Files
MinecraftConsoles/Minecraft.Client/MultiPlayerLevel.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

963 lines
28 KiB
C++

#include "stdafx.h"
#include "MultiPlayerLevel.h"
#include "MultiPlayerLocalPlayer.h"
#include "ClientConnection.h"
#include "MultiPlayerChunkCache.h"
#include "..\Minecraft.World\net.minecraft.world.level.storage.h"
#include "..\Minecraft.World\net.minecraft.world.level.dimension.h"
#include "..\Minecraft.World\Pos.h"
#include "MinecraftServer.h"
#include "ServerLevel.h"
#include "Minecraft.h"
#include "FireworksParticles.h"
#include "..\Minecraft.World\PrimedTnt.h"
#include "..\Minecraft.World\Tile.h"
#include "..\Minecraft.World\TileEntity.h"
#include "..\Minecraft.World\JavaMath.h"
MultiPlayerLevel::ResetInfo::ResetInfo(int x, int y, int z, int tile, int data)
{
this->x = x;
this->y = y;
this->z = z;
ticks = TICKS_BEFORE_RESET;
this->tile = tile;
this->data = data;
}
MultiPlayerLevel::MultiPlayerLevel(ClientConnection *connection, LevelSettings *levelSettings, int dimension, int difficulty)
: Level(shared_ptr<MockedLevelStorage >(new MockedLevelStorage()), L"MpServer", Dimension::getNew(dimension), levelSettings, false)
{
minecraft = Minecraft::GetInstance();
// 4J - this this used to be called in parent ctor via a virtual fn
chunkSource = createChunkSource();
// 4J - optimisation - keep direct reference of underlying cache here
chunkSourceCache = chunkSource->getCache();
chunkSourceXZSize = chunkSource->m_XZSize;
// This also used to be called in parent ctor, but can't be called until chunkSource is created. Call now if required.
if (!levelData->isInitialized())
{
initializeLevel(levelSettings);
levelData->setInitialized(true);
}
if(connection !=NULL)
{
this->connections.push_back( connection );
}
this->difficulty = difficulty;
// Fix for #62566 - TU7: Content: Gameplay: Compass needle stops pointing towards the original spawn point, once the player has entered the Nether.
// 4J Stu - We should never be setting a specific spawn position for a multiplayer, this should only be set by receiving a packet from the server
// (which happens when a player logs in)
//setSpawnPos(new Pos(8, 64, 8));
// The base ctor already has made some storage, so need to delete that
if( this->savedDataStorage ) delete savedDataStorage;
if(connection !=NULL)
{
savedDataStorage = connection->savedDataStorage;
}
unshareCheckX = 0;
unshareCheckZ = 0;
compressCheckX = 0;
compressCheckZ = 0;
// 4J Added, as there are some times when we don't want to add tile updates to the updatesToReset vector
m_bEnableResetChanges = true;
}
MultiPlayerLevel::~MultiPlayerLevel()
{
// Don't let the base class delete this, it comes from the connection for multiplayerlevels, and we'll delete there
this->savedDataStorage = NULL;
}
void MultiPlayerLevel::unshareChunkAt(int x, int z)
{
if( g_NetworkManager.IsHost() )
{
Level::getChunkAt(x,z)->stopSharingTilesAndData();
}
}
void MultiPlayerLevel::shareChunkAt(int x, int z)
{
if( g_NetworkManager.IsHost() )
{
Level::getChunkAt(x,z)->startSharingTilesAndData();
}
}
void MultiPlayerLevel::tick()
{
PIXBeginNamedEvent(0,"Sky color changing");
setGameTime(getGameTime() + 1);
