This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
312 lines
8.8 KiB
C++
312 lines
8.8 KiB
C++
#include "stdafx.h"
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#include "MultiPlayerChunkCache.h"
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#include "ServerChunkCache.h"
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#include "..\Minecraft.World\net.minecraft.world.level.chunk.h"
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#include "..\Minecraft.World\net.minecraft.world.level.dimension.h"
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#include "..\Minecraft.World\Arrays.h"
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#include "..\Minecraft.World\StringHelpers.h"
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#include "MinecraftServer.h"
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#include "ServerLevel.h"
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#include "..\Minecraft.World\Tile.h"
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#include "..\Minecraft.World\WaterLevelChunk.h"
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MultiPlayerChunkCache::MultiPlayerChunkCache(Level *level)
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{
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XZSIZE = level->dimension->getXZSize(); // 4J Added
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XZOFFSET = XZSIZE/2; // 4J Added
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m_XZSize = XZSIZE;
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hasData = new bool[XZSIZE * XZSIZE];
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memset(hasData, 0, sizeof(bool) * XZSIZE * XZSIZE);
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emptyChunk = new EmptyLevelChunk(level, byteArray(16 * 16 * Level::maxBuildHeight), 0, 0);
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// For normal world dimension, create a chunk that can be used to create the illusion of infinite water at the edge of the world
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if( level->dimension->id == 0 )
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{
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byteArray bytes = byteArray(16 * 16 * 128);
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// Superflat.... make grass, not water...
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if(level->getLevelData()->getGenerator() == LevelType::lvl_flat)
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{
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for( int x = 0; x < 16; x++ )
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for( int y = 0; y < 128; y++ )
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for( int z = 0; z < 16; z++ )
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{
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unsigned char tileId = 0;
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if( y == 3 ) tileId = Tile::grass_Id;
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else if( y <= 2 ) tileId = Tile::dirt_Id;
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bytes[x << 11 | z << 7 | y] = tileId;
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}
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}
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else
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{
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for( int x = 0; x < 16; x++ )
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for( int y = 0; y < 128; y++ )
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for( int z = 0; z < 16; z++ )
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{
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unsigned char tileId = 0;
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if( y <= ( level->getSeaLevel() - 10 ) ) tileId = Tile::stone_Id;
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else if( y < level->getSeaLevel() ) tileId = Tile::calmWater_Id;
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bytes[x << 11 | z << 7 | y] = tileId;
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}
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}
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waterChunk = new WaterLevelChunk(level, bytes, 0, 0);
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delete[] bytes.data;
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if(level->getLevelData()->getGenerator() == LevelType::lvl_flat)
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{
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for( int x = 0; x < 16; x++ )
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for( int y = 0; y < 128; y++ )
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for( int z = 0; z < 16; z++ )
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{
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if( y >= 3 )
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{
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((WaterLevelChunk *)waterChunk)->setLevelChunkBrightness(LightLayer::Sky,x,y,z,15);
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}
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}
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}
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else
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{
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for( int x = 0; x < 16; x++ )
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for( int y = 0; y < 128; y++ )
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for( int z = 0; z < 16; z++ )
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{
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if( y >= ( level->getSeaLevel() - 1 ) )
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{
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((WaterLevelChunk *)waterChunk)->setLevelChunkBrightness(LightLayer::Sky,x,y,z,15);
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}
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else
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{
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((WaterLevelChunk *)waterChunk)->setLevelChunkBrightness(LightLayer::Sky,x,y,z,2);
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}
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}
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}
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}
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else
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{
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waterChunk = NULL;
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}
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this->level = level;
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this->cache = new LevelChunk *[XZSIZE * XZSIZE];
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memset(this->cache, 0, XZSIZE * XZSIZE * sizeof(LevelChunk *));
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InitializeCriticalSectionAndSpinCount(&m_csLoadCreate,4000);
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}
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MultiPlayerChunkCache::~MultiPlayerChunkCache()
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{
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delete emptyChunk;
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delete waterChunk;
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delete cache;
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delete hasData;
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for (auto& it : loadedChunkList)
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{
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if ( it )
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delete it;
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}
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DeleteCriticalSection(&m_csLoadCreate);
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}
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bool MultiPlayerChunkCache::hasChunk(int x, int z)
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{
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// This cache always claims to have chunks, although it might actually just return empty data if it doesn't have anything
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return true;
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}
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// 4J added - find out if we actually really do have a chunk in our cache
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bool MultiPlayerChunkCache::reallyHasChunk(int x, int z)
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{
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int ix = x + XZOFFSET;
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int iz = z + XZOFFSET;
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// Check we're in range of the stored level - if we aren't, then consider that we do have that chunk as we'll be able to use the water chunk there
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if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return true;
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if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return true;
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int idx = ix * XZSIZE + iz;
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LevelChunk *chunk = cache[idx];
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if( chunk == NULL )
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{
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return false;
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}
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return hasData[idx];
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}
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void MultiPlayerChunkCache::drop(int x, int z)
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{
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// 4J Stu - We do want to drop any entities in the chunks, especially for the case when a player is dead as they will
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// not get the RemoveEntity packet if an entity is removed.
