data to data passed in input byte array of length 16384. This
|
|
// data must be in original (java version) order if originalOrder set.
|
|
void LevelChunk::setBlockLightData(byteArray data) {
|
|
if (lowerBlockLight == nullptr)
|
|
lowerBlockLight = new SparseLightStorage(false);
|
|
if (upperBlockLight == nullptr)
|
|
upperBlockLight = new SparseLightStorage(false, true);
|
|
lowerBlockLight->setData(data, 0);
|
|
if (data.length > Level::COMPRESSED_CHUNK_SECTION_TILES / 2)
|
|
upperBlockLight->setData(data,
|
|
Level::COMPRESSED_CHUNK_SECTION_TILES / 2);
|
|
}
|
|
|
|
// Set sky light data to be all fully lit
|
|
void LevelChunk::setSkyLightDataAllBright() {
|
|
lowerSkyLight->setAllBright();
|
|
upperSkyLight->setAllBright();
|
|
}
|
|
|
|
// Attempt to compress lighting data. Doesn't make any guarantee that it will
|
|
// succeed - can only compress if the lighting data is being shared, and nothing
|
|
// else is trying to update it from another thread.
|
|
void LevelChunk::compressLighting() {
|
|
// The lighting data is now generally not shared between host & local
|
|
// client, but is for a while at the start of level creation (until the
|
|
// point where the chunk data would be transferred by network data for
|
|
// remote clients). We'll therefore either be compressing a shared copy here
|
|
// or one of the server or client copies depending on
|
|
lowerSkyLight->compress();
|
|
upperSkyLight->compress();
|
|
lowerBlockLight->compress();
|
|
upperBlockLight->compress();
|
|
}
|
|
|
|
void LevelChunk::compressBlocks() {
|
|
#if defined(SHARING_ENABLED)
|
|
CompressedTileStorage* blocksToCompressLower = nullptr;
|
|
CompressedTileStorage* blocksToCompressUpper = nullptr;
|
|
|
|
// If we're the host machine, and this is the client level, then we only
|
|
// want to do this if we are sharing data. This means that we will be
|
|
// compressing the data that is shared from the server. No point trying to
|
|
// compress the local client copy of the data if the data is unshared, since
|
|
// we'll be throwing this data away again anyway once we share with the
|
|
// server again.
|
|
if (level->isClientSide && g_NetworkManager.IsHost()) {
|
|
// Note - only the extraction of the pointers needs to be done in the
|
|
// critical section, since even if the data is unshared whilst we are
|
|
// processing this data is still valid (for the server)
|
|
EnterCriticalSection(&m_csSharing);
|
|
if (sharingTilesAndData) {
|
|
blocksToCompressLower = lowerBlocks;
|
|
blocksToCompressUpper = upperBlocks;
|
|
}
|
|
LeaveCriticalSection(&m_csSharing);
|
|
} else {
|
|
// Not the host, simple case
|
|
blocksToCompressLower = lowerBlocks;
|
|
blocksToCompressUpper = upperBlocks;
|
|
}
|
|
|
|
// Attempt to do the actual compression
|
|
if (blocksToCompressLower) blocksToCompressLower->compress();
|
|
if (blocksToCompressUpper) blocksToCompressUpper->compress();
|
|
#else
|
|
blocks->compress();
|
|
#endif
|
|
}
|
|
|
|
bool LevelChunk::isLowerBlockStorageCompressed() {
|
|
return lowerBlocks->isCompressed();
|
|
}
|
|
|
|
int LevelChunk::isLowerBlockLightStorageCompressed() {
|
|
return lowerBlockLight->isCompressed();
|
|
}
|
|
|
|
int LevelChunk::isLowerDataStorageCompressed() {
|
|
return lowerData->isCompressed();
|
|
}
|
|
|
|
void LevelChunk::writeCompressedBlockData(DataOutputStream* dos) {
|
|
lowerBlocks->write(dos);
|
|
upperBlocks->write(dos);
|
|
}
|
|
|
|