if (getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT))
{
// 4J: Debug setting added to keep it at day time
#ifndef _FINAL_BUILD
bool freezeTime = app.DebugSettingsOn() && app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_FreezeTime);
if (!freezeTime)
#endif
{
setDayTime(getDayTime() + 1);
}
}
/* 4J - change brought forward from 1.8.2
int newDark = this->getSkyDarken(1);
if (newDark != skyDarken)
{
skyDarken = newDark;
for (unsigned int i = 0; i < listeners.size(); i++)
{
listeners[i]->skyColorChanged();
}
}*/
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Entity re-entry");
EnterCriticalSection(&m_entitiesCS);
for (int i = 0; i < 10 && !reEntries.empty(); i++)
{
shared_ptr<Entity> e = *(reEntries.begin());
if (find(entities.begin(), entities.end(), e) == entities.end() ) addEntity(e);
}
LeaveCriticalSection(&m_entitiesCS);
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Connection ticking");
// 4J HEG - Copy the connections vector to prevent crash when moving to Nether
vector<ClientConnection *> connectionsTemp = connections;
for (auto connection : connectionsTemp )
{
if ( connection )
connection->tick();
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Updating resets");
unsigned int lastIndexToRemove = 0;
bool eraseElements = false;
for (unsigned int i = 0; i < updatesToReset.size(); i++)
{
ResetInfo& r = updatesToReset[i];
if (--r.ticks == 0)
{
Level::setTileAndData(r.x, r.y, r.z, r.tile, r.data, Tile::UPDATE_ALL);
Level::sendTileUpdated(r.x, r.y, r.z);
//updatesToReset.erase(updatesToReset.begin()+i);
eraseElements = true;
lastIndexToRemove = 0;
i--;
}
}
// 4J Stu - As elements in the updatesToReset vector are inserted with a fixed initial lifetime, the elements at the front should always be the oldest
// Therefore we can always remove from the first element
if(eraseElements)
{
updatesToReset.erase(updatesToReset.begin(), updatesToReset.begin()+lastIndexToRemove);
}
PIXEndNamedEvent();
chunkCache->tick();
tickTiles();
// 4J - added this section. Each tick we'll check a different block, and force it to share data if it has been
// more than 2 minutes since we last wanted to unshare it. This shouldn't really ever happen, and is added
// here as a safe guard against accumulated memory leaks should a lot of chunks become unshared over time.
int ls = dimension->getXZSize();
if( g_NetworkManager.IsHost() )
{
if( Level::reallyHasChunk(unshareCheckX - ( ls / 2), unshareCheckZ - ( ls / 2 ) ) )
{
LevelChunk *lc = Level::getChunk(unshareCheckX - ( ls / 2), unshareCheckZ - ( ls / 2 ));
if( g_NetworkManager.IsHost() )
{
lc->startSharingTilesAndData(1000 * 60 * 2);
}
}
unshareCheckX++;
if( unshareCheckX >= ls )
{
unshareCheckX = 0;
unshareCheckZ++;
if( unshareCheckZ >= ls )
{
unshareCheckZ = 0;
}
}
}
// 4J added - also similar thing tosee if we can compress the lighting in any of these chunks. This is slightly different
// as it does try to make sure that at least one chunk has something done to it.
// At most loop round at least one row the chunks, so we should be able to at least find a non-empty chunk to do something with in 2.7 seconds of ticks, and process the whole thing in about 2.4 minutes.
