151 lines
3.5 KiB
C++
151 lines
3.5 KiB
C++
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// WorldStorage.h
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// Interfaces to the cWorldStorage class representing the chunk loading / saving thread
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// This class decides which storage schema to use for saving; it queries all available schemas for loading
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// Also declares the base class for all storage schemas, cWSSchema
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// Helper serialization class cJsonChunkSerializer is declared as well
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#pragma once
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#ifndef WORLDSTORAGE_H_INCLUDED
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#define WORLDSTORAGE_H_INCLUDED
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#include "cChunk.h"
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#include "cIsThread.h"
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#include <json/json.h>
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// fwd:
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class cEntity;
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class cBlockEntity;
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/// Interface that all the world storage schemas need to implement
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class cWSSchema ABSTRACT
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{
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public:
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cWSSchema(cWorld * a_World) : m_World(a_World) {}
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virtual ~cWSSchema() {} // Force the descendants' destructors to be virtual
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virtual bool LoadChunk(const cChunkCoords & a_Chunk) = 0;
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virtual bool SaveChunk(const cChunkCoords & a_Chunk) = 0;
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virtual const AString GetName(void) const = 0;
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protected:
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cWorld * m_World;
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} ;
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typedef std::list<cWSSchema *> cWSSchemaList;
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/// Helper class for serializing a chunk into Json
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class cJsonChunkSerializer :
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public cChunkDataCallback
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{
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public:
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cJsonChunkSerializer(void);
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Json::Value & GetRoot (void) {return m_Root; }
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AString & GetBlockData(void) {return m_BlockData; }
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bool HasJsonData (void) const {return m_HasJsonData; }
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protected:
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// BlockData is serialized into string
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AString m_BlockData;
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// Entities and BlockEntities are serialized to Json
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Json::Value m_Root;
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Json::Value m_AllChests;
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Json::Value m_AllFurnaces;
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Json::Value m_AllSigns;
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bool m_HasJsonData;
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// cChunkDataCallback overrides:
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virtual void BlockData (const char * a_Data) override;
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virtual void Entity (cEntity * a_Entity) override;
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virtual void BlockEntity(cBlockEntity * a_Entity) override;
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} ;
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/// The actual world storage class
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class cWorldStorage :
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public cIsThread
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{
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typedef cIsThread super;
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public:
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cWorldStorage(void);
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~cWorldStorage();
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void QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Queues the chunk for loading; if not loaded, the chunk will be generated
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void QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void UnqueueLoad(const cChunkCoords & a_Chunk);
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void UnqueueSave(const cChunkCoords & a_Chunk);
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bool Start(cWorld * a_World, const AString & a_StorageSchemaName); // Hide the cIsThread's Start() method, we need to provide args
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void WaitForFinish(void);
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protected:
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cWorld * m_World;
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AString m_StorageSchemaName;
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cCriticalSection m_CSLoadQueue;
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cChunkCoordsList m_LoadQueue;
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cCriticalSection m_CSSaveQueue;
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cChunkCoordsList m_SaveQueue;
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cEvent m_Event; // Set when there's any addition to the queues
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/// All the storage schemas (all used for loading)
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cWSSchemaList m_Schemas;
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/// The one storage schema used for saving
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cWSSchema * m_SaveSchema;
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void InitSchemas(void);
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virtual void Execute(void) override;
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/// Loads one chunk from the queue (if any queued); returns true if there are more chunks in the load queue
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bool LoadOneChunk(void);
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/// Saves one chunk from the queue (if any queued); returns true if there are more chunks in the save queue
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bool SaveOneChunk(void);
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/// Loads the chunk specified; returns true on success, false on failure
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bool LoadChunk(const cChunkCoords & a_Chunk);
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} ;
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#endif // WORLDSTORAGE_H_INCLUDED
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