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- #include "Chunk.h"
- #include <AsynchronCall.h>
- #include <InMemoryBuffer.h>
- #include "Constants.h"
- #include "FluidBlock.h"
- #include "Game.h"
- #include "NoBlock.h"
- Chunk::Chunk(Framework::Punkt location, int dimensionId)
- : ReferenceCounter(),
- dimensionId(dimensionId),
- location(location),
- added(0),
- currentlyLoading(1)
- {
- blocks = new Block*[CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT];
- blockIds = new unsigned short[CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT];
- lightData = new unsigned char[CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * 6];
- memset(blocks, 0, CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * sizeof(Block*));
- memset(blockIds,
- 0,
- CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * sizeof(unsigned short));
- memset(lightData, 0, CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * 6);
- zNeighbours[0] = 0;
- zNeighbours[1] = 0;
- zNeighbours[2] = 0;
- zNeighbours[3] = 0;
- }
- Chunk::Chunk(Framework::Punkt location,
- int dimensionId,
- Framework::StreamReader* zReader)
- : Chunk(location, dimensionId)
- {
- load(zReader);
- }
- Chunk::~Chunk()
- {
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (blocks[i]) blocks[i]->release();
- }
- delete[] blocks;
- delete[] blockIds;
- delete[] lightData;
- }
- void Chunk::lock()
- {
- cs.lock();
- }
- void Chunk::unlock()
- {
- cs.unlock();
- }
- void Chunk::tick(TickQueue* zQueue)
- {
- for (Block* source : tickSources)
- zQueue->addToQueue(source);
- }
- void Chunk::postTick() {}
- void Chunk::addLightSource(int index)
- {
- for (int i : lightSources)
- {
- if (i == index) return;
- }
- lightSources.add(index);
- }
- void Chunk::removeLightSource(int index)
- {
- for (auto i = lightSources.begin(); i; i++)
- {
- if (i.val() == index)
- {
- i.remove();
- return;
- }
- }
- }
- void Chunk::sendLightToClient(Framework::StreamWriter* zWriter)
- {
- for (int z = 0; z < WORLD_HEIGHT; z++)
- {
- for (int x = -1; x <= CHUNK_SIZE; x++)
- {
- for (int y = -1; y <= CHUNK_SIZE; y++)
- {
- if ((x < 0 || x == CHUNK_SIZE) && (y < 0 || y > CHUNK_SIZE))
- {
- continue;
- }
- bool needSend = 0;
- for (int i = 0; i < 6; i++)
- {
- Vec3<int> pos = Vec3<int>(x, y, z)
- + getDirection(getDirectionFromIndex(i));
- if (pos.z >= 0 && pos.z < WORLD_HEIGHT)
- {
- if (pos.x >= 0 && pos.x < CHUNK_SIZE && pos.y >= 0
- && pos.y < CHUNK_SIZE)
- {
- int bi = (pos.x * CHUNK_SIZE + pos.y) * WORLD_HEIGHT
- + pos.z;
- int type = blockIds[bi];
- needSend |= type != BlockTypeEnum::NO_BLOCK
- && Game::INSTANCE->zBlockType(type)
- ->doesNeedClientInstance();
- }
- else
- {
- if (x >= 0 && x < CHUNK_SIZE && y >= 0
- && y < CHUNK_SIZE)
- {
- cs.lock();
- if (i < 4 && zNeighbours[i])
- {
- Vec3<int> offset
- = getDirection(getDirectionFromIndex(i))
- * 16;
- int bi = ((pos.x - offset.x) * CHUNK_SIZE
- + (pos.y - offset.y))
- * WORLD_HEIGHT
- + (pos.z - offset.z);
- int type = zNeighbours[i]->blockIds[bi];
- needSend |= Game::INSTANCE->zBlockType(type)
- ->doesNeedClientInstance();
- }
- cs.unlock();
- }
- }
- if (needSend) break;
- }
- }
- if (needSend)
- {
- if (x >= 0 && x < CHUNK_SIZE && y >= 0 && y < CHUNK_SIZE)
- {
- int index = (x * CHUNK_SIZE + y) * WORLD_HEIGHT + z;
- zWriter->schreibe((char*)&index, 4);
- zWriter->schreibe((char*)(lightData + index * 6), 6);
- }
