396 lines
7.7 KiB
C++
396 lines
7.7 KiB
C++
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// WorldStorage.cpp
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// Implements the cWorldStorage class representing the chunk loading / saving thread
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// To add a new storage schema, implement a cWSSchema descendant and add it to cWorldStorage::InitSchemas()
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#include "Globals.h"
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#include "WorldStorage.h"
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#include "WSSCompact.h"
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#include "cWorld.h"
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#include "cChunkGenerator.h"
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#include "cEntity.h"
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#include "cBlockEntity.h"
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#include "BlockID.h"
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/// Example storage schema - forgets all chunks ;)
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class cWSSForgetful :
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public cWSSchema
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{
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public:
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cWSSForgetful(cWorld * a_World) : cWSSchema(a_World) {}
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protected:
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// cWSSchema overrides:
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virtual bool LoadChunk(const cChunkCoords & a_Chunk) override {return false; }
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virtual bool SaveChunk(const cChunkCoords & a_Chunk) override {return true; }
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virtual const AString GetName(void) const override {return "forgetful"; }
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} ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cJsonChunkSerializer:
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cJsonChunkSerializer::cJsonChunkSerializer(void) :
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m_HasJsonData(false)
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{
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m_Root["Chests"] = m_AllChests;
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m_Root["Furnaces"] = m_AllFurnaces;
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m_Root["Signs"] = m_AllSigns;
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}
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void cJsonChunkSerializer::BlockData(const char * a_Data)
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{
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m_BlockData.assign(a_Data, cChunk::c_BlockDataSize);
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}
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void cJsonChunkSerializer::Entity(cEntity * a_Entity)
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{
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// TODO: a_Entity->SaveToJson(m_Root);
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}
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void cJsonChunkSerializer::BlockEntity(cBlockEntity * a_BlockEntity)
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{
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const char * SaveInto = NULL;
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switch (a_BlockEntity->GetBlockType())
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{
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case E_BLOCK_CHEST: SaveInto = "Chests"; break;
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case E_BLOCK_FURNACE: SaveInto = "Furnaces"; break;
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case E_BLOCK_SIGN_POST: SaveInto = "Signs"; break;
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case E_BLOCK_WALLSIGN: SaveInto = "Signs"; break;
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default:
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{
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ASSERT(!"Unhandled blocktype in BlockEntities list while saving to JSON");
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break;
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}
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} // switch (BlockEntity->GetBlockType())
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if (SaveInto == NULL)
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{
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return;
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}
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Json::Value val;
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a_BlockEntity->SaveToJson(val);
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m_Root[SaveInto].append(val);
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m_HasJsonData = true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cWorldStorage:
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cWorldStorage::cWorldStorage(void) :
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super("cWorldStorage"),
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m_World(NULL),
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m_SaveSchema(NULL)
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{
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}
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cWorldStorage::~cWorldStorage()
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{
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for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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{
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delete *itr;
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} // for itr - m_Schemas[]
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m_LoadQueue.clear();
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m_SaveQueue.clear();
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}
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bool cWorldStorage::Start(cWorld * a_World, const AString & a_StorageSchemaName)
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{
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m_World = a_World;
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m_StorageSchemaName = a_StorageSchemaName;
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InitSchemas();
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return super::Start();
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}
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void cWorldStorage::WaitForFinish(void)
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{
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LOG("Waiting for the world storage to finish saving");
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{
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// Cancel all loading requests:
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cCSLock Lock(m_CSQueues);
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m_LoadQueue.clear();
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}
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// Wait for the thread to finish:
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mShouldTerminate = true;
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m_Event.Set();
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m_evtRemoved.Set(); // Wake up anybody waiting in the WaitForQueuesEmpty() method
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super::Wait();
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}
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void cWorldStorage::WaitForQueuesEmpty(void)
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{
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cCSLock Lock(m_CSQueues);
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while (!mShouldTerminate && (!m_LoadQueue.empty() || !m_SaveQueue.empty()))
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{
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cCSUnlock Unlock(Lock);
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m_evtRemoved.Wait();
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}
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}
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int cWorldStorage::GetLoadQueueLength(void)
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{
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cCSLock Lock(m_CSQueues);
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return (int)m_LoadQueue.size();
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}
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int cWorldStorage::GetSaveQueueLength(void)
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{
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cCSLock Lock(m_CSQueues);
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return (int)m_SaveQueue.size();
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}
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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// Queues the chunk for loading; if not loaded, the chunk will be generated
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cCSLock Lock(m_CSQueues);
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m_LoadQueue.remove (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); // Don't add twice
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m_LoadQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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m_Event.Set();
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}
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void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CSQueues);
