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.
468 lines
13 KiB
C++
468 lines
13 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "ConsoleSaveFileIO.h"
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#include "LevelData.h"
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#include "McRegionChunkStorage.h"
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CRITICAL_SECTION McRegionChunkStorage::cs_memory;
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std::deque<DataOutputStream *> McRegionChunkStorage::s_chunkDataQueue;
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int McRegionChunkStorage::s_runningThreadCount = 0;
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C4JThread *McRegionChunkStorage::s_saveThreads[3];
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McRegionChunkStorage::McRegionChunkStorage(ConsoleSaveFile *saveFile, const wstring &prefix) : m_prefix( prefix )
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{
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m_saveFile = saveFile;
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// Make sure that if there are any files for regions to be created, that they are created in the order that suits us for making the initial level save work fast
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if( prefix == L"" )
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{
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m_saveFile->createFile(ConsoleSavePath(L"DIM-1r.-1.-1.mcr"));
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m_saveFile->createFile(ConsoleSavePath(L"DIM-1r.0.-1.mcr"));
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m_saveFile->createFile(ConsoleSavePath(L"DIM-1r.0.0.mcr"));
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m_saveFile->createFile(ConsoleSavePath(L"DIM-1r.-1.0.mcr"));
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m_saveFile->createFile(ConsoleSavePath(L"DIM1/r.-1.-1.mcr"));
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m_saveFile->createFile(ConsoleSavePath(L"DIM1/r.0.-1.mcr"));
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m_saveFile->createFile(ConsoleSavePath(L"DIM1/r.0.0.mcr"));
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m_saveFile->createFile(ConsoleSavePath(L"DIM1/r.-1.0.mcr"));
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m_saveFile->createFile(ConsoleSavePath(L"r.-1.-1.mcr"));
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m_saveFile->createFile(ConsoleSavePath(L"r.0.-1.mcr"));
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m_saveFile->createFile(ConsoleSavePath(L"r.0.0.mcr"));
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m_saveFile->createFile(ConsoleSavePath(L"r.-1.0.mcr"));
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}
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#ifdef SPLIT_SAVES
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ConsoleSavePath currentFile = ConsoleSavePath( m_prefix + wstring( L"entities.dat" ) );
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if(m_saveFile->doesFileExist(currentFile))
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{
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ConsoleSaveFileInputStream fis = ConsoleSaveFileInputStream( m_saveFile, currentFile );
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DataInputStream dis(&fis);
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int count = dis.readInt();
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for(int i = 0; i < count; ++i)
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{
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int64_t index = dis.readLong();
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CompoundTag *tag = NbtIo::read(&dis);
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ByteArrayOutputStream bos;
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DataOutputStream dos(&bos);
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NbtIo::write(tag, &dos);
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delete tag;
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byteArray savedData(bos.size());
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memcpy(savedData.data, bos.buf.data, bos.size());
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m_entityData[index] = savedData;
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}
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}
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#endif
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}
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McRegionChunkStorage::~McRegionChunkStorage()
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{
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for(auto& it : m_entityData)
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{
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delete it.second.data;
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}
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}
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LevelChunk *McRegionChunkStorage::load(Level *level, int x, int z)
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{
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DataInputStream *regionChunkInputStream = RegionFileCache::getChunkDataInputStream(m_saveFile, m_prefix, x, z);
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#ifdef SPLIT_SAVES
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// If we can't find the chunk in the save file, then we should remove any entities we might have for that chunk
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if(regionChunkInputStream == NULL)
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{
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int64_t index = ((int64_t)(x) << 32) | (((int64_t)(z))&0x00000000FFFFFFFF);
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auto it = m_entityData.find(index);
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if(it != m_entityData.end())
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{
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delete it->second.data;
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m_entityData.erase(it);
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}
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}
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#endif
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LevelChunk *levelChunk = NULL;
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if(m_saveFile->getOriginalSaveVersion() >= SAVE_FILE_VERSION_COMPRESSED_CHUNK_STORAGE)
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{
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if (regionChunkInputStream != NULL)
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{
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MemSect(9);
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levelChunk = OldChunkStorage::load(level, regionChunkInputStream);
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loadEntities(level, levelChunk);
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MemSect(0);
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regionChunkInputStream->deleteChildStream();
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delete regionChunkInputStream;
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}
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}
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else
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{
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CompoundTag *chunkData;
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if (regionChunkInputStream != NULL)
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{
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MemSect(8);
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chunkData = NbtIo::read((DataInput *)regionChunkInputStream);
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MemSect(0);
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} else
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{
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return NULL;
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}
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regionChunkInputStream->deleteChildStream();
