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- #pragma once
- #include <InMemoryBuffer.h>
- #include <Punkt.h>
- #include <Thread.h>
- #include "Chunk.h"
- #include "MultiblockStructure.h"
- #include "NetworkMessage.h"
- struct RequestQueue
- {
- Framework::InMemoryBuffer* request;
- Framework::Punkt chunkCenter;
- int sourceId;
- };
- class Dimension : public Framework::Thread
- {
- private:
- __int64 nextStructureId;
- int dimensionId;
- float gravity;
- Framework::Trie<Chunk>* chunks;
- Framework::Array<Chunk*> chunkList;
- Framework::Critical chunkCs;
- Framework::RCArray<Entity>* entities;
- Framework::Array<RequestQueue> waitingRequests;
- Framework::Critical cs;
- void getAddrOf(Framework::Punkt cPos, char* addr) const;
- void getAddrOfWorld(Framework::Punkt wPos, char* addr) const;
- Framework::Array<Framework::Vec3<int>> lightUpdateQueue;
- Framework::Array<Framework::Vec3<int>> priorizedLightUpdateQueue;
- Framework::Critical lightCs;
- Framework::Critical prioLightCs;
- Framework::Critical structurCs;
- Framework::RCArray<Chunk> removedChunks;
- Framework::Critical removedChunksCs;
- Framework::RCArray<MultiblockStructure> structures;
- bool stop;
- public:
- Dimension(int id);
- ~Dimension();
- void api(Framework::InMemoryBuffer* zRequest,
- NetworkMessage* zResponse,
- Entity* zSource);
- void tickEntities();
- void thread() override;
- Framework::Either<Block*, int> zBlock(Framework::Vec3<int> location);
- Block* zRealBlockInstance(Framework::Vec3<int> location);
- const Block* zBlockOrDefault(Framework::Vec3<int> location);
- void placeBlock(
- Framework::Vec3<int> location, Framework::Either<Block*, int> block);
- void sendBlockInfo(Framework::Vec3<int> location);
- void addEntity(Entity* entity);
- void setChunk(Chunk* chunk, Framework::Punkt center);
- void save(Framework::Text worldDir) const;
- int getDimensionId() const;
- bool hasChunck(int x, int y);
- bool reviveChunk(int x, int y);
- Chunk* zChunk(Framework::Punkt wPos) const;
- float getGravity() const;
- void removeOldChunks();
- Entity* zEntity(int id);
- Entity* zNearestEntity(
- Framework::Vec3<float> pos, std::function<bool(Entity*)> filter);
- void removeEntity(int id);
- void removeSubscriptions(Entity* zEntity);
- void updateLightning(Framework::Vec3<int> location);
- void updateLightningWithoutWait(Framework::Vec3<int> location);
- void updateLightAtChunkBorders(Framework::Punkt chunkCenter);
- __int64 getNextStructureId();
- void addStructure(MultiblockStructure* structure);
- MultiblockStructure* zStructureByPosition(
- Framework::Vec3<int> uniquePosition);
- MultiblockStructure* zStructureById(__int64 id);
- void requestStopAndWait();
- };
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