- else
- {
- int dir;
- int index = 0;
- if (x == -1)
- {
- dir = getDirectionIndex(WEST);
- index = ((CHUNK_SIZE - 1) * CHUNK_SIZE + y)
- * WORLD_HEIGHT
- + z;
- }
- else if (y == -1)
- {
- dir = getDirectionIndex(NORTH);
- index = (x * CHUNK_SIZE + CHUNK_SIZE - 1)
- * WORLD_HEIGHT
- + z;
- }
- else if (x == CHUNK_SIZE)
- {
- dir = getDirectionIndex(EAST);
- index = y * WORLD_HEIGHT + z;
- }
- else if (y == CHUNK_SIZE)
- {
- dir = getDirectionIndex(SOUTH);
- index = (x * CHUNK_SIZE) * WORLD_HEIGHT + z;
- }
- cs.lock();
- if (zNeighbours[dir])
- {
- int i = -1;
- zWriter->schreibe((char*)&i, 4);
- zWriter->schreibe((char*)&x, 4);
- zWriter->schreibe((char*)&y, 4);
- zWriter->schreibe((char*)&z, 4);
- zWriter->schreibe(
- (char*)(zNeighbours[dir]->lightData
- + index * 6),
- 6);
- }
- cs.unlock();
- }
- }
- }
- }
- }
- int end = -2;
- zWriter->schreibe((char*)&end, 4);
- }
- bool Chunk::isVisible(int index) const
- {
- if (!blocks[index])
- {
- unsigned short blockType
- = blocks[index]
- ? (unsigned short)blocks[index]->zBlockType()->getId()
- : blockIds[index];
- if (blockType)
- {
- if (CONST_BLOCK(0, blockIds[index])->isTransparent()
- || CONST_BLOCK(0, blockIds[index])->isPassable())
- return 1;
- else
- {
- Vec3<int> indexPos = {(index / WORLD_HEIGHT) / CHUNK_SIZE,
- (index / WORLD_HEIGHT) % CHUNK_SIZE,
- index % WORLD_HEIGHT};
- for (int d = 0; d < 6; d++)
- {
- Either<Block*, int> n = BlockTypeEnum::NO_BLOCK;
- Vec3<int> pos
- = getDirection((Directions)getDirectionFromIndex(d))
- + indexPos;
- if (pos.x >= 0 && pos.x < CHUNK_SIZE && pos.y >= 0
- && pos.y < CHUNK_SIZE && pos.z >= 0
- && pos.z < WORLD_HEIGHT)
- {
- n = zBlockAt(pos);
- }
- else if (pos.z >= 0 && pos.z < WORLD_HEIGHT && d < 4
- && zNeighbours[d])
- {
- if (pos.x < 0) pos.x += CHUNK_SIZE;
- if (pos.x >= CHUNK_SIZE) pos.x -= CHUNK_SIZE;
- if (pos.y < 0) pos.y += CHUNK_SIZE;
- if (pos.y >= CHUNK_SIZE) pos.y -= CHUNK_SIZE;
- n = zNeighbours[d]->zBlockAt(pos);
- }
- else if (pos.z >= 0 && pos.z < WORLD_HEIGHT && d < 4
- && !zNeighbours[d])
- {
- return 1;
- }
- if (n.isA()
- && (((Block*)n)->isPassable()
- || ((Block*)n)->isTransparent()))
- return 1;
- if (n.isB()
- && (CONST_BLOCK(0, n)->isTransparent()
- || CONST_BLOCK(0, n)->isPassable()))
- return 1;
- }
- }
- }
- return 0;
- }
- else
- return blocks[index]->isVisible();
- }
- void Chunk::broadcastLightData(int index, bool foreground)
- {
- int x = (index / WORLD_HEIGHT) / CHUNK_SIZE;
- int y = (index / WORLD_HEIGHT) % CHUNK_SIZE;
- int z = index % WORLD_HEIGHT;
- NetworkMessage* msg = new NetworkMessage();
- msg->addressDimension(Game::INSTANCE->zDimension(dimensionId));
- char* message = new char[19];
- message[0] = 5;
- *(int*)(message + 1) = x + this->location.x - CHUNK_SIZE / 2;
- *(int*)(message + 5) = y + this->location.y - CHUNK_SIZE / 2;
- *(int*)(message + 9) = z;
- memcpy(message + 13, lightData + index * 6, 6);
- msg->setMessage(message, 19);
- if (!foreground) msg->setUseBackground();
- notifyObservers(msg);
- }
- Framework::Either<Block*, int> Chunk::zBlockNeighbor(
- Framework::Vec3<int> location)
- {
- if (location.x >= 0 && location.x < CHUNK_SIZE && location.y >= 0
- && location.y < CHUNK_SIZE && location.z >= 0
- && location.z < WORLD_HEIGHT)
- {
- int index = (location.x * CHUNK_SIZE + location.y) * WORLD_HEIGHT
- + location.z;
- if (blocks[index])
- return blocks[index];
- else