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delete regionChunkInputStream;
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if (!chunkData->contains(L"Level"))
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{
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char buf[256];
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sprintf(buf,"Chunk file at %d, %d is missing level data, skipping\n",x, z);
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app.DebugPrintf(buf);
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delete chunkData;
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return NULL;
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}
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if (!chunkData->getCompound(L"Level")->contains(L"Blocks"))
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{
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char buf[256];
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sprintf(buf,"Chunk file at %d, %d is missing block data, skipping\n",x, z);
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app.DebugPrintf(buf);
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delete chunkData;
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return NULL;
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}
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MemSect(9);
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levelChunk = OldChunkStorage::load(level, chunkData->getCompound(L"Level"));
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MemSect(0);
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if (!levelChunk->isAt(x, z))
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{
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char buf[256];
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sprintf(buf,"Chunk file at %d, %d is in the wrong location; relocating. Expected %d, %d, got %d, %d\n",
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x, z, x, z, levelChunk->x, levelChunk->z);
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app.DebugPrintf(buf);
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delete levelChunk;
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delete chunkData;
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return NULL;
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// 4J Stu - We delete the data within OldChunkStorage::load, so we can never reload from it
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//chunkData->putInt(L"xPos", x);
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//chunkData->putInt(L"zPos", z);
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//MemSect(10);
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//levelChunk = OldChunkStorage::load(level, chunkData->getCompound(L"Level"));
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//MemSect(0);
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}
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#ifdef SPLIT_SAVES
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loadEntities(level, levelChunk);
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#endif
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delete chunkData;
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}
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#ifndef _CONTENT_PACKAGE
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if(levelChunk && app.DebugSettingsOn() && app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_EnableBiomeOverride))
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{
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// 4J Stu - This will force an update of the chunk's biome array
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levelChunk->reloadBiomes();
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}
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#endif
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return levelChunk;
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}
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void McRegionChunkStorage::save(Level *level, LevelChunk *levelChunk)
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{
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level->checkSession();
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// 4J - removed try/catch
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// try {
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// Note - have added use of a critical section round sections of code that do a lot of memory alloc/free operations. This is because
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// when we are running saves on multiple threads these sections have a lot of contention and thrash the memory system's critical sections
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// Better to let each thread have its turn at a higher level of granularity.
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MemSect(30);
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PIXBeginNamedEvent(0,"Getting output stream\n");
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DataOutputStream *output = RegionFileCache::getChunkDataOutputStream(m_saveFile, m_prefix, levelChunk->x, levelChunk->z);
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PIXEndNamedEvent();
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if(m_saveFile->getOriginalSaveVersion() >= SAVE_FILE_VERSION_COMPRESSED_CHUNK_STORAGE)
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{
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PIXBeginNamedEvent(0,"Writing chunk data");
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OldChunkStorage::save(levelChunk, level, output);
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PIXEndNamedEvent();
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PIXBeginNamedEvent(0,"Updating chunk queue");
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EnterCriticalSection(&cs_memory);
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s_chunkDataQueue.push_back(output);
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LeaveCriticalSection(&cs_memory);
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PIXEndNamedEvent();
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}
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else
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{
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EnterCriticalSection(&cs_memory);
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PIXBeginNamedEvent(0,"Creating tags\n");
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CompoundTag *tag = new CompoundTag();
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CompoundTag *levelData = new CompoundTag();
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tag->put(L"Level", levelData);
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OldChunkStorage::save(levelChunk, level, levelData);
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PIXEndNamedEvent();
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PIXBeginNamedEvent(0,"NbtIo writing\n");
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NbtIo::write(tag, output);
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PIXEndNamedEvent();
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LeaveCriticalSection(&cs_memory);
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PIXBeginNamedEvent(0,"Output closing\n");
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output->close();
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PIXEndNamedEvent();
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// 4J Stu - getChunkDataOutputStream makes a new DataOutputStream that points to a new ChunkBuffer( ByteArrayOutputStream )
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// We should clean these up when we are done
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EnterCriticalSection(&cs_memory);
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PIXBeginNamedEvent(0,"Cleaning up\n");
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output->deleteChildStream();
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delete output;
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delete tag;
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LeaveCriticalSection(&cs_memory);
