Files
MinecraftConsoles/Minecraft.Client/MultiPlayerChunkCache.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
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.
2026-03-07 21:12:22 -06:00

312 lines
8.8 KiB
C++

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