for( int i = 0; i < ls; i++ )
{
compressCheckX++;
if( compressCheckX >= ls )
{
compressCheckX = 0;
compressCheckZ++;
if( compressCheckZ >= ls )
{
compressCheckZ = 0;
}
}
if( Level::reallyHasChunk(compressCheckX - ( ls / 2), compressCheckZ - ( ls / 2 ) ) )
{
LevelChunk *lc = Level::getChunk(compressCheckX - ( ls / 2), compressCheckZ - ( ls / 2 ));
lc->compressLighting();
lc->compressBlocks();
lc->compressData();
break;
}
}
#ifdef LIGHT_COMPRESSION_STATS
static int updateTick = 0;
if( ( updateTick % 60 ) == 0 )
{
unsigned int totalBLu = 0;
unsigned int totalBLl = 0;
unsigned int totalSLu = 0;
unsigned int totalSLl = 0;
unsigned int totalChunks = 0;
for( int lcs_x = 0; lcs_x < ls; lcs_x++ )
for( int lcs_z = 0; lcs_z < ls; lcs_z++ )
{
if( Level::reallyHasChunk(lcs_x - ( ls / 2), lcs_z - ( ls / 2 ) ) )
{
LevelChunk *lc = Level::getChunk(lcs_x - ( ls / 2), lcs_z - ( ls / 2 ));
totalChunks++;
totalBLu += lc->getBlockLightPlanesUpper();
totalBLl += lc->getBlockLightPlanesLower();
totalSLu += lc->getSkyLightPlanesUpper();
totalSLl += lc->getSkyLightPlanesLower();
}
}
if( totalChunks )
{
MEMORYSTATUS memStat;
GlobalMemoryStatus(&memStat);
unsigned int totalBL = totalBLu + totalBLl;
unsigned int totalSL = totalSLu + totalSLl;
printf("%d: %d chunks, %d BL (%d + %d), %d SL (%d + %d ) (out of %d) - total %d %% (%dMB mem free)\n",
dimension->id, totalChunks, totalBL, totalBLu, totalBLl, totalSL, totalSLu, totalSLl, totalChunks * 256, ( 100 * (totalBL + totalSL) ) / ( totalChunks * 256 * 2),memStat.dwAvailPhys/(1024*1024) );
}
}
updateTick++;
#endif
#ifdef DATA_COMPRESSION_STATS
static int updateTick = 0;
if( ( updateTick % 60 ) == 0 )
{
unsigned int totalData = 0;
unsigned int totalChunks = 0;
for( int lcs_x = 0; lcs_x < ls; lcs_x++ )
for( int lcs_z = 0; lcs_z < ls; lcs_z++ )
{
if( Level::reallyHasChunk(lcs_x - ( ls / 2), lcs_z - ( ls / 2 ) ) )
{
LevelChunk *lc = Level::getChunk(lcs_x - ( ls / 2), lcs_z - ( ls / 2 ));
totalChunks++;
totalData += lc->getDataPlanes();
}
}
if( totalChunks )
{
MEMORYSTATUS memStat;
GlobalMemoryStatus(&memStat);
printf("%d: %d chunks, %d data (out of %d) - total %d %% (%dMB mem free)\n",
dimension->id, totalChunks, totalData, totalChunks * 128, ( 100 * totalData)/ ( totalChunks * 128),memStat.dwAvailPhys/(1024*1024) );