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PIXEndNamedEvent();
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}
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MemSect(0);
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LevelData *levelInfo = level->getLevelData();
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// 4J Stu - Override this with our save file size to stop all the RegionFileCache lookups
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//levelInfo->setSizeOnDisk(levelInfo->getSizeOnDisk() + RegionFileCache::getSizeDelta(m_saveFile, m_prefix, levelChunk->x, levelChunk->z));
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levelInfo->setSizeOnDisk( this->m_saveFile->getSizeOnDisk() );
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// } catch (Exception e) {
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// e.printStackTrace();
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// }
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}
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void McRegionChunkStorage::saveEntities(Level *level, LevelChunk *levelChunk)
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{
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#ifdef SPLIT_SAVES
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PIXBeginNamedEvent(0,"Saving entities");
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int64_t index = ((int64_t)(levelChunk->x) << 32) | (((int64_t)(levelChunk->z))&0x00000000FFFFFFFF);
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delete m_entityData[index].data;
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CompoundTag *newTag = new CompoundTag();
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bool savedEntities = OldChunkStorage::saveEntities(levelChunk, level, newTag);
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if(savedEntities)
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{
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ByteArrayOutputStream bos;
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DataOutputStream dos(&bos);
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NbtIo::write(newTag, &dos);
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byteArray savedData(bos.size());
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memcpy(savedData.data, bos.buf.data, bos.size());
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m_entityData[index] = savedData;
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}
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else
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{
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auto it = m_entityData.find(index);
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if(it != m_entityData.end())
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{
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m_entityData.erase(it);
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}
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}
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delete newTag;
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PIXEndNamedEvent();
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#endif
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}
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void McRegionChunkStorage::loadEntities(Level *level, LevelChunk *levelChunk)
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{
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#ifdef SPLIT_SAVES
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int64_t index = ((int64_t)(levelChunk->x) << 32) | (((int64_t)(levelChunk->z))&0x00000000FFFFFFFF);
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auto it = m_entityData.find(index);
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if(it != m_entityData.end())
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{
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ByteArrayInputStream bais(it->second);
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DataInputStream dis(&bais);
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CompoundTag *tag = NbtIo::read(&dis);
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OldChunkStorage::loadEntities(levelChunk, level, tag);
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bais.reset();
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delete tag;
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}
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#endif
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}
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void McRegionChunkStorage::tick()
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{
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m_saveFile->tick();
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}
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void McRegionChunkStorage::flush()
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{
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#ifdef SPLIT_SAVES
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PIXBeginNamedEvent(0, "Flushing entity data");
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ConsoleSavePath currentFile = ConsoleSavePath( m_prefix + wstring( L"entities.dat" ) );
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ConsoleSaveFileOutputStream fos = ConsoleSaveFileOutputStream( m_saveFile, currentFile );
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BufferedOutputStream bos(&fos, 1024*1024);
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DataOutputStream dos(&bos);
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PIXBeginNamedEvent(0,"Writing to stream");
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dos.writeInt(m_entityData.size());
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for(auto& it : m_entityData)
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{
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dos.writeLong(it.first);
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dos.write(it.second,0,it.second.length);
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}
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bos.flush();
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PIXEndNamedEvent();
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PIXEndNamedEvent();
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#endif
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}
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void McRegionChunkStorage::staticCtor()
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{
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InitializeCriticalSectionAndSpinCount(&cs_memory,5120);
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for(unsigned int i = 0; i < 3; ++i)
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{
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char threadName[256];
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sprintf(threadName,"McRegion Save thread %d\n",i);
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SetThreadName(0, threadName);
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//saveThreads[j] = CreateThread(NULL,0,runSaveThreadProc,&threadData[j],CREATE_SUSPENDED,&threadId[j]);
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s_saveThreads[i] = new C4JThread(runSaveThreadProc,NULL,threadName);
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//app.DebugPrintf("Created new thread: %s\n",threadName);
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// Threads 1,3 and 5 are generally idle so use them
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if(i == 0) s_saveThreads[i]->SetProcessor(CPU_CORE_SAVE_THREAD_A);
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else if(i == 1)
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{
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s_saveThreads[i]->SetProcessor(CPU_CORE_SAVE_THREAD_B);
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#ifdef __ORBIS__
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s_saveThreads[i]->SetPriority(THREAD_PRIORITY_BELOW_NORMAL); // On Orbis, this core is also used for Matching 2, and that priority of that seems to be always at default no matter what we set it to. Prioritise this below Matching 2.
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#endif
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}
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else if(i == 2) s_saveThreads[i]->SetProcessor(CPU_CORE_SAVE_THREAD_C);
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//ResumeThread( saveThreads[j] );
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s_saveThreads[i]->Run();
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}
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}
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int McRegionChunkStorage::runSaveThreadProc(LPVOID lpParam)
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{
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Compression::CreateNewThreadStorage();
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bool running = true;
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size_t lastQueueSize = 0;
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DataOutputStream *dos = NULL;
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while(running)
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{
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if( TryEnterCriticalSection(&cs_memory) )
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{
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lastQueueSize = s_chunkDataQueue.size();
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if(lastQueueSize > 0)
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{
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dos = s_chunkDataQueue.front();
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s_chunkDataQueue.pop_front();
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}
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s_runningThreadCount++;
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LeaveCriticalSection(&cs_memory);
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if(dos)
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{
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PIXBeginNamedEvent(0,"Saving chunk");
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//app.DebugPrintf("Compressing chunk data (%d left)\n", lastQueueSize - 1);
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dos->close();
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dos->deleteChildStream();
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PIXEndNamedEvent();
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}
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delete dos;
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dos = NULL;
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EnterCriticalSection(&cs_memory);
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s_runningThreadCount--;
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LeaveCriticalSection(&cs_memory);
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}
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// If there was more than one thing in the queue last time we checked, then we want to spin round again soon
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// Otherwise wait a bit longer
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if( (lastQueueSize -1) > 0) Sleep(1); // Sleep 1 to yield
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else Sleep(100);
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}
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Compression::ReleaseThreadStorage();
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return 0;
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}
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void McRegionChunkStorage::WaitForAll()
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{
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WaitForAllSaves();
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}
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void McRegionChunkStorage::WaitIfTooManyQueuedChunks()
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{
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WaitForSaves();
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}
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// Static
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void McRegionChunkStorage::WaitForAllSaves()
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{
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// Wait for there to be no more tasks to be processed...
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EnterCriticalSection(&cs_memory);
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size_t queueSize = s_chunkDataQueue.size();
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LeaveCriticalSection(&cs_memory);
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while(queueSize > 0)
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{
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Sleep(10);
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EnterCriticalSection(&cs_memory);
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queueSize = s_chunkDataQueue.size();
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LeaveCriticalSection(&cs_memory);
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}
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// And then wait for there to be no running threads that are processing these tasks
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EnterCriticalSection(&cs_memory);
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int runningThreadCount = s_runningThreadCount;
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LeaveCriticalSection(&cs_memory);
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while(runningThreadCount > 0)
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{
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Sleep(10);
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EnterCriticalSection(&cs_memory);
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runningThreadCount = s_runningThreadCount;
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LeaveCriticalSection(&cs_memory);
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}
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}
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// Static
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void McRegionChunkStorage::WaitForSaves()
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{
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static const int MAX_QUEUE_SIZE = 12;
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static const int DESIRED_QUEUE_SIZE = 6;
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// Wait for the queue to reduce to a level where we should add more elements
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EnterCriticalSection(&cs_memory);
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size_t queueSize = s_chunkDataQueue.size();
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LeaveCriticalSection(&cs_memory);
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if( queueSize > MAX_QUEUE_SIZE )
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{
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while( queueSize > DESIRED_QUEUE_SIZE )
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{
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Sleep(10);
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EnterCriticalSection(&cs_memory);
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queueSize = s_chunkDataQueue.size();
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LeaveCriticalSection(&cs_memory);
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}
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}
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}
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