mcserver/source/WSSAnvil.h

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// WSSAnvil.h
// Interfaces to the cWSSAnvil class representing the Anvil world storage scheme
#pragma once
#include "WorldStorage.h"
#include "FastNBT.h"
enum
{
/// Maximum number of chunks in an MCA file - also the count of the header items
MCA_MAX_CHUNKS = 32 * 32,
/// The MCA header is 8 KiB
MCA_HEADER_SIZE = MCA_MAX_CHUNKS * 8,
/// There are 5 bytes of header in front of each chunk
MCA_CHUNK_HEADER_LENGTH = 5,
} ;
// fwd: "NBT.h"
class cNBTTag;
class cNBTList;
class cNBTCompound;
class cNBTByteArray;
class cWSSAnvil :
public cWSSchema
{
typedef cWSSchema super;
public:
cWSSAnvil(cWorld * a_World);
virtual ~cWSSAnvil();
protected:
class cMCAFile
{
public:
cMCAFile(const AString & a_FileName, int a_RegionX, int a_RegionZ);
bool GetChunkData (const cChunkCoords & a_Chunk, AString & a_Data);
bool SetChunkData (const cChunkCoords & a_Chunk, const AString & a_Data);
bool EraseChunkData(const cChunkCoords & a_Chunk);
int GetRegionX (void) const {return m_RegionX; }
int GetRegionZ (void) const {return m_RegionZ; }
const AString & GetFileName(void) const {return m_FileName; }
protected:
int m_RegionX;
int m_RegionZ;
cFile m_File;
AString m_FileName;
// The header, copied from the file so we don't have to seek to it all the time
// First 1024 entries are chunk locations - the 3 + 1 byte sector-offset and sector-count
unsigned m_Header[MCA_MAX_CHUNKS];
// Chunk timestamps, following the chunk headers, are unused by MCS
/// Finds a free location large enough to hold a_Data. Gets a hint of the chunk coords, places the data there if it fits. Returns the sector number.
unsigned FindFreeLocation(int a_LocalX, int a_LocalZ, const AString & a_Data);
/// Opens a MCA file either for a Read operation (fails if doesn't exist) or for a Write operation (creates new if not found)
bool OpenFile(bool a_IsForReading);
} ;
typedef std::list<cMCAFile *> cMCAFiles;
cCriticalSection m_CS;
cMCAFiles m_Files; // a MRU cache of MCA files
/// Gets chunk data from the correct file; locks file CS as needed
bool GetChunkData(const cChunkCoords & a_Chunk, AString & a_Data);
/// Sets chunk data into the correct file; locks file CS as needed
bool SetChunkData(const cChunkCoords & a_Chunk, const AString & a_Data);
/// Loads the chunk from the data (no locking needed)
bool LoadChunkFromData(const cChunkCoords & a_Chunk, const AString & a_Data);
/// Saves the chunk into datastream (no locking needed)
bool SaveChunkToData(const cChunkCoords & a_Chunk, AString & a_Data);
/// Loads the chunk from NBT data (no locking needed)
bool LoadChunkFromNBT(const cChunkCoords & a_Chunk, const cParsedNBT & a_NBT);
/// Saves the chunk into NBT data using a_Writer; returns true on success
bool SaveChunkToNBT(const cChunkCoords & a_Chunk, cFastNBTWriter & a_Writer);
/// Loads the chunk's biome map; returns a_BiomeMap if biomes present and valid, NULL otherwise
cChunkDef::BiomeMap * LoadBiomeMapFromNBT(cChunkDef::BiomeMap * a_BiomeMap, const cParsedNBT & a_NBT, int a_TagIdx);
/// Loads the chunk's entities from NBT data (a_Tag is the Level\\Entities list tag; may be -1)
void LoadEntitiesFromNBT(cEntityList & a_Entitites, const cParsedNBT & a_NBT, int a_Tag);
/// Loads the chunk's BlockEntities from NBT data (a_Tag is the Level\\TileEntities list tag; may be -1)
void LoadBlockEntitiesFromNBT(cBlockEntityList & a_BlockEntitites, const cParsedNBT & a_NBT, int a_Tag);
void LoadChestFromNBT(cBlockEntityList & a_BlockEntities, const cParsedNBT & a_NBT, int a_TagIdx);
/// Helper function for extracting the X, Y, and Z int subtags of a NBT compound; returns true if successful
bool GetBlockEntityNBTPos(const cParsedNBT & a_NBT, int a_TagIdx, int & a_X, int & a_Y, int & a_Z);
/// Gets the correct MCA file either from cache or from disk, manages the m_MCAFiles cache; assumes m_CS is locked
cMCAFile * LoadMCAFile(const cChunkCoords & a_Chunk);
/// Copies a_Length bytes of data from the specified NBT Tag's Child into the a_Destination buffer
void CopyNBTData(const cParsedNBT & a_NBT, int a_Tag, const AString & a_ChildName, char * a_Destination, int a_Length);
// cWSSchema overrides:
virtual bool LoadChunk(const cChunkCoords & a_Chunk) override;
virtual bool SaveChunk(const cChunkCoords & a_Chunk) override;
virtual const AString GetName(void) const override {return "anvil"; }
} ;