- return (int)blockIds[index];
- }
- if (added && location.z >= 0 && location.z < WORLD_HEIGHT)
- return Game::INSTANCE->zBlockAt(
- {location.x + this->location.x - CHUNK_SIZE / 2,
- location.y + this->location.y - CHUNK_SIZE / 2,
- location.z},
- dimensionId);
- return 0;
- }
- void Chunk::notifyObservers(NetworkMessage* msg)
- {
- Array<int> remove;
- int index = 0;
- for (InformationObserver* observer : observers)
- {
- if (!observer->sendMessage(
- dynamic_cast<NetworkMessage*>(msg->getThis())))
- {
- remove.add(index, 0);
- }
- index++;
- }
- for (int i : remove)
- observers.remove(i);
- msg->release();
- }
- void Chunk::addObserver(Entity* zEntity, DoLaterHandler& laterHandler)
- {
- for (InformationObserver* observer : observers)
- {
- if (observer->getEntityId() == zEntity->getId()) return;
- }
- int id = zEntity->getId();
- observers.add(new InformationObserver(id));
- laterHandler.addTodo([this, id]() {
- InMemoryBuffer buffer;
- buffer.schreibe("\4", 1);
- buffer.schreibe((char*)&location.x, 4);
- buffer.schreibe((char*)&location.y, 4);
- sendToClient(&buffer);
- sendLightToClient(&buffer);
- NetworkMessage* msg = new NetworkMessage();
- msg->addressDimension(Game::INSTANCE->zDimension(dimensionId));
- std::cout << "chunk size: " << buffer.getSize() << "b\n";
- char* message = new char[buffer.getSize()];
- buffer.lese(message, (int)buffer.getSize());
- msg->setMessage(message, (int)buffer.getSize());
- msg->setUseBackground();
- Entity* e = Game::INSTANCE->zEntity(id);
- if (e)
- {
- Game::INSTANCE->sendMessage(msg, e);
- }
- else
- msg->release();
- });
- }
- void Chunk::removeObserver(Entity* zEntity)
- {
- int index = 0;
- for (InformationObserver* observer : observers)
- {
- if (observer->getEntityId() == zEntity->getId())
- {
- observers.remove(index);
- return;
- }
- index++;
- }
- }
- void Chunk::api(Framework::StreamReader* zRequest,
- Entity* zSource,
- DoLaterHandler& laterHandler)
- {
- char type;
- zRequest->lese(&type, 1);
- switch (type)
- {
- case 0:
- // register observer
- addObserver(zSource, laterHandler);
- break;
- case 1:
- // unsubscribe
- removeObserver(zSource);
- break;
- case 2:
- // observer ready
- for (InformationObserver* observer : observers)
- {
- if (observer->getEntityId() == zSource->getId())
- {
- observer->setReady();
- }
- }
- }
- }
- void Chunk::initializeLightning()
- {
- unsigned char dayLight[6] = {255, 255, 255, 0, 0, 0};
- unsigned char noLight[6] = {0, 0, 0, 0, 0, 0};
- while (true)
- {
- bool changes = false;
- for (int z = WORLD_HEIGHT - 1; z >= 0; z--)
- {
- for (int x = 0; x < CHUNK_SIZE; x++)
- {
- for (int y = 0; y < CHUNK_SIZE; y++)
- {
- int index = (x * CHUNK_SIZE + y) * WORLD_HEIGHT + z;
- unsigned char* light = getLightData(Vec3<int>(x, y, z));
- unsigned char newLight[6] = {0, 0, 0, 0, 0, 0};
- for (int i = 0; i < 6; i++)
- {
- unsigned char* neighborLeight;
- Vec3<int> neighborPos
- = Vec3<int>(x, y, z)
- + getDirection(getDirectionFromIndex(i));
- if (neighborPos.z < 0 || neighborPos.x < 0
- || neighborPos.y < 0 || neighborPos.x >= CHUNK_SIZE
- || neighborPos.y >= CHUNK_SIZE)
- {
- neighborLeight = noLight;
- }
- else if (neighborPos.z >= WORLD_HEIGHT)
- {
- neighborLeight = dayLight;
- }
- else
- {
- neighborLeight = getLightData(neighborPos);
- }
- for (int j = 0; j < 3; j++)
- newLight[j] = (unsigned char)MAX(newLight[j],
- i == getDirectionIndex(TOP)