}
}
updateTick++;
#endif
#ifdef BLOCK_COMPRESSION_STATS
static int updateTick = 0;
if( ( updateTick % 60 ) == 0 )
{
unsigned int total = 0;
unsigned int totalChunks = 0;
unsigned int total0 = 0, total1 = 0, total2 = 0, total4 = 0, total8 = 0;
printf("*****************************************************************************************************************************************\n");
printf("TODO: Report upper chunk data as well\n");
for( int lcs_x = 0; lcs_x < ls; lcs_x++ )
for( int lcs_z = 0; lcs_z < ls; lcs_z++ )
{
if( Level::reallyHasChunk(lcs_x - ( ls / 2), lcs_z - ( ls / 2 ) ) )
{
LevelChunk *lc = Level::getChunk(lcs_x - ( ls / 2), lcs_z - ( ls / 2 ));
totalChunks++;
int i0, i1, i2, i4, i8;
int thisSize = lc->getBlocksAllocatedSize(&i0, &i1, &i2, &i4, &i8);
total0 += i0;
total1 += i1;
total2 += i2;
total4 += i4;
total8 += i8;
printf("%d ",thisSize);
thisSize = ( thisSize + 0xfff ) & 0xfffff000; // round to 4096k blocks for actual memory consumption
total += thisSize;
}
}
printf("\n*****************************************************************************************************************************************\n");
if( totalChunks )
{
printf("%d (0) %d (1) %d (2) %d (4) %d (8)\n",total0/totalChunks,total1/totalChunks,total2/totalChunks,total4/totalChunks,total8/totalChunks);
MEMORYSTATUS memStat;
GlobalMemoryStatus(&memStat);
printf("%d: %d chunks, %d KB (out of %dKB) : %d %% (%dMB mem free)\n",
dimension->id, totalChunks, total/1024, totalChunks * 32, ( ( total / 1024 ) * 100 ) / ( totalChunks * 32),memStat.dwAvailPhys/(1024*1024) );
}
}
updateTick++;
#endif
// super.tick();
}
void MultiPlayerLevel::clearResetRegion(int x0, int y0, int z0, int x1, int y1, int z1)
{
for (unsigned int i = 0; i < updatesToReset.size(); i++)
{
ResetInfo& r = updatesToReset[i];
if (r.x >= x0 && r.y >= y0 && r.z >= z0 && r.x <= x1 && r.y <= y1 && r.z <= z1)
{
updatesToReset.erase(updatesToReset.begin()+i);
i--;
}
}
}
ChunkSource *MultiPlayerLevel::createChunkSource()
{
chunkCache = new MultiPlayerChunkCache(this);
return chunkCache;
}
void MultiPlayerLevel::validateSpawn()
{
// Fix for #62566 - TU7: Content: Gameplay: Compass needle stops pointing towards the original spawn point, once the player has entered the Nether.
