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#include "Globals.h"

#include "ChunkGenerator.h"
#include "../IniFile.h"
#include "ChunkDesc.h"
#include "ComposableGenerator.h"
#include "Noise3DGenerator.h"
#include "FastRandom.h"





/** If the generation queue size exceeds this number, a warning will be output */
const unsigned int QUEUE_WARNING_LIMIT = 1000;

/** If the generation queue size exceeds this number, chunks with no clients will be skipped */
const unsigned int QUEUE_SKIP_LIMIT = 500;





////////////////////////////////////////////////////////////////////////////////
// cChunkGenerator:

cChunkGenerator::cChunkGenerator(void) :
	super("cChunkGenerator"),
	m_Seed(0),  // Will be overwritten by the actual generator
	m_Generator(nullptr),
	m_PluginInterface(nullptr),
	m_ChunkSink(nullptr)
{
}





cChunkGenerator::~cChunkGenerator()
{
	Stop();
}





bool cChunkGenerator::Initialize(cPluginInterface & a_PluginInterface, cChunkSink & a_ChunkSink, cIniFile & a_IniFile)
{
	m_PluginInterface = &a_PluginInterface;
	m_ChunkSink = &a_ChunkSink;

	// Get the seed; create a new one and log it if not found in the INI file:
	if (a_IniFile.HasValue("Seed", "Seed"))
	{
		m_Seed = a_IniFile.GetValueI("Seed", "Seed");
	}
	else
	{
		m_Seed = GetRandomProvider().RandInt();
		LOGINFO("Chosen a new random seed for world: %d", m_Seed);
		a_IniFile.SetValueI("Seed", "Seed", m_Seed);
	}

	// Get the generator engine based on the INI file settings:
	AString GeneratorName = a_IniFile.GetValueSet("Generator", "Generator", "Composable");
	if (NoCaseCompare(GeneratorName, "Noise3D") == 0)
	{
		m_Generator = new cNoise3DGenerator(*this);
	}
	else
	{
		if (NoCaseCompare(GeneratorName, "composable") != 0)
		{
			LOGWARN("[Generator]::Generator value \"%s\" not recognized, using \"Composable\".", GeneratorName.c_str());
		}
		m_Generator = new cComposableGenerator(*this);
	}

	if (m_Generator == nullptr)
	{
		LOGERROR("Generator could not start, aborting the server");
		return false;
	}

	m_Generator->Initialize(a_IniFile);
	return true;
}





void cChunkGenerator::Stop(void)
{
	m_ShouldTerminate = true;
	m_Event.Set();
	m_evtRemoved.Set();  // Wake up anybody waiting for empty queue
	Wait();

	delete m_Generator;
	m_Generator = nullptr;
}





void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate, cChunkCoordCallback * a_Callback)
{
	ASSERT(m_ChunkSink->IsChunkQueued(a_ChunkX, a_ChunkZ));

	{
		cCSLock Lock(m_CS);

		// Add to queue, issue a warning if too many:
		if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
		{
			LOGWARN("WARNING: Adding chunk [%i, %i] to generation queue; Queue is too big! (" SIZE_T_FMT ")", a_ChunkX, a_ChunkZ, m_Queue.size());
		}
		m_Queue.push_back(cQueueItem{a_ChunkX, a_ChunkZ, a_ForceGenerate, a_Callback});
	}

	m_Event.Set();
}





void cChunkGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
	if (m_Generator != nullptr)
	{
		m_Generator->GenerateBiomes(a_ChunkX, a_ChunkZ, a_BiomeMap);
	}
}





void cChunkGenerator::WaitForQueueEmpty(void)
{
	cCSLock Lock(m_CS);
	while (!m_ShouldTerminate && !m_Queue.empty())
	{
		cCSUnlock Unlock(Lock);
		m_evtRemoved.Wait();
	}
}





int cChunkGenerator::GetQueueLength(void)
{
	cCSLock Lock(m_CS);
	return static_cast<int>(m_Queue.size());
}





EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
{
	ASSERT(m_Generator != nullptr);
	return m_Generator->GetBiomeAt(a_BlockX, a_BlockZ);
}





