mcserver/source/cChunkGenerator.cpp

154 lines
3.0 KiB
C++

#include "Globals.h"
#include "cChunkGenerator.h"
#include "cWorld.h"
#include "cWorldGenerator.h"
#include "cWorldGenerator_Test.h"
typedef std::pair<int, int> ChunkCoord;
typedef std::list< ChunkCoord > ChunkCoordList;
/// If the generation queue size exceeds this number, a warning will be output
const int QUEUE_WARNING_LIMIT = 1000;
/// If the generation queue size exceeds this number, chunks with no clients will be skipped
const int QUEUE_SKIP_LIMIT = 50;
cChunkGenerator::cChunkGenerator(void)
: super("cChunkGenerator")
, m_World(NULL)
, m_pWorldGenerator(NULL)
{
}
cChunkGenerator::~cChunkGenerator()
{
Stop();
}
bool cChunkGenerator::Start(cWorld * a_World, const AString & a_WorldGeneratorName)
{
m_World = a_World;
if (a_WorldGeneratorName.compare("Test") == 0 )
{
m_pWorldGenerator = new cWorldGenerator_Test(a_World);
}
else // Default
{
m_pWorldGenerator = new cWorldGenerator(a_World);
}
return super::Start();
}
void cChunkGenerator::Stop(void)
{
mShouldTerminate = true;
m_Event.Set();
Wait();
delete m_pWorldGenerator;
m_pWorldGenerator = NULL;
}
void cChunkGenerator::GenerateChunk(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CS);
// Check if it is already in the queue:
for (cChunkCoordsList::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ))
{
// Already in the queue, bail out
return;
}
} // for itr - m_Queue[]
// 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! (%i)", a_ChunkX, a_ChunkZ, m_Queue.size());
}
m_Queue.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
m_Event.Set();
}
void cChunkGenerator::Execute(void)
{
while (!mShouldTerminate)
{
cCSLock Lock(m_CS);
while (m_Queue.size() == 0)
{
cCSUnlock Unlock(Lock);
m_Event.Wait();
if (mShouldTerminate)
{
return;
}
}
cChunkCoords coords = m_Queue.front(); // Get next coord from queue
m_Queue.erase( m_Queue.begin() ); // Remove coordinate from queue
bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
Lock.Unlock(); // Unlock ASAP
if (
m_World->IsChunkValid(coords.m_ChunkX, 0, coords.m_ChunkZ) ||
(SkipEnabled && m_World->HasChunkAnyClients(coords.m_ChunkX, 0, coords.m_ChunkZ))
)
{
// Already generated / overload-skip, ignore request
continue;
}
LOG("Generating chunk [%d, %d]", coords.m_ChunkX, coords.m_ChunkZ);
m_pWorldGenerator->GenerateChunk(coords.m_ChunkX, 0, coords.m_ChunkZ);
// Chunk->SetValid();
// Save the chunk right after generating, so that we don't have to generate it again on next run
m_World->GetStorage().QueueSaveChunk(coords.m_ChunkX, coords.m_ChunkZ);
} // while (!bStop)
}