// 4J Stu - We should never be setting a specific spawn position for a multiplayer, this should only be set by receiving a packet from the server
// (which happens when a player logs in)
//setSpawnPos(new Pos(8, 64, 8));
}
void MultiPlayerLevel::tickTiles()
{
chunksToPoll.clear(); // 4J - added or else we don't reset this set at all in a multiplayer level... think current java now resets in buildAndPrepareChunksToPoll rather than the calling functions
PIXBeginNamedEvent(0,"Ticking tiles (multiplayer)");
PIXBeginNamedEvent(0,"buildAndPrepareChunksToPoll");
Level::tickTiles();
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Ticking client side tiles");
#ifdef __PSVITA__
// AP - see CustomSet.h for and explanation
for( int i = 0;i < chunksToPoll.end();i += 1 )
{
ChunkPos cp = chunksToPoll.get(i);
#else
for (ChunkPos cp : chunksToPoll)
{
#endif
int xo = cp.x * 16;
int zo = cp.z * 16;
LevelChunk *lc = getChunk(cp.x, cp.z);
tickClientSideTiles(xo, zo, lc);
}
PIXEndNamedEvent();
PIXEndNamedEvent();
}
void MultiPlayerLevel::setChunkVisible(int x, int z, bool visible)
{
if (visible)
{
chunkCache->create(x, z);
}
else
{
chunkCache->drop(x, z);
}
if (!visible)
{
setTilesDirty(x * 16, 0, z * 16, x * 16 + 15, Level::maxBuildHeight, z * 16 + 15);
}
}
bool MultiPlayerLevel::addEntity(shared_ptr<Entity> e)
{
bool ok = Level::addEntity(e);
forced.insert(e);
if (!ok)
{
reEntries.insert(e);
}
return ok;
}
void MultiPlayerLevel::removeEntity(shared_ptr<Entity> e)
{
// 4J Stu - Add this remove from the reEntries collection to stop us continually removing and re-adding things,
// in particular the MultiPlayerLocalPlayer when they die
auto it = reEntries.find(e);
if (it!=reEntries.end())
{
reEntries.erase(it);
}
Level::removeEntity(e);
forced.erase(e);
}
void MultiPlayerLevel::entityAdded(shared_ptr<Entity> e)
{
Level::entityAdded(e);
auto it = reEntries.find(e);
if (it!=reEntries.end())
{
reEntries.erase(it);
}
}
void MultiPlayerLevel::entityRemoved(shared_ptr<Entity> e)
{
Level::entityRemoved(e);
auto it = forced.find(e);
if (it!=forced.end())
{
reEntries.insert(e);
}
}
void MultiPlayerLevel::putEntity(int id, shared_ptr<Entity> e)
{
shared_ptr<Entity> old = getEntity(id);
if (old != NULL)
{
removeEntity(old);
}
forced.insert(e);
e->entityId = id;
if (!addEntity(e))
{
reEntries.insert(e);
}
entitiesById[id] = e;
}
shared_ptr<Entity> MultiPlayerLevel::getEntity(int id)
{
auto it = entitiesById.find(id);
if( it == entitiesById.end() ) return nullptr;
return it->second;
}
shared_ptr<Entity> MultiPlayerLevel::removeEntity(int id)
{
shared_ptr<Entity> e;
auto it = entitiesById.find(id);
if( it != entitiesById.end() )
{
e = it->second;
entitiesById.erase(it);
forced.erase(e);
removeEntity(e);
}
else
{
}
return e;
}
// 4J Added to remove the entities from the forced list
// This gets called when a chunk is unloaded, but we only do half an unload to remove entities slightly differently
void MultiPlayerLevel::removeEntities(vector<shared_ptr<Entity> > *list)
{
if ( list )
{
for (auto& e : *list )
{
auto reIt = reEntries.find(e);
if (reIt!=reEntries.end())
{
reEntries.erase(reIt);
}
forced.erase(e);
}
Level::removeEntities(list);
}
}
bool MultiPlayerLevel::setData(int x, int y, int z, int data, int updateFlags, bool forceUpdate/*=false*/) // 4J added forceUpdate)
{
// First check if this isn't going to do anything, because if it isn't then the next stage (of unsharing data) is really quite
// expensive so far better to early out here
int d = getData(x, y, z);
if( ( d == data ) )
{
// If we early-out, its important that we still do a checkLight here (which would otherwise have happened as part of Level::setTileAndDataNoUpdate)
// This is because since we are potentially sharing tile/data but not lighting data, it is possible that the server might tell a client
// of a lighting update that doesn't need actioned on the client just because the chunk's data was being shared with the server when it was set. However,
// the lighting data will potentially now be out of sync on the client.
checkLight(x,y,z);
return false;
}
// 4J - added - if this is the host, then stop sharing block data with the server at this point
unshareChunkAt(x,z);
if (Level::setData(x, y, z, data, updateFlags, forceUpdate))
{
//if(m_bEnableResetChanges) updatesToReset.push_back(ResetInfo(x, y, z, t, d));
return true;
}
// Didn't actually need to stop sharing
shareChunkAt(x,z);
return false;
}
bool MultiPlayerLevel::setTileAndData(int x, int y, int z, int tile, int data, int updateFlags)
{
// First check if this isn't going to do anything, because if it isn't then the next stage (of unsharing data) is really quite
// expensive so far better to early out here
int t = getTile(x, y, z);
int d = getData(x, y, z);
if( ( t == tile ) && ( d == data ) )
{
// If we early-out, its important that we still do a checkLight here (which would otherwise have happened as part of Level::setTileAndDataNoUpdate)
// This is because since we are potentially sharing tile/data but not lighting data, it is possible that the server might tell a client
// of a lighting update that doesn't need actioned on the client just because the chunk's data was being shared with the server when it was set. However,
// the lighting data will potentially now be out of sync on the client.