void LevelChunk::writeCompressedDataData(DataOutputStream* dos) {
|
|
lowerData->write(dos);
|
|
upperData->write(dos);
|
|
}
|
|
|
|
void LevelChunk::writeCompressedSkyLightData(DataOutputStream* dos) {
|
|
lowerSkyLight->write(dos);
|
|
upperSkyLight->write(dos);
|
|
}
|
|
|
|
void LevelChunk::writeCompressedBlockLightData(DataOutputStream* dos) {
|
|
lowerBlockLight->write(dos);
|
|
upperBlockLight->write(dos);
|
|
}
|
|
|
|
void LevelChunk::readCompressedBlockData(DataInputStream* dis) {
|
|
lowerBlocks->read(dis);
|
|
upperBlocks->read(dis);
|
|
}
|
|
|
|
void LevelChunk::readCompressedDataData(DataInputStream* dis) {
|
|
if (lowerData == nullptr) lowerData = new SparseDataStorage();
|
|
if (upperData == nullptr) upperData = new SparseDataStorage(true);
|
|
lowerData->read(dis);
|
|
upperData->read(dis);
|
|
}
|
|
|
|
void LevelChunk::readCompressedSkyLightData(DataInputStream* dis) {
|
|
if (lowerSkyLight == nullptr) lowerSkyLight = new SparseLightStorage(true);
|
|
if (upperSkyLight == nullptr)
|
|
upperSkyLight = new SparseLightStorage(true, true);
|
|
lowerSkyLight->read(dis);
|
|
upperSkyLight->read(dis);
|
|
}
|
|
|
|
void LevelChunk::readCompressedBlockLightData(DataInputStream* dis) {
|
|
if (lowerBlockLight == nullptr)
|
|
lowerBlockLight = new SparseLightStorage(false);
|
|
if (upperBlockLight == nullptr)
|
|
upperBlockLight = new SparseLightStorage(false, true);
|
|
lowerBlockLight->read(dis);
|
|
upperBlockLight->read(dis);
|
|
}
|
|
|
|
// Attempt to compress data. Doesn't make any guarantee that it will succeed -
|
|
// can only compress if the data is being shared, and nothing else is trying to
|
|
// update it from another thread.
|
|
void LevelChunk::compressData() {
|
|
#if defined(SHARING_ENABLED)
|
|
SparseDataStorage* dataToCompressLower = nullptr;
|
|
SparseDataStorage* dataToCompressUpper = nullptr;
|
|
|
|
// If we're the host machine, and this is the client level, then we only
|
|
// want to do this if we are sharing data. This means that we will be
|
|
// compressing the data that is shared from the server. No point trying to
|
|
// compress the local client copy of the data if the data is unshared, since
|
|
// we'll be throwing this data away again anyway once we share with the
|
|
// server again.
|
|
if (level->isClientSide && g_NetworkManager.IsHost()) {
|
|
// Note - only the extraction of the pointers needs to be done in the
|
|
// critical section, since even if the data is unshared whilst we are
|
|
// processing this data is still valid (for the server)
|
|
EnterCriticalSection(&m_csSharing);
|
|
if (sharingTilesAndData) {
|
|
dataToCompressLower = lowerData;
|
|
dataToCompressUpper = upperData;
|
|
}
|
|
LeaveCriticalSection(&m_csSharing);
|
|
} else {
|
|
// Not the host, simple case
|
|
dataToCompressLower = lowerData;
|
|
dataToCompressUpper = upperData;
|
|
}
|
|
|
|
// Attempt to do the actual compression
|
|
if (dataToCompressLower) dataToCompressLower->compress();
|
|
if (dataToCompressUpper) dataToCompressUpper->compress();
|
|
#else
|
|
data->compress();
|
|
#endif
|
|
}
|
|
|
|
bool LevelChunk::isRenderChunkEmpty(int y) {
|
|
if (isEmpty()) {
|
|
return true;
|
|
}
|
|
if (y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
|
|
return upperBlocks->isRenderChunkEmpty(
|
|
y - Level::COMPRESSED_CHUNK_SECTION_HEIGHT);
|
|
} else {
|
|
return lowerBlocks->isRenderChunkEmpty(y);
|
|
}
|
|
}
|
|
|
|
// Set block data to that passed in in the input array of size 32768