- ? neighborLeight[j]
- : (unsigned char)((float)neighborLeight[j]
- * 0.8f));
- for (int j = 3; j < 6; j++)
- newLight[j] = (unsigned char)MAX(newLight[j],
- (unsigned char)((float)neighborLeight[j]
- * 0.85f));
- }
- const Block* current
- = blocks[index]
- ? blocks[index]
- : Game::INSTANCE->zBlockType(blockIds[index])
- ->zDefault();
- // add own light emission
- for (int j = 3; j < 6; j++)
- newLight[j] = (unsigned char)MAX(newLight[j],
- current->getLightEmisionColor()[j - 3]);
- current->filterPassingLight(newLight);
- current->filterPassingLight(newLight + 3);
- for (int i = 0; i < 6; i++)
- {
- if (newLight[i] != light[i])
- {
- changes = 1;
- memcpy(light, newLight, 6);
- break;
- }
- }
- }
- }
- }
- if (!changes) break;
- }
- }
- Framework::Either<Block*, int> Chunk::zBlockAt(
- Framework::Vec3<int> location) const
- {
- int index = Chunk::index(location);
- assert(index < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT);
- if (blocks[index])
- return blocks[index];
- else
- return (int)blockIds[index];
- }
- const Block* Chunk::zBlockConst(Framework::Vec3<int> location) const
- {
- auto b = zBlockAt(location);
- if (b.isA()) return b;
- return Game::INSTANCE->zBlockType(b.getB())->zDefault();
- }
- const Block* Chunk::zBlockConst(int index) const
- {
- if (blocks[index])
- return blocks[index];
- else
- return Game::INSTANCE->zBlockType(blockIds[index])->zDefault();
- }
- void Chunk::instantiateBlock(Framework::Vec3<int> location)
- {
- auto b = zBlockAt(location);
- if (b.isA()) return;
- if (!b.getB()) generateBlock(location);
- b = zBlockAt(location);
- if (b.isB())
- putBlockAt(location,
- Game::INSTANCE->zBlockType(b.getB())->createBlockAt(
- {location.x + this->location.x - CHUNK_SIZE / 2,
- location.y + this->location.y - CHUNK_SIZE / 2,
- location.z},
- dimensionId,
- 0));
- }
- void Chunk::generateBlock(Framework::Vec3<int> location)
- {
- int index = Chunk::index(location);
- if (blockIds[index]) return;
- auto generated = Game::INSTANCE->zGenerator()->generateSingleBlock(
- {location.x + this->location.x - CHUNK_SIZE / 2,
- location.y + this->location.y - CHUNK_SIZE / 2,
- location.z},
- dimensionId);
- if (generated.isA())
- putBlockAt(location, generated);
- else
- putBlockTypeAt(location, generated);
- }
- void Chunk::putBlockAt(Framework::Vec3<int> location, Block* block)
- {
- int index = Chunk::index(location);
- assert(index < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT && index >= 0);
- Block* old = blocks[index];
- if (old && old->isTickSource())
- { // remove from tick sorces
- for (Framework::Iterator<Block*> obj = tickSources.begin(); obj; obj++)
- {
- if (obj.val() == old)
- {
- obj.remove();
- break;
- }
- }
- }
- bool change = 0;
- bool wasLightSource
- = old ? old->zBlockType()->isLightSource()
- : Game::INSTANCE->zBlockType(blockIds[index])->isLightSource();
- bool isLightSource = 0;
- if (block)
- {
- change
- = blockIds[index] != (unsigned short)block->zBlockType()->getId();
- blockIds[index] = (unsigned short)block->zBlockType()->getId();
- isLightSource = block->zBlockType()->isLightSource();
- }
- else
- {
- if (old != 0)
- {
- blockIds[index] = BlockTypeEnum::NO_BLOCK;
- }
- change = old != 0;
- }
- blocks[index] = block;
- for (int i = 0; i < 6; i++)
- {
- Direction d = getDirectionFromIndex(i);
- Either<Block*, int> neighbor
- = zBlockNeighbor(location + getDirection(d));