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m_SaveQueue.remove (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); // Don't add twice
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m_SaveQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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m_Event.Set();
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}
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void cWorldStorage::UnqueueLoad(const cChunkCoords & a_Chunk)
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{
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cCSLock Lock(m_CSQueues);
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m_LoadQueue.remove(a_Chunk);
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m_evtRemoved.Set();
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}
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void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
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{
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cCSLock Lock(m_CSQueues);
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m_SaveQueue.remove(a_Chunk);
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m_evtRemoved.Set();
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}
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void cWorldStorage::InitSchemas(void)
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{
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// The first schema added is considered the default
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m_Schemas.push_back(new cWSSCompact(m_World));
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m_Schemas.push_back(new cWSSForgetful(m_World));
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// Add new schemas here
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if (m_StorageSchemaName == "Default")
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{
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m_SaveSchema = m_Schemas.front();
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return;
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}
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for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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{
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if ((*itr)->GetName() == m_StorageSchemaName)
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{
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m_SaveSchema = *itr;
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return;
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}
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} // for itr - m_Schemas[]
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// Unknown schema selected, let the admin know:
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LOGWARNING("Unknown storage schema name \"%s\". Using default. Available schemas:", m_StorageSchemaName.c_str());
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for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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{
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LOGWARNING("\t\"%s\"", (*itr)->GetName().c_str());
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}
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m_SaveSchema = m_Schemas.front();
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}
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void cWorldStorage::Execute(void)
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{
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while (!mShouldTerminate)
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{
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m_Event.Wait();
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// Process both queues until they are empty again:
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bool HasMore;
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do
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{
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HasMore = false;
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if (mShouldTerminate)
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{
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return;
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}
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HasMore = LoadOneChunk();
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HasMore = HasMore | SaveOneChunk();
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m_evtRemoved.Set();
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} while (HasMore);
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}
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}
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bool cWorldStorage::LoadOneChunk(void)
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{
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cChunkCoords ToLoad(0, 0, 0);
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bool HasMore;
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bool ShouldLoad = false;
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{
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cCSLock Lock(m_CSQueues);
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if (m_LoadQueue.size() > 0)
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{
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ToLoad = m_LoadQueue.front();
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m_LoadQueue.pop_front();
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ShouldLoad = true;
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}
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HasMore = (m_LoadQueue.size() > 0);
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}
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if (ShouldLoad && !LoadChunk(ToLoad))
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{
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// The chunk couldn't be loaded, generate it:
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m_World->GetGenerator().GenerateChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
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}
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return HasMore;
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}
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bool cWorldStorage::SaveOneChunk(void)
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{
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cChunkCoords Save(0, 0, 0);
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bool HasMore;
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bool ShouldSave = false;
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{
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cCSLock Lock(m_CSQueues);
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if (m_SaveQueue.size() > 0)
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{
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Save = m_SaveQueue.front();
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m_SaveQueue.pop_front();
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ShouldSave = true;
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}
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HasMore = (m_SaveQueue.size() > 0);
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}
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if (ShouldSave && m_World->IsChunkValid(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ))
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{
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m_World->MarkChunkSaving(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
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if (m_SaveSchema->SaveChunk(Save))
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{
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m_World->MarkChunkSaved(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
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}
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else
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{
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LOGWARNING("Cannot save chunk [%d, %d, %d]", Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
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}
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}
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return HasMore;
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}
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bool cWorldStorage::LoadChunk(const cChunkCoords & a_Chunk)
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{
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if (m_World->IsChunkValid(a_Chunk.m_ChunkX, a_Chunk.m_ChunkY, a_Chunk.m_ChunkZ))
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{
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// Already loaded (can happen, since the queue is async)
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return true;
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}
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if (m_SaveSchema->LoadChunk(a_Chunk))
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{
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return true;
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}
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for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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{
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if (((*itr) != m_SaveSchema) && (*itr)->LoadChunk(a_Chunk))
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{
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return true;
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}
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}
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return false;
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}
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