BLOCKTYPE cChunkGenerator::GetIniBlock(cIniFile & a_IniFile, const AString & a_SectionName, const AString & a_ValueName, const AString & a_Default)
{
	AString BlockType = a_IniFile.GetValueSet(a_SectionName, a_ValueName, a_Default);
	int Block = BlockStringToType(BlockType);
	if (Block < 0)
	{
		LOGWARN("[%s].%s Could not parse block value \"%s\". Using default: \"%s\".", a_SectionName.c_str(), a_ValueName.c_str(), BlockType.c_str(), a_Default.c_str());
		return static_cast<BLOCKTYPE>(BlockStringToType(a_Default));
	}
	return static_cast<BLOCKTYPE>(Block);
}





void cChunkGenerator::Execute(void)
{
	// To be able to display performance information, the generator counts the chunks generated.
	// When the queue gets empty, the count is reset, so that waiting for the queue is not counted into the total time.
	int NumChunksGenerated = 0;  // Number of chunks generated since the queue was last empty
	clock_t GenerationStart = clock();  // Clock tick when the queue started to fill
	clock_t LastReportTick = clock();  // Clock tick of the last report made (so that performance isn't reported too often)

	while (!m_ShouldTerminate)
	{
		cCSLock Lock(m_CS);
		while (m_Queue.empty())
		{
			if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC))
			{
				/* LOG("Chunk generator performance: %.2f ch / sec (%d ch total)",
					static_cast<double>(NumChunksGenerated) * CLOCKS_PER_SEC/ (clock() - GenerationStart),
					NumChunksGenerated
				); */
			}
			cCSUnlock Unlock(Lock);
			m_Event.Wait();
			if (m_ShouldTerminate)
			{
				return;
			}
			NumChunksGenerated = 0;
			GenerationStart = clock();
			LastReportTick = clock();
		}

		if (m_Queue.empty())
		{
			// Sometimes the queue remains empty
			// If so, we can't do any front() operations on it!
			continue;
		}

		cQueueItem item = m_Queue.front();  // Get next chunk from the queue
		bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
		m_Queue.erase(m_Queue.begin());  // Remove the item from the queue
		Lock.Unlock();  // Unlock ASAP
		m_evtRemoved.Set();

		// Display perf info once in a while:
		if ((NumChunksGenerated > 512) && (clock() - LastReportTick > 2 * CLOCKS_PER_SEC))
		{
			LOG("Chunk generator performance: %.2f ch / sec (%d ch total)",
				static_cast<double>(NumChunksGenerated) * CLOCKS_PER_SEC / (clock() - GenerationStart),
				NumChunksGenerated
			);
			LastReportTick = clock();
		}

		// Skip the chunk if it's already generated and regeneration is not forced. Report as success:
		if (!item.m_ForceGenerate && m_ChunkSink->IsChunkValid(item.m_ChunkX, item.m_ChunkZ))
		{
			LOGD("Chunk [%d, %d] already generated, skipping generation", item.m_ChunkX, item.m_ChunkZ);
			if (item.m_Callback != nullptr)
			{
				item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ, true);
			}
			continue;
		}

		// Skip the chunk if the generator is overloaded:
		if (SkipEnabled && !m_ChunkSink->HasChunkAnyClients(item.m_ChunkX, item.m_ChunkZ))
		{
			LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d]", item.m_ChunkX, item.m_ChunkZ);
			if (item.m_Callback != nullptr)
			{
				item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ, false);
			}
			continue;
		}

		// Generate the chunk:
		// LOGD("Generating chunk [%d, %d]", item.m_ChunkX, item.m_ChunkZ);
		DoGenerate(item.m_ChunkX, item.m_ChunkZ);
		if (item.m_Callback != nullptr)
		{
			item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ, true);
		}
		NumChunksGenerated++;
	}  // while (!bStop)
}




void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ)
{
	ASSERT(m_PluginInterface != nullptr);
	ASSERT(m_ChunkSink != nullptr);

	cChunkDesc ChunkDesc(a_ChunkX, a_ChunkZ);
	m_PluginInterface->CallHookChunkGenerating(ChunkDesc);
	m_Generator->DoGenerate(a_ChunkX, a_ChunkZ, ChunkDesc);
	m_PluginInterface->CallHookChunkGenerated(ChunkDesc);

	#ifdef _DEBUG
		// Verify that the generator has produced valid data:
		ChunkDesc.VerifyHeightmap();
	#endif

	m_ChunkSink->OnChunkGenerated(ChunkDesc);
}





////////////////////////////////////////////////////////////////////////////////
// cChunkGenerator::cGenerator:

cChunkGenerator::cGenerator::cGenerator(cChunkGenerator & a_ChunkGenerator) :
	m_ChunkGenerator(a_ChunkGenerator)
{
}





void cChunkGenerator::cGenerator::Initialize(cIniFile & a_IniFile)
{
	UNUSED(a_IniFile);
}





EMCSBiome cChunkGenerator::cGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
{
	cChunkDef::BiomeMap Biomes;
	int Y = 0;
	int ChunkX, ChunkZ;
	cChunkDef::AbsoluteToRelative(a_BlockX, Y, a_BlockZ, ChunkX, ChunkZ);
	GenerateBiomes(ChunkX, ChunkZ, Biomes);
	return cChunkDef::GetBiome(Biomes, a_BlockX, a_BlockZ);
}