checkLight(x,y,z);
return false;
}
// 4J - added - if this is the host, then stop sharing block data with the server at this point
unshareChunkAt(x,z);
if (Level::setTileAndData(x, y, z, tile, data, updateFlags))
{
//if(m_bEnableResetChanges) updatesToReset.push_back(ResetInfo(x, y, z, t, d));
return true;
}
// Didn't actually need to stop sharing
shareChunkAt(x,z);
return false;
}
bool MultiPlayerLevel::doSetTileAndData(int x, int y, int z, int tile, int data)
{
clearResetRegion(x, y, z, x, y, z);
// 4J - Don't bother setting this to dirty if it isn't going to visually change - we get a lot of
// water changing from static to dynamic for instance. Note that this is only called from a client connection,
// and so the thing being notified of any update through tileUpdated is the renderer
int prevTile = getTile(x, y, z);
bool visuallyImportant = (!( ( ( prevTile == Tile::water_Id ) && ( tile == Tile::calmWater_Id ) ) ||
( ( prevTile == Tile::calmWater_Id ) && ( tile == Tile::water_Id ) ) ||
( ( prevTile == Tile::lava_Id ) && ( tile == Tile::calmLava_Id ) ) ||
( ( prevTile == Tile::calmLava_Id ) && ( tile == Tile::calmLava_Id ) ) ||
( ( prevTile == Tile::calmLava_Id ) && ( tile == Tile::lava_Id ) ) ) );
// If we're the host, need to tell the renderer for updates even if they don't change things as the host
// might have been sharing data and so set it already, but the renderer won't know to update
if( (Level::setTileAndData(x, y, z, tile, data, Tile::UPDATE_ALL) || g_NetworkManager.IsHost() ) )
{
if( g_NetworkManager.IsHost() && visuallyImportant )
{
// 4J Stu - This got removed from the tileUpdated function in TU14. Adding it back here as we need it
// to handle the cases where the chunk data is shared so the normal paths never call this
sendTileUpdated(x,y,z);
tileUpdated(x, y, z, tile);
}
return true;
}
return false;
}
void MultiPlayerLevel::disconnect(bool sendDisconnect /*= true*/)
{
if( sendDisconnect )
{
for (auto& it : connections )
{
if ( it )
it->sendAndDisconnect( shared_ptr<DisconnectPacket>( new DisconnectPacket(DisconnectPacket::eDisconnect_Quitting) ) );
}
}
else
{
for (auto& it : connections )
{
if ( it )
it->close();
}
}
}
Tickable *MultiPlayerLevel::makeSoundUpdater(shared_ptr<Minecart> minecart)
{
return NULL; //new MinecartSoundUpdater(minecraft->soundEngine, minecart, minecraft->player);
}
void MultiPlayerLevel::tickWeather()
{
if (dimension->hasCeiling) return;
oRainLevel = rainLevel;
if (levelData->isRaining())
{
rainLevel += 0.01;
}
else
{
rainLevel -= 0.01;
}
if (rainLevel < 0) rainLevel = 0;
if (rainLevel > 1) rainLevel = 1;
oThunderLevel = thunderLevel;
if (levelData->isThundering())
{
thunderLevel += 0.01;
}
else
{
thunderLevel -= 0.01;
}
if (thunderLevel < 0) thunderLevel = 0;
if (thunderLevel > 1) thunderLevel = 1;
}
void MultiPlayerLevel::animateTick(int xt, int yt, int zt)
{
// Get 8x8x8 chunk (ie not like the renderer or game chunks... maybe we need another word here...) that the player is in
// We then want to add a 3x3 region of chunks into a set that we'll be ticking over. Set is stored as unsigned ints which encode
// this chunk position
int cx = xt >> 3;
int cy = yt >> 3;
int cz = zt >> 3;
for( int xx = -1; xx <= 1; xx++ )
for( int yy = -1; yy <= 1; yy++ )
for( int zz = -1; zz <= 1; zz++ )
{
if( ( cy + yy ) < 0 ) continue;
if( ( cy + yy ) > 15 ) continue;
// Note - LEVEL_MAX_WIDTH is in game (16) tile chunks, and so our level goes from -LEVEL_MAX_WIDTH to LEVEL_MAX_WIDTH of our half-sized chunks
if( ( cx + xx ) >= LEVEL_MAX_WIDTH ) continue;
if( ( cx + xx ) < -LEVEL_MAX_WIDTH ) continue;
if( ( cz + zz ) >= LEVEL_MAX_WIDTH ) continue;
if( ( cz + zz ) < -LEVEL_MAX_WIDTH ) continue;
chunksToAnimate.insert( ( ( ( cx + xx ) & 0xff ) << 16 ) | ( ( ( cy + yy ) & 0xff ) << 8 ) | ( ( ( cz + zz ) & 0xff ) ) );
}
}
// 4J - the game used to tick 1000 tiles in a random region +/- 16 units round the player. We've got a 3x3 region of 8x8x8 chunks round each
// player. So the original game was ticking 1000 things in a 32x32x32 region ie had about a 1 in 32 chance of updating any one tile per tick.
