Files
MinecraftConsoles/Minecraft.World/DirectoryLevelStorage.h
2026-03-07 03:31:30 +07:00

145 lines
4.7 KiB
C++

#pragma once
using namespace std;
#ifdef _LARGE_WORLDS
// 51 maps per player (7x7 overworld, 1 nether, 1 end) * 100 players rounded up to power of 2
#define MAXIMUM_MAP_SAVE_DATA 8192//65536
// 4J Stu - These are special map slots that are used on local machines. They will never be an actual map,
// but are placeholders for when we get updated with the correct id
#define MAP_OVERWORLD_DEFAULT_INDEX 65535
#define MAP_NETHER_DEFAULT_INDEX 65534
#define MAP_END_DEFAULT_INDEX 65533
#else
#define MAXIMUM_MAP_SAVE_DATA 256
// 4J Stu - These are special map slots that are used on local machines. They will never be an actual map,
// but are placeholders for when we get updated with the correct id
#define MAP_OVERWORLD_DEFAULT_INDEX 255
#define MAP_NETHER_DEFAULT_INDEX 254
#define MAP_END_DEFAULT_INDEX 253
#endif
// The save file version in which we added the End dimension map mappings
#define END_DIMENSION_MAP_MAPPINGS_SAVE_VERSION 5
#include "File.h"
#include "LevelStorage.h"
#include "PlayerIO.h"
#include "ConsoleSavePath.h"
class ConsoleSaveFile;
// 4J Stu - Added this which we will write out as a file. Map id's are stored in itemInstances
// as the auxValue, so we can have at most 65536 maps. As we currently have a limit of 80 players
// with 3 maps each we should not hit this limit.
typedef struct _MapDataMappings
{
PlayerUID xuids[MAXIMUM_MAP_SAVE_DATA];
byte dimensions[MAXIMUM_MAP_SAVE_DATA/4];
_MapDataMappings();
int getDimension(int id);
void setMapping(int id, PlayerUID xuid, int dimension);
} MapDataMappings;
// Old version the only used 1 bit for dimension indexing
typedef struct _MapDataMappings_old
{
PlayerUID xuids[MAXIMUM_MAP_SAVE_DATA];
byte dimensions[MAXIMUM_MAP_SAVE_DATA/8];
_MapDataMappings_old();
int getDimension(int id);
void setMapping(int id, PlayerUID xuid, int dimension);
} MapDataMappings_old;
class DirectoryLevelStorage : public LevelStorage, public PlayerIO
{
private:
/* 4J Jev, Probably no need for this as theres no exceptions being thrown.
static const Logger *logger = Logger::getLogger("Minecraft"); */
const File dir;
//const File playerDir;
const ConsoleSavePath playerDir;
//const File dataDir;
const ConsoleSavePath dataDir;
const int64_t sessionId;
const wstring levelId;
static const wstring sc_szPlayerDir;
// 4J Added
#ifdef _LARGE_WORLDS
class PlayerMappings
{
friend class DirectoryLevelStorage;
private:
unordered_map<int64_t, short> m_mappings;
public:
void addMapping(int id, int centreX, int centreZ, int dimension, int scale);
bool getMapping(int &id, int centreX, int centreZ, int dimension, int scale);
void writeMappings(DataOutputStream *dos);
void readMappings(DataInputStream *dis);
};
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__) || defined(_DURANGO)
unordered_map<PlayerUID, PlayerMappings, PlayerUID::Hash> m_playerMappings;
#else
unordered_map<PlayerUID, PlayerMappings> m_playerMappings;
#endif
byteArray m_usedMappings;
#else
MapDataMappings m_mapDataMappings;
MapDataMappings m_saveableMapDataMappings;
#endif
bool m_bHasLoadedMapDataMappings;
unordered_map<wstring, ByteArrayOutputStream *> m_cachedSaveData;
vector<short> m_mapFilesToDelete; // Temp list of files that couldn't be deleted immediately due to saving being disabled
protected:
ConsoleSaveFile *m_saveFile;
public:
virtual ConsoleSaveFile *getSaveFile() { return m_saveFile; }
virtual void flushSaveFile(bool autosave);
public:
DirectoryLevelStorage(ConsoleSaveFile *saveFile, const File dir, const wstring& levelId, bool createPlayerDir);
~DirectoryLevelStorage();
private:
void initiateSession();
protected:
File getFolder();
public:
void checkSession();
virtual ChunkStorage *createChunkStorage(Dimension *dimension);
LevelData *prepareLevel();
virtual void saveLevelData(LevelData *levelData, vector<shared_ptr<Player> > *players);
virtual void saveLevelData(LevelData *levelData);
virtual void save(shared_ptr<Player> player);
virtual CompoundTag *load(shared_ptr<Player> player); // 4J Changed return val to bool to check if new player or loaded player
virtual CompoundTag *loadPlayerDataTag(PlayerUID xuid);
virtual void clearOldPlayerFiles(); // 4J Added
PlayerIO *getPlayerIO();
virtual void closeAll();
ConsoleSavePath getDataFile(const wstring& id);
wstring getLevelId();
// 4J Added
virtual int getAuxValueForMap(PlayerUID xuid, int dimension, int centreXC, int centreZC, int scale);
virtual void saveMapIdLookup();
virtual void deleteMapFilesForPlayer(shared_ptr<Player> player);
virtual void saveAllCachedData();
void resetNetherPlayerPositions(); // 4J Added
static wstring getPlayerDir() { return sc_szPlayerDir; }
private:
void dontSaveMapMappingForPlayer(PlayerUID xuid);
void deleteMapFilesForPlayer(PlayerUID xuid);
};