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LevelChunk *chunk = getChunk(x, z);
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if (!chunk->isEmpty())
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{
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// Added parameter here specifies that we don't want to delete tile entities, as they won't get recreated unless they've got update packets
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// The tile entities are in general only created on the client by virtue of the chunk rebuild
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chunk->unload(false);
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// 4J - We just want to clear out the entities in the chunk, but everything else should be valid
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chunk->loaded = true;
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}
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}
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LevelChunk *MultiPlayerChunkCache::create(int x, int z)
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{
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int ix = x + XZOFFSET;
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int iz = z + XZOFFSET;
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// Check we're in range of the stored level
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if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return ( waterChunk ? waterChunk : emptyChunk );
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if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return ( waterChunk ? waterChunk : emptyChunk );
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int idx = ix * XZSIZE + iz;
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LevelChunk *chunk = cache[idx];
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LevelChunk *lastChunk = chunk;
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if( chunk == NULL )
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{
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EnterCriticalSection(&m_csLoadCreate);
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//LevelChunk *chunk;
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if( g_NetworkManager.IsHost() ) // force here to disable sharing of data
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{
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// 4J-JEV: We are about to use shared data, abort if the server is stopped and the data is deleted.
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if (MinecraftServer::getInstance()->serverHalted()) return NULL;
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// If we're the host, then don't create the chunk, share data from the server's copy
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#ifdef _LARGE_WORLDS
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LevelChunk *serverChunk = MinecraftServer::getInstance()->getLevel(level->dimension->id)->cache->getChunkLoadedOrUnloaded(x,z);
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#else
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LevelChunk *serverChunk = MinecraftServer::getInstance()->getLevel(level->dimension->id)->cache->getChunk(x,z);
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#endif
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chunk = new LevelChunk(level, x, z, serverChunk);
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// Let renderer know that this chunk has been created - it might have made render data from the EmptyChunk if it got to a chunk before the server sent it
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level->setTilesDirty( x * 16 , 0 , z * 16 , x * 16 + 15, 127, z * 16 + 15);
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hasData[idx] = true;
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}
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else
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{
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// Passing an empty array into the LevelChunk ctor, which it now detects and sets up the chunk as compressed & empty
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byteArray bytes;
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chunk = new LevelChunk(level, bytes, x, z);
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// 4J - changed to use new methods for lighting
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chunk->setSkyLightDataAllBright();
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// Arrays::fill(chunk->skyLight->data, (byte) 255);
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}
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chunk->loaded = true;
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LeaveCriticalSection(&m_csLoadCreate);
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#if ( defined _WIN64 || defined __LP64__ )
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if( InterlockedCompareExchangeRelease64((LONG64 *)&cache[idx],(LONG64)chunk,(LONG64)lastChunk) == (LONG64)lastChunk )
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#else
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if( InterlockedCompareExchangeRelease((LONG *)&cache[idx],(LONG)chunk,(LONG)lastChunk) == (LONG)lastChunk )
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#endif // _DURANGO
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{
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// If we're sharing with the server, we'll need to calculate our heightmap now, which isn't shared. If we aren't sharing with the server,
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// then this will be calculated when the chunk data arrives.
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if( g_NetworkManager.IsHost() )
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{
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chunk->recalcHeightmapOnly();
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}
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// Successfully updated the cache
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EnterCriticalSection(&m_csLoadCreate);
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loadedChunkList.push_back(chunk);
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LeaveCriticalSection(&m_csLoadCreate);
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}
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else
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{
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// Something else must have updated the cache. Return that chunk and discard this one. This really shouldn't be happening
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// in multiplayer
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delete chunk;
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return cache[idx];
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}
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}
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else
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{
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chunk->load();
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}
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return chunk;
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}
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LevelChunk *MultiPlayerChunkCache::getChunk(int x, int z)
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{
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int ix = x + XZOFFSET;
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int iz = z + XZOFFSET;
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// Check we're in range of the stored level
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if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return ( waterChunk ? waterChunk : emptyChunk );
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if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return ( waterChunk ? waterChunk : emptyChunk );
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int idx = ix * XZSIZE + iz;
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LevelChunk *chunk = cache[idx];
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if( chunk == NULL )
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{
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return emptyChunk;
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}
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else
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{
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return chunk;
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}
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}
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bool MultiPlayerChunkCache::save(bool force, ProgressListener *progressListener)
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{
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return true;
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}
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bool MultiPlayerChunkCache::tick()
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{
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return false;
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}
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bool MultiPlayerChunkCache::shouldSave()
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{
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return false;
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}
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void MultiPlayerChunkCache::postProcess(ChunkSource *parent, int x, int z)
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{
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}
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vector<Biome::MobSpawnerData *> *MultiPlayerChunkCache::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
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{
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return NULL;
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}
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TilePos *MultiPlayerChunkCache::findNearestMapFeature(Level *level, const wstring &featureName, int x, int y, int z)
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{
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return NULL;
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}
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void MultiPlayerChunkCache::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
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{
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}
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wstring MultiPlayerChunkCache::gatherStats()
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{
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EnterCriticalSection(&m_csLoadCreate);
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int size = (int)loadedChunkList.size();
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LeaveCriticalSection(&m_csLoadCreate);
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return L"MultiplayerChunkCache: " + std::to_wstring(size);
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}
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void MultiPlayerChunkCache::dataReceived(int x, int z)
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{
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int ix = x + XZOFFSET;
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int iz = z + XZOFFSET;
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// Check we're in range of the stored level
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if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return;
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if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return;
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int idx = ix * XZSIZE + iz;
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hasData[idx] = true;
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} |