// We're not dealing with quite such a big region round each player (24x24x24) but potentially we've got 4 players. Ultimately, we could end
// up ticking anywhere between 432 and 1728 tiles depending on how many players we've got, which seems like a good tradeoff from the original.
void MultiPlayerLevel::animateTickDoWork()
{
const int ticksPerChunk = 16; // This ought to give us roughly the same 1000/32768 chance of a tile being animated as the original
// Horrible hack to communicate with the level renderer, which is just attached as a listener to this level. This let's the particle
// rendering know to use this level (rather than try to work it out from the current player), and to not bother distance clipping particles
// which would again be based on the current player.
Minecraft::GetInstance()->animateTickLevel = this;
MemSect(31);
Random *animateRandom = new Random();
MemSect(0);
for( int i = 0; i < ticksPerChunk; i++ )
{
for(int packed : chunksToAnimate)
{
int cx = ( packed << 8 ) >> 24;
int cy = ( packed << 16 ) >> 24;
int cz = ( packed << 24 ) >> 24;
cx <<= 3;
cy <<= 3;
cz <<= 3;
int x = cx + random->nextInt(8);
int y = cy + random->nextInt(8);
int z = cz + random->nextInt(8);
int t = getTile(x, y, z);
if (random->nextInt(8) > y && t == 0 && dimension->hasBedrockFog()) // 4J - test for bedrock fog brought forward from 1.2.3
{
addParticle(eParticleType_depthsuspend, x + random->nextFloat(), y + random->nextFloat(), z + random->nextFloat(), 0, 0, 0);
}
else if (t > 0)
{
Tile::tiles[t]->animateTick(this, x, y, z, animateRandom);
}
}
}
Minecraft::GetInstance()->animateTickLevel = NULL;
delete animateRandom;
chunksToAnimate.clear();
}
void MultiPlayerLevel::playSound(shared_ptr<Entity> entity, int iSound, float volume, float pitch)
{
playLocalSound(entity->x, entity->y - entity->heightOffset, entity->z, iSound, volume, pitch);
}
void MultiPlayerLevel::playLocalSound(double x, double y, double z, int iSound, float volume, float pitch, bool distanceDelay/*= false */, float fClipSoundDist)
{
//float dd = 16;
if (volume > 1) fClipSoundDist *= volume;
// 4J - find min distance to any players rather than just the current one
float minDistSq = FLT_MAX;
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( minecraft->localplayers[i] )
{
float distSq = minecraft->localplayers[i]->distanceToSqr(x, y, z );
if( distSq < minDistSq )
{
minDistSq = distSq;
}
}
}
if (minDistSq < fClipSoundDist * fClipSoundDist)
{
if (distanceDelay && minDistSq > 10 * 10)
{
// exhaggerate sound speed effect by making speed of sound ~=
// 40 m/s instead of 300 m/s
double delayInSeconds = sqrt(minDistSq) / 40.0;
minecraft->soundEngine->schedule(iSound, (float) x, (float) y, (float) z, volume, pitch, (int) Math::round(delayInSeconds * SharedConstants::TICKS_PER_SECOND));
}
else
{
minecraft->soundEngine->play(iSound, (float) x, (float) y, (float) z, volume, pitch);
}
}
}
void MultiPlayerLevel::createFireworks(double x, double y, double z, double xd, double yd, double zd, CompoundTag *infoTag)
{
minecraft->particleEngine->add(shared_ptr<FireworksParticles::FireworksStarter>(new FireworksParticles::FireworksStarter(this, x, y, z, xd, yd, zd, minecraft->particleEngine, infoTag)));
}
void MultiPlayerLevel::setScoreboard(Scoreboard *scoreboard)
{
this->scoreboard = scoreboard;
}
void MultiPlayerLevel::setDayTime(int64_t newTime)
{
// 4J: We send daylight cycle rule with host options so don't need this
/*if (newTime < 0)
{
newTime = -newTime;
getGameRules()->set(GameRules::RULE_DAYLIGHT, L"false");
}
else
{
getGameRules()->set(GameRules::RULE_DAYLIGHT, L"true");
}*/
Level::setDayTime(newTime);
}
void MultiPlayerLevel::removeAllPendingEntityRemovals()
{
//entities.removeAll(entitiesToRemove);
EnterCriticalSection(&m_entitiesCS);
for (auto it = entities.begin(); it != entities.end();)
{
bool found = false;
for(auto & it2 : entitiesToRemove)
{
if( (*it) == it2 )
{
found = true;
break;
}
}
if( found )
{
it = entities.erase(it);
}
else
{
it++;
}
}
LeaveCriticalSection(&m_entitiesCS);
for (auto& e : entitiesToRemove)
{
if ( e )
{
int xc = e->xChunk;
int zc = e->zChunk;
if (e->inChunk && hasChunk(xc, zc))
{
getChunk(xc, zc)->removeEntity(e);
}
}
}
// 4J Stu - Is there a reason do this in a separate loop? Thats what the Java does...
