mcserver/source/WorldStorage.h

132 lines
3.2 KiB
C++

// WorldStorage.h
// Interfaces to the cWorldStorage class representing the chunk loading / saving thread
// This class decides which storage schema to use for saving; it queries all available schemas for loading
// Also declares the base class for all storage schemas, cWSSchema
// Helper serialization class cJsonChunkSerializer is declared as well
#pragma once
#ifndef WORLDSTORAGE_H_INCLUDED
#define WORLDSTORAGE_H_INCLUDED
#include "ChunkDef.h"
#include "cIsThread.h"
#include <json/json.h>
// fwd:
class cWorld;
/// Interface that all the world storage schemas need to implement
class cWSSchema abstract
{
public:
cWSSchema(cWorld * a_World) : m_World(a_World) {}
virtual ~cWSSchema() {} // Force the descendants' destructors to be virtual
virtual bool LoadChunk(const cChunkCoords & a_Chunk) = 0;
virtual bool SaveChunk(const cChunkCoords & a_Chunk) = 0;
virtual const AString GetName(void) const = 0;
protected:
cWorld * m_World;
} ;
typedef std::list<cWSSchema *> cWSSchemaList;
/// The actual world storage class
class cWorldStorage :
public cIsThread
{
typedef cIsThread super;
public:
cWorldStorage(void);
~cWorldStorage();
void QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate); // Queues the chunk for loading; if not loaded, the chunk will be generated if a_Generate is true
void QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
/// Loads the chunk specified; returns true on success, false on failure
bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
void UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
void UnqueueSave(const cChunkCoords & a_Chunk);
bool Start(cWorld * a_World, const AString & a_StorageSchemaName); // Hide the cIsThread's Start() method, we need to provide args
void WaitForFinish(void);
void WaitForQueuesEmpty(void);
int GetLoadQueueLength(void);
int GetSaveQueueLength(void);
protected:
struct sChunkLoad
{
int m_ChunkX;
int m_ChunkY;
int m_ChunkZ;
bool m_Generate; // If true, the chunk will be generated if it cannot be loaded
sChunkLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate) : m_ChunkX(a_ChunkX), m_ChunkY(a_ChunkY), m_ChunkZ(a_ChunkZ), m_Generate(a_Generate) {}
} ;
typedef std::list<sChunkLoad> sChunkLoadQueue;
cWorld * m_World;
AString m_StorageSchemaName;
// Both queues are locked by the same CS
cCriticalSection m_CSQueues;
sChunkLoadQueue m_LoadQueue;
cChunkCoordsList m_SaveQueue;
cEvent m_Event; // Set when there's any addition to the queues
cEvent m_evtRemoved; // Set when an item has been removed from the queue, either by the worker thread or the Unqueue methods
/// All the storage schemas (all used for loading)
cWSSchemaList m_Schemas;
/// The one storage schema used for saving
cWSSchema * m_SaveSchema;
void InitSchemas(void);
virtual void Execute(void) override;
/// Loads one chunk from the queue (if any queued); returns true if there are more chunks in the load queue
bool LoadOneChunk(void);
/// Saves one chunk from the queue (if any queued); returns true if there are more chunks in the save queue
bool SaveOneChunk(void);
} ;
#endif // WORLDSTORAGE_H_INCLUDED