- if (neighbor.isA())
- {
- if (block)
- {
- ((Block*)neighbor)
- ->setNeighbour(getOppositeDirection(d), block);
- }
- else
- {
- ((Block*)neighbor)
- ->setNeighbour(getOppositeDirection(d), blockIds[index]);
- }
- }
- if (block) block->setNeighbour(d, neighbor);
- }
- if (old) old->release();
- if (block && block->isTickSource())
- { // add to tick sources
- tickSources.add(block);
- }
- if (change)
- {
- if (isLightSource != wasLightSource)
- {
- if (isLightSource)
- addLightSource(index);
- else
- removeLightSource(index);
- }
- if (added)
- {
- sendBlockInfo(location);
- if (block)
- {
- Game::INSTANCE->updateLightningWithoutWait(getDimensionId(),
- Vec3<int>(location.x + this->location.x - CHUNK_SIZE / 2,
- location.y + this->location.y - CHUNK_SIZE / 2,
- location.z));
- }
- }
- }
- if (added)
- {
- Game::INSTANCE->zDimension(dimensionId)
- ->updateMap(location.x + this->location.x - CHUNK_SIZE / 2,
- location.y + this->location.y - CHUNK_SIZE / 2,
- location.z);
- }
- }
- void Chunk::putBlockTypeAt(Framework::Vec3<int> location, int type)
- {
- int index = Chunk::index(location);
- assert(index < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT);
- bool wasLightSource
- = Game::INSTANCE->zBlockType(blockIds[index])->isLightSource();
- bool isLightSource = Game::INSTANCE->zBlockType(type)->isLightSource();
- if (blockIds[index] != (unsigned short)type)
- {
- blockIds[index] = (unsigned short)type;
- for (int i = 0; i < 6; i++)
- {
- Direction d = getDirectionFromIndex(i);
- Either<Block*, int> neighbor
- = zBlockNeighbor(location + getDirection(d));
- if (neighbor.isA())
- ((Block*)neighbor)
- ->setNeighbourType(getOppositeDirection(d), type);
- }
- if (isLightSource != wasLightSource)
- {
- if (isLightSource)
- addLightSource(index);
- else
- removeLightSource(index);
- }
- if (added)
- {
- sendBlockInfo(location);
- Game::INSTANCE->updateLightningWithoutWait(getDimensionId(),
- Vec3<int>(location.x + this->location.x - CHUNK_SIZE / 2,
- location.y + this->location.y - CHUNK_SIZE / 2,
- location.z));
- Game::INSTANCE->zDimension(dimensionId)
- ->updateMap(location.x + this->location.x - CHUNK_SIZE / 2,
- location.y + this->location.y - CHUNK_SIZE / 2,
- location.z);
- }
- }
- }
- void Chunk::sendBlockInfo(Framework::Vec3<int> location)
- {
- int index = Chunk::index(location);
- char* msg = new char[9];
- msg[0] = 0; // set block
- *(int*)(msg + 1) = index;
- *(int*)(msg + 5) = blockIds[index];
- NetworkMessage* message = new NetworkMessage();
- message->addressChunck(this);
- message->setMessage(msg, 9);
- notifyObservers(message);
- if (blocks[index])
- {
- NetworkMessage* message = new NetworkMessage();
- blocks[index]->sendModelInfo(message);
- if (message->isEmpty())
- {
- message->release();
- }
- else
- {
- notifyObservers(message);
- }
- }
- cs.lock();
- for (int i = 0; i < 6; i++)
- {
- Direction d = getDirectionFromIndex(i);
- Framework::Vec3<int> loc = location + getDirection(d);
- if (loc.x >= 0 && loc.x < CHUNK_SIZE && loc.y >= 0 && loc.y < CHUNK_SIZE
- && loc.z >= 0 && loc.z < WORLD_HEIGHT)
- {
- broadcastLightData(Chunk::index(loc), true);
- }
- else if (loc.z >= 0 && loc.z < WORLD_HEIGHT && i < 4 && zNeighbours[i])
- {
- NetworkMessage* msg = new NetworkMessage();
- msg->addressDimension(Game::INSTANCE->zDimension(dimensionId));
- char* message = new char[19];
- message[0] = 