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