|
|
void LevelChunk::setBlockData(byteArray data) {
|
|
lowerBlocks->setData(data, 0);
|
|
if (data.length > Level::COMPRESSED_CHUNK_SECTION_TILES)
|
|
upperBlocks->setData(data, Level::COMPRESSED_CHUNK_SECTION_TILES);
|
|
}
|
|
|
|
// Sets data in passed in array of size 32768, from the block data in this chunk
|
|
void LevelChunk::getBlockData(byteArray data) {
|
|
lowerBlocks->getData(data, 0);
|
|
if (data.length > Level::COMPRESSED_CHUNK_SECTION_TILES)
|
|
upperBlocks->getData(data, Level::COMPRESSED_CHUNK_SECTION_TILES);
|
|
}
|
|
|
|
int LevelChunk::getBlocksAllocatedSize(int* count0, int* count1, int* count2,
|
|
int* count4, int* count8) {
|
|
return lowerBlocks->getAllocatedSize(count0, count1, count2, count4,
|
|
count8);
|
|
}
|
|
|
|
int LevelChunk::getHighestNonEmptyY() {
|
|
int highestNonEmptyY = -1;
|
|
if (upperBlocks) {
|
|
int upperNonEmpty = upperBlocks->getHighestNonEmptyY();
|
|
if (upperNonEmpty >= 0) {
|
|
highestNonEmptyY =
|
|
upperNonEmpty + Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
|
|
}
|
|
}
|
|
if (highestNonEmptyY < 0)
|
|
highestNonEmptyY = lowerBlocks->getHighestNonEmptyY();
|
|
if (highestNonEmptyY < 0) highestNonEmptyY = 0;
|
|
|
|
return highestNonEmptyY;
|
|
}
|
|
|
|
byteArray LevelChunk::getReorderedBlocksAndData(int x0, int y0, int z0, int xs,
|
|
int& ys, int zs) {
|
|
int highestNonEmpty = getHighestNonEmptyY();
|
|
|
|
ys = std::min(highestNonEmpty - y0, ys);
|
|
if (ys < 0) ys = 0;
|
|
|
|
int x1 = x0 + xs;
|
|
int y1 = y0 + ys;
|
|
int z1 = z0 + zs;
|
|
|
|
unsigned int tileCount = xs * ys * zs;
|
|
unsigned int halfTileCount = tileCount / 2;
|
|
|
|
byteArray data = byteArray(tileCount + (3 * halfTileCount) + biomes.length);
|
|
for (int x = 0; x < xs; x++) {
|
|
for (int z = 0; z < zs; z++) {
|
|
for (int y = 0; y < ys; y++) {
|
|
int slot = (y * xs * zs) + (z * xs) + x;
|
|
|
|
data[slot] = getTile(x, y, z);
|
|
}
|
|
}
|
|
}
|
|
|
|
int p = tileCount;
|
|
|
|
// 4J Stu - Added this because some "min" functions don't let us use our
|
|
// constants :(
|
|
int compressedHeight = Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
|
|
|
|
// 4J - replaced data storage as now using SparseDataStorage
|
|
if (y0 < Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += lowerData->getDataRegion(data, x0, y0, z0, x1,
|
|
std::min(compressedHeight, y1), z1, p);
|
|
if (y1 > Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += upperData->getDataRegion(
|
|
data, x0, std::max(y0 - compressedHeight, 0), z0, x1,
|
|
y1 - Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z1, p);
|
|
|
|
// 4J - replaced block and skylight storage as these now use our
|
|
// SparseLightStorage
|
|
if (y0 < Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += lowerBlockLight->getDataRegion(
|
|
data, x0, y0, z0, x1, std::min(compressedHeight, y1), z1, p);
|
|
if (y1 > Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += upperBlockLight->getDataRegion(
|
|
data, x0, std::max(y0 - compressedHeight, 0), z0, x1,
|
|
y1 - Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z1, p);
|
|
|
|
if (y0 < Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += lowerSkyLight->getDataRegion(
|
|
data, x0, y0, z0, x1, std::min(compressedHeight, y1), z1, p);
|
|
if (y1 > Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
|
|
p += upperSkyLight->getDataRegion(
|
|
data, x0, std::max(y0 - compressedHeight, 0), z0, x1,
|
|
