diff options
Diffstat (limited to '')
-rw-r--r-- | source/WorldStorage.cpp | 758 |
1 files changed, 379 insertions, 379 deletions
diff --git a/source/WorldStorage.cpp b/source/WorldStorage.cpp index c9ca69659..ce1c11322 100644 --- a/source/WorldStorage.cpp +++ b/source/WorldStorage.cpp @@ -1,379 +1,379 @@ -
-// WorldStorage.cpp
-
-// Implements the cWorldStorage class representing the chunk loading / saving thread
-
-// To add a new storage schema, implement a cWSSchema descendant and add it to cWorldStorage::InitSchemas()
-
-#include "Globals.h"
-#include "WorldStorage.h"
-#include "WSSCompact.h"
-#include "WSSAnvil.h"
-#include "cWorld.h"
-#include "cChunkGenerator.h"
-#include "cEntity.h"
-#include "cBlockEntity.h"
-#include "BlockID.h"
-
-
-
-
-
-/// Example storage schema - forgets all chunks ;)
-class cWSSForgetful :
- public cWSSchema
-{
-public:
- cWSSForgetful(cWorld * a_World) : cWSSchema(a_World) {}
-
-protected:
- // cWSSchema overrides:
- virtual bool LoadChunk(const cChunkCoords & a_Chunk) override {return false; }
- virtual bool SaveChunk(const cChunkCoords & a_Chunk) override {return true; }
- virtual const AString GetName(void) const override {return "forgetful"; }
-} ;
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cWorldStorage:
-
-cWorldStorage::cWorldStorage(void) :
- super("cWorldStorage"),
- m_World(NULL),
- m_SaveSchema(NULL)
-{
-}
-
-
-
-
-
-cWorldStorage::~cWorldStorage()
-{
- for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
- {
- delete *itr;
- } // for itr - m_Schemas[]
- m_LoadQueue.clear();
- m_SaveQueue.clear();
-}
-
-
-
-
-
-bool cWorldStorage::Start(cWorld * a_World, const AString & a_StorageSchemaName)
-{
- m_World = a_World;
- m_StorageSchemaName = a_StorageSchemaName;
- InitSchemas();
-
- return super::Start();
-}
-
-
-
-
-
-void cWorldStorage::WaitForFinish(void)
-{
- LOG("Waiting for the world storage to finish saving");
-
- {
- // Cancel all loading requests:
- cCSLock Lock(m_CSQueues);
- m_LoadQueue.clear();
- }
-
- // Wait for the saving to finish:
- WaitForQueuesEmpty();
-
- // Wait for the thread to finish:
- m_ShouldTerminate = true;
- m_Event.Set();
- m_evtRemoved.Set(); // Wake up anybody waiting in the WaitForQueuesEmpty() method
- super::Wait();
- LOG("World storage thread finished");
-}
-
-
-
-
-
-void cWorldStorage::WaitForQueuesEmpty(void)
-{
- cCSLock Lock(m_CSQueues);
- while (!m_ShouldTerminate && (!m_LoadQueue.empty() || !m_SaveQueue.empty()))
- {
- cCSUnlock Unlock(Lock);
- m_evtRemoved.Wait();
- }
-}
-
-
-
-
-
-int cWorldStorage::GetLoadQueueLength(void)
-{
- cCSLock Lock(m_CSQueues);
- return (int)m_LoadQueue.size();
-}
-
-
-
-
-
-int cWorldStorage::GetSaveQueueLength(void)
-{
- cCSLock Lock(m_CSQueues);
- return (int)m_SaveQueue.size();
-}
-
-
-
-
-
-void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate)
-{
- // Queues the chunk for loading; if not loaded, the chunk will be generated
- {
- cCSLock Lock(m_CSQueues);
-
- // Check if already in the queue:
- for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
- {
- if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ) && (itr->m_Generate == a_Generate))
- {
- return;
- }
- }
- m_LoadQueue.push_back(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
- }
-
- m_Event.Set();
-}
-
-
-
-
-
-void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
-{
- {
- cCSLock Lock(m_CSQueues);
- m_SaveQueue.remove (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); // Don't add twice
- m_SaveQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
- }
- m_Event.Set();
-}
-
-
-
-
-
-void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
-{
- cCSLock Lock(m_CSQueues);
- for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
- {
- if ((itr->m_ChunkX != a_ChunkX) || (itr->m_ChunkY != a_ChunkY) || (itr->m_ChunkZ != a_ChunkZ))