for (auto& it : entitiesToRemove)
{
if ( it )
entityRemoved(it);
}
entitiesToRemove.clear();
//for (int i = 0; i < entities.size(); i++)
EnterCriticalSection(&m_entitiesCS);
auto it = entities.begin();
while( it != entities.end() )
{
shared_ptr<Entity> e = *it;//entities.at(i);
if (e->riding != NULL)
{
if (e->riding->removed || e->riding->rider.lock() != e)
{
e->riding->rider = weak_ptr<Entity>();
e->riding = nullptr;
}
else
{
++it;
continue;
}
}
if (e->removed)
{
int xc = e->xChunk;
int zc = e->zChunk;
if (e->inChunk && hasChunk(xc, zc))
{
getChunk(xc, zc)->removeEntity(e);
}
//entities.remove(i--);
it = entities.erase( it );
entityRemoved(e);
}
else
{
it++;
}
}
LeaveCriticalSection(&m_entitiesCS);
}
void MultiPlayerLevel::removeClientConnection(ClientConnection *c, bool sendDisconnect)
{
if( sendDisconnect )
{
c->sendAndDisconnect( shared_ptr<DisconnectPacket>( new DisconnectPacket(DisconnectPacket::eDisconnect_Quitting) ) );
}
auto it = find(connections.begin(), connections.end(), c);
if( it != connections.end() )
{
connections.erase( it );
}
}
void MultiPlayerLevel::tickAllConnections()
{
PIXBeginNamedEvent(0,"Connection ticking");
for (auto& it : connections )
{
if ( it )
it->tick();
}
PIXEndNamedEvent();
}
void MultiPlayerLevel::dataReceivedForChunk(int x, int z)
{
chunkCache->dataReceived(x, z);
}
// 4J added - removes all tile entities in the given region from both level & levelchunks
void MultiPlayerLevel::removeUnusedTileEntitiesInRegion(int x0, int y0, int z0, int x1, int y1, int z1)
{
EnterCriticalSection(&m_tileEntityListCS);
for (unsigned int i = 0; i < tileEntityList.size();)
{
bool removed = false;
shared_ptr<TileEntity> te = tileEntityList[i];
if (te->x >= x0 && te->y >= y0 && te->z >= z0 && te->x < x1 && te->y < y1 && te->z < z1)
{
LevelChunk *lc = getChunk(te->x >> 4, te->z >> 4);
if (lc != NULL)
{
// Only remove tile entities where this is no longer a tile entity
int tileId = lc->getTile(te->x & 15, te->y, te->z & 15 );
if( Tile::tiles[tileId] == NULL || !Tile::tiles[tileId]->isEntityTile())
{
tileEntityList[i] = tileEntityList.back();
tileEntityList.pop_back();
// 4J Stu - Chests can create new tile entities when being removed, so disable this
m_bDisableAddNewTileEntities = true;
lc->removeTileEntity(te->x & 15, te->y, te->z & 15);
m_bDisableAddNewTileEntities = false;
removed = true;
}
}
}
if( !removed ) i++;
}
LeaveCriticalSection(&m_tileEntityListCS);
}