y1 - Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z1, p);
|
|
|
|
memcpy(&data.data[p], biomes.data, biomes.length);
|
|
|
|
return data;
|
|
|
|
// byteArray rawBuffer = byteArray( Level::CHUNK_TILE_COUNT + (3*
|
|
// Level::HALF_CHUNK_TILE_COUNT) ); for( int x = 0; x < 16; x++ )
|
|
//{
|
|
// for( int z = 0; z < 16; z++ )
|
|
// {
|
|
// for( int y = 0; y < Level::maxBuildHeight; y++ )
|
|
// {
|
|
// int slot = y << 8 | z << 4 | x;
|
|
|
|
// rawBuffer[slot] = lc->getTile(x,y,z);
|
|
// }
|
|
// }
|
|
//}
|
|
//
|
|
// unsigned int offset = Level::CHUNK_TILE_COUNT;
|
|
//// Don't bother reordering block data, block light or sky light as they
|
|
/// don't seem to make much difference
|
|
// byteArray dataData = byteArray(rawBuffer.data+offset,
|
|
// Level::HALF_CHUNK_TILE_COUNT); lc->getDataData(dataData); offset +=
|
|
// Level::HALF_CHUNK_TILE_COUNT; byteArray blockLightData =
|
|
// byteArray(rawBuffer.data + offset, Level::HALF_CHUNK_TILE_COUNT); offset
|
|
// += Level::HALF_CHUNK_TILE_COUNT; byteArray skyLightData =
|
|
// byteArray(rawBuffer.data + offset, Level::HALF_CHUNK_TILE_COUNT);
|
|
// lc->getBlockLightData(blockLightData);
|
|
// lc->getSkyLightData(skyLightData);
|
|
// return rawBuffer;
|
|
}
|
|
|
|
void LevelChunk::reorderBlocksAndDataToXZY(int y0, int xs, int ys, int zs,
|
|
byteArray* data) {
|
|
int y1 = y0 + ys;
|
|
unsigned int tileCount = xs * ys * zs;
|
|
unsigned int halfTileCount = tileCount / 2;
|
|
|
|
int sectionHeight = Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
|
|
int lowerYSpan = std::min(y1, sectionHeight) - y0;
|
|
int upperYSpan = ys - lowerYSpan;
|
|
int upperSlotOffset = xs * zs * lowerYSpan;
|
|
|
|
int biomesLength = 16 * 16;
|
|
byteArray newBuffer =
|
|
byteArray(tileCount + (3 * halfTileCount) + biomesLength);
|
|
for (int x = 0; x < xs; x++) {
|
|
for (int z = 0; z < zs; z++) {
|
|
for (int y = 0; y < ys; y++) {
|
|
int slotY = y;
|
|
unsigned int targetSlotOffset = 0;
|
|
int ySpan = lowerYSpan;
|
|
if (y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
|
|
slotY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
|
|
targetSlotOffset = upperSlotOffset;
|
|
ySpan = upperYSpan;
|
|
}
|
|
int slot = (x * zs * ySpan) + (z * ySpan) + slotY;
|
|
int slot2 = (y * xs * zs) + (z * xs) + x;
|
|
|
|
newBuffer[slot + targetSlotOffset] = data->data[slot2];
|
|
}
|
|
}
|
|
}
|
|
// Copy over block data, block light, skylight and biomes as-is
|
|
memcpy(newBuffer.data + tileCount, data->data + tileCount,
|
|
3 * halfTileCount + biomesLength);
|
|
delete[] data->data;
|
|
data->data = newBuffer.data;
|
|
|
|
// int p = 0;
|
|
// setBlocksAndData(*data, x0, y0, z0, x1, y1, z1, p);
|
|
|
|
//// If it is a full chunk, we'll need to rearrange into the order the rest
|
|
/// of the game expects
|
|
// if( xs == 16 && ys == 128 && zs == 16 && ( ( x & 15 ) == 0 ) && ( y == 0
|
|
// ) && ( ( z & 15 ) == 0 ) )
|
|
//{
|
|
// byteArray newBuffer = byteArray(81920);
|
|
// for( int x = 0; x < 16; x++ )
|
|
// {
|
|
// for( int z = 0; z < 16; z++ )
|
|
// {
|
|
// for( int y = 0; y < 128; y++ )
|
|
// {
|
|
// int slot = x << 11 | z << 7 | y;
|
|
// int slot2 = y << 8 | z << 4 | x;
|
|
|
|
// newBuffer[slot] = buffer[slot2];
|
|
// }
|
|
// }
|
|
// }
|
|
// // Copy over block data, block light & skylight as-is
|
|
// memcpy(newBuffer.data + 32768, buffer.data + 32768, 49152);
|
|
// delete buffer.data;
|
|
// buffer.data = newBuffer.data;
|
|
//}
|
|
}
|