- {
- continue;
- }
- m_LoadQueue.erase(itr);
- Lock.Unlock();
- m_evtRemoved.Set();
- return;
- } // for itr - m_LoadQueue[]
-}
-
-
-
-
-
-void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
-{
- {
- cCSLock Lock(m_CSQueues);
- m_SaveQueue.remove(a_Chunk);
- }
- m_evtRemoved.Set();
-}
-
-
-
-
-
-void cWorldStorage::InitSchemas(void)
-{
- // The first schema added is considered the default
- m_Schemas.push_back(new cWSSCompact (m_World));
- m_Schemas.push_back(new cWSSAnvil (m_World));
- m_Schemas.push_back(new cWSSForgetful(m_World));
- // Add new schemas here
-
- if (NoCaseCompare(m_StorageSchemaName, "default") == 0)
- {
- m_SaveSchema = m_Schemas.front();
- return;
- }
- for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
- {
- if (NoCaseCompare((*itr)->GetName(), m_StorageSchemaName) == 0)
- {
- m_SaveSchema = *itr;
- return;
- }
- } // for itr - m_Schemas[]
-
- // Unknown schema selected, let the admin know:
- LOGWARNING("Unknown storage schema name \"%s\". Using default (\"%s\"). Available schemas:",
- m_StorageSchemaName.c_str(), m_SaveSchema->GetName().c_str()
- );
- for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
- {
- LOGWARNING("\t\"%s\"", (*itr)->GetName().c_str());
- }
- m_SaveSchema = m_Schemas.front();
-}
-
-
-
-
-
-void cWorldStorage::Execute(void)
-{
- while (!m_ShouldTerminate)
- {
- m_Event.Wait();
-
- // Process both queues until they are empty again:
- bool HasMore;
- do
- {
- HasMore = false;
- if (m_ShouldTerminate)
- {
- return;
- }
-
- HasMore = LoadOneChunk();
- HasMore = HasMore | SaveOneChunk();
- m_evtRemoved.Set();
- } while (HasMore);
- }
-}
-
-
-
-
-
-bool cWorldStorage::LoadOneChunk(void)
-{
- sChunkLoad ToLoad(0, 0, 0, false);
- bool HasMore;
- bool ShouldLoad = false;
- {
- cCSLock Lock(m_CSQueues);
- if (!m_LoadQueue.empty())
- {
- ToLoad = m_LoadQueue.front();
- m_LoadQueue.pop_front();
- ShouldLoad = true;
- }
- HasMore = !m_LoadQueue.empty();
- }
-
- if (ShouldLoad && !LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ))
- {
- if (ToLoad.m_Generate)
- {
- // The chunk couldn't be loaded, generate it:
- m_World->GetGenerator().QueueGenerateChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
- }
- else
- {
- // TODO: Notify the world that the load has failed:
- // m_World->ChunkLoadFailed(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
- }
- }
- return HasMore;
-}
-
-
-
-
-
-bool cWorldStorage::SaveOneChunk(void)
-{
- cChunkCoords Save(0, 0, 0);
- bool HasMore;
- bool ShouldSave = false;
- {
- cCSLock Lock(m_CSQueues);
- if (!m_SaveQueue.empty())
- {
- Save = m_SaveQueue.front();
- m_SaveQueue.pop_front();
- ShouldSave = true;
- }
- HasMore = !m_SaveQueue.empty();
- }
- if (ShouldSave && m_World->IsChunkValid(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ))
- {
- m_World->MarkChunkSaving(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
- if (m_SaveSchema->SaveChunk(Save))
- {
- m_World->MarkChunkSaved(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
- }
- else
- {
- LOGWARNING("Cannot save chunk [%d, %d, %d]", Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
- }
- }
- return HasMore;
-}
-
-
-
-
-
-bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
-{
- if (m_World->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ))
- {
- // Already loaded (can happen, since the queue is async)
- return true;
- }
-
- cChunkCoords Coords(a_ChunkX, a_ChunkY, a_ChunkZ);
-
- // First try the schema that is used for saving
- if (m_SaveSchema->LoadChunk(Coords))
- {
- return true;
- }
-
- // If it didn't have the chunk, try all the other schemas:
- for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
- {
- if (((*itr) != m_SaveSchema) && (*itr)->LoadChunk(Coords))
- {
- return true;
- }
- }
-
- // Notify the chunk owner that the chunk failed to load (sets cChunk::m_HasLoadFailed to true):
- m_World->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ);
-
- return false;
-}
-
-
-
-
-
+ +// WorldStorage.cpp + +// Implements the cWorldStorage class representing the chunk loading / saving thread + +// To add a new storage schema, implement a cWSSchema descendant and add it to cWorldStorage::InitSchemas() + +#include "Globals.h" +#include "WorldStorage.h" +#include "WSSCompact.h" +#include "WSSAnvil.h" +#include "cWorld.h" +#include "cChunkGenerator.h" +#include "cEntity.h" +#include "cBlockEntity.h" +#include "BlockID.h" + + + + + +/// Example storage schema - forgets all chunks ;) +class cWSSForgetful : + public cWSSchema +{ +public: + cWSSForgetful(cWorld * a_World) : cWSSchema(a_World) {} + +protected: + // cWSSchema overrides: + virtual bool LoadChunk(const cChunkCoords & a_Chunk) override {return false; } + virtual bool SaveChunk(const cChunkCoords & a_Chunk) override {return true; } + virtual const AString GetName(void) const override {return "forgetful"; } +} ; + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cWorldStorage: + +cWorldStorage::cWorldStorage(void) : + super("cWorldStorage"), + m_World(NULL), + m_SaveSchema(NULL) +{ +} + + + + + +cWorldStorage::~cWorldStorage() +{ + for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr) + { + delete *itr; + } // for itr - m_Schemas[] + m_LoadQueue.clear(); + m_SaveQueue.clear(); +} + + + + + +bool cWorldStorage::Start(cWorld * a_World, const AString & a_StorageSchemaName) +{ + m_World = a_World; + m_StorageSchemaName = a_StorageSchemaName; + InitSchemas(); + + return super::Start(); +} + + + + + +void cWorldStorage::WaitForFinish(void) +{ + LOG("Waiting for the world storage to finish saving"); + + { + // Cancel all loading requests: + cCSLock Lock(m_CSQueues); + m_LoadQueue.clear(); + } + + // Wait for the saving to finish: + WaitForQueuesEmpty(); + + // Wait for the thread to finish: + m_ShouldTerminate = true; + m_Event.Set(); + m_evtRemoved.Set(); // Wake up anybody waiting in the WaitForQueuesEmpty() method + super::Wait(); + LOG("World storage thread finished"); +} + + + + + +void cWorldStorage::WaitForQueuesEmpty(void) +{ + cCSLock Lock(m_CSQueues); + while (!m_ShouldTerminate && (!m_LoadQueue.empty() || !m_SaveQueue.empty())) + { + cCSUnlock Unlock(Lock); + m_evtRemoved.Wait(); + } +} + + + + + +int cWorldStorage::GetLoadQueueLength(void) +{ + cCSLock Lock(m_CSQueues); + return (int)m_LoadQueue.size(); +} + + + + + +int cWorldStorage::GetSaveQueueLength(void) +{ + cCSLock Lock(m_CSQueues); + return (int)m_SaveQueue.size(); +} + + + + + +void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate) +{ + // Queues the chunk for loading; if not loaded, the chunk will be generated + { + cCSLock Lock(m_CSQueues); + + // Check if already in the queue: + for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr) + { + if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ) && (itr->m_Generate == a_Generate)) + { + return; + } + } + m_LoadQueue.push_back(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate)); + } + + m_Event.Set(); +} + + + + + +void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + { + cCSLock Lock(m_CSQueues); + m_SaveQueue.remove (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); // Don't add twice + m_SaveQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); + } + m_Event.Set(); +} + + + + + +void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + cCSLock Lock(m_CSQueues); + for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr) + { + if ((itr->m_ChunkX != a_ChunkX) || (itr->m_ChunkY != a_ChunkY) || (itr->m_ChunkZ != a_ChunkZ)) + { + continue; + } + m_LoadQueue.erase(itr); + Lock.Unlock(); + m_evtRemoved.Set(); + return; + } // for itr - m_LoadQueue[] +} + + + + + +void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk) +{ + { + cCSLock Lock(m_CSQueues); + m_SaveQueue.remove(a_Chunk); + } + m_evtRemoved.Set(); +} + + + + + +void cWorldStorage::InitSchemas(void) +{ + // The first schema added is considered the default + m_Schemas.push_back(new cWSSCompact (m_World)); + m_Schemas.push_back(new cWSSAnvil (m_World)); + m_Schemas.push_back(new cWSSForgetful(m_World)); + // Add new schemas here + + if (NoCaseCompare(m_StorageSchemaName, "default") == 0) + { + m_SaveSchema = m_Schemas.front(); + return; + } + for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr) + { + if (NoCaseCompare((*itr)->GetName(), m_StorageSchemaName) == 0) + { + m_SaveSchema = *itr; + return; + } + } // for itr - m_Schemas[] + + // Unknown schema selected, let the admin know: + LOGWARNING("Unknown storage schema name \"%s\". Using default (\"%s\"). Available schemas:", + m_StorageSchemaName.c_str(), m_SaveSchema->GetName().c_str() + ); + for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr) + { + LOGWARNING("\t\"%s\"", (*itr)->GetName().c_str()); + } + m_SaveSchema = m_Schemas.front(); +} + + + + + +void cWorldStorage::Execute(void) +{ + while (!m_ShouldTerminate) + { + m_Event.Wait(); + + // Process both queues until they are empty again: + bool HasMore; + do + { + HasMore = false; + if (m_ShouldTerminate) + { + return; + } + + HasMore = LoadOneChunk(); + HasMore = HasMore | SaveOneChunk(); + m_evtRemoved.Set(); + } while (HasMore); + } +} + + + + + +bool cWorldStorage::LoadOneChunk(void) +{ + sChunkLoad ToLoad(0, 0, 0, false); + bool HasMore; + bool ShouldLoad = false; + { + cCSLock Lock(m_CSQueues); + if (!m_LoadQueue.empty()) + { + ToLoad = m_LoadQueue.front(); + m_LoadQueue.pop_front(); + ShouldLoad = true; + } + HasMore = !m_LoadQueue.empty(); + } + + if (ShouldLoad && !LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ)) + { + if (ToLoad.m_Generate) + { + // The chunk couldn't be loaded, generate it: + m_World->GetGenerator().QueueGenerateChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ); + } + else + { + // TODO: Notify the world that the load has failed: + // m_World->ChunkLoadFailed(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ); + } + } + return HasMore; +} + + + + + +bool cWorldStorage::SaveOneChunk(void) +{ + cChunkCoords Save(0, 0, 0); + bool HasMore; + bool ShouldSave = false; + { + cCSLock Lock(m_CSQueues); + if (!m_SaveQueue.empty()) + { + Save = m_SaveQueue.front(); + m_SaveQueue.pop_front(); + ShouldSave = true; + } + HasMore = !m_SaveQueue.empty(); + } + if (ShouldSave && m_World->IsChunkValid(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ)) + { + m_World->MarkChunkSaving(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ); + if (m_SaveSchema->SaveChunk(Save)) + { + m_World->MarkChunkSaved(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ); + } + else + { + LOGWARNING("Cannot save chunk [%d, %d, %d]", Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ); + } + } + return HasMore; +} + + + + + +bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + if (m_World->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ)) + { + // Already loaded (can happen, since the queue is async) + return true; + } + + cChunkCoords Coords(a_ChunkX, a_ChunkY, a_ChunkZ); + + // First try the schema that is used for saving + if (m_SaveSchema->LoadChunk(Coords)) + { + return true; + } + + // If it didn't have the chunk, try all the other schemas: + for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr) + { + if (((*itr) != m_SaveSchema) && (*itr)->LoadChunk(Coords)) + { + return true; + } + } + + // Notify the chunk owner that the chunk failed to load (sets cChunk::m_HasLoadFailed to true): + m_World->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ); + + return false; +} + + + + + |