#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cChunkMap.h"
#include "cChunk.h"
#include "cWorld.h"
#include "cRoot.h"
#include "cMakeDir.h"
#ifndef _WIN32
#include <cstdlib> // abs
#endif
#include "zlib.h"
#include <json/json.h>
#define USE_MEMCPY
////////////////////////////////////////////////////////////////////////////////
// cChunkMap:
cChunkMap::cChunkMap(cWorld * a_World )
: m_World( a_World )
{
}
cChunkMap::~cChunkMap()
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
delete *itr;
} // for itr - m_Layers[]
}
void cChunkMap::RemoveLayer( cChunkLayer* a_Layer )
{
cCSLock Lock(m_CSLayers);
m_Layers.remove(a_Layer);
}
cChunkMap::cChunkLayer * cChunkMap::GetLayer(int a_LayerX, int a_LayerZ)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::const_iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
if (((*itr)->GetX() == a_LayerX) && ((*itr)->GetZ() == a_LayerZ))
{
return *itr;
}
}
// Not found, create new:
cChunkLayer * Layer = new cChunkLayer(a_LayerX, a_LayerZ, this);
if (Layer == NULL)
{
LOGERROR("cChunkMap: Cannot create new layer, server out of memory?");
return NULL;
}
m_Layers.push_back(Layer);
return Layer;
}
cChunkMap::cChunkLayer * cChunkMap::GetLayerForChunk( int a_ChunkX, int a_ChunkZ )
{
const int LayerX = (int)(floorf((float)a_ChunkX / (float)(LAYER_SIZE)));
const int LayerZ = (int)(floorf((float)a_ChunkZ / (float)(LAYER_SIZE)));
return GetLayer( LayerX, LayerZ );
}
cChunkPtr cChunkMap::GetChunk( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
{
cCSLock Lock(m_CSLayers);
cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ );
if (Layer == NULL)
{
// An error must have occurred, since layers are automatically created if they don't exist
return cChunkPtr();
}
cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkZ);
if (!(Chunk->IsValid()))
{
m_World->GetStorage().QueueLoadChunk(Chunk);
}
return Chunk;
}
cChunkPtr cChunkMap::GetChunkNoGen( int a_ChunkX, int a_ChunkY, int a_ChunkZ )
{
cCSLock Lock(m_CSLayers);
cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ );
if (Layer == NULL)
{
// An error must have occurred, since layers are automatically created if they don't exist
return cChunkPtr();
}
cChunkPtr Chunk = Layer->GetChunk(a_ChunkX, a_ChunkZ);
// TODO: Load, but do not generate, if not valid
return Chunk;
}
void cChunkMap::BroadcastToChunkOfBlock(int a_X, int a_Y, int a_Z, cPacket * a_Packet, cClientHandle * a_Exclude)
{
// Broadcasts a_Packet to all clients in the chunk where block [x, y, z] is, except to client a_Exclude
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
BlockToChunk(a_X, a_Y, a_Z, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
if (Chunk == NULL)
{
return;
}
// Packets can be broadcasted even to invalid chunks!
Chunk->Broadcast(a_Packet);
}
void cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z)
{
// a_Player rclked block entity at the coords specified, handle it
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
BlockToChunk(a_X, a_Y, a_Z, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return;
}
Chunk->UseBlockEntity(a_Player, a_X, a_Y, a_Z);
}
void cChunkMap::Tick( float a_Dt, MTRand & a_TickRandom )
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->Tick(a_Dt, a_TickRandom);
} // for itr - m_Layers
}
void cChunkMap::UnloadUnusedChunks()
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->UnloadUnusedChunks();
} // for itr - m_Layers
}
void cChunkMap::SaveAllChunks(void)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->Save();
} // for itr - m_Layers[]
}
////////////////////////////////////////////////////////////////////////////////
// cChunkMap::cChunkLayer:
cChunkMap::cChunkLayer::cChunkLayer(int a_LayerX, int a_LayerZ, cChunkMap * a_Parent)
: m_LayerX( a_LayerX )
, m_LayerZ( a_LayerZ )
, m_Parent( a_Parent )
, m_NumChunksLoaded( 0 )
{
}
cChunkPtr cChunkMap::cChunkLayer::GetChunk( int a_ChunkX, int a_ChunkZ )
{
// Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check
const int LocalX = a_ChunkX - m_LayerX * LAYER_SIZE;
const int LocalZ = a_ChunkZ - m_LayerZ * LAYER_SIZE;
if (!((LocalX < LAYER_SIZE) && (LocalZ < LAYER_SIZE) && (LocalX > -1) && (LocalZ > -1)))
{
assert(!"Asking a cChunkLayer for a chunk that doesn't belong to it!");
return cChunkPtr();
}
int Index = LocalX + LocalZ * LAYER_SIZE;
if (m_Chunks[Index].get() == NULL)
{
m_Chunks[Index].reset(new cChunk(a_ChunkX, 0, a_ChunkZ, m_Parent->GetWorld()));
}
return m_Chunks[Index];
}
void cChunkMap::cChunkLayer::Tick(float a_Dt, MTRand & a_TickRand)
{
for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
if ((m_Chunks[i] != NULL) && (m_Chunks[i]->IsValid()))
{
m_Chunks[i]->Tick(a_Dt, a_TickRand);
}
} // for i - m_Chunks[]
}
void cChunkMap::cChunkLayer::Save(void)
{
cWorld * World = m_Parent->GetWorld();
for (int i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
{
if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid())
{
World->GetStorage().QueueSaveChunk(m_Chunks[i]);
}
} // for i - m_Chunks[]
}
void cChunkMap::cChunkLayer::UnloadUnusedChunks(void)
{
cWorld * World = m_Parent->GetWorld();
for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
if ((m_Chunks[i] != NULL) && (m_Chunks[i]->CanUnload()))
{
// TODO: Save the chunk if it was changed
World->GetStorage().QueueSaveChunk(m_Chunks[i]); // _FT: FIXME: Right now it saves chunks even though it might not have changed.
// Also I'm not sure what's going on when I queue this chunks and the next line says reset the pointer.. =/
m_Chunks[i].reset();
}
} // for i - m_Chunks[]
}
int cChunkMap::GetNumChunks(void)
{
cCSLock Lock(m_CSLayers);
int NumChunks = 0;
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
NumChunks += (*itr)->GetNumChunksLoaded();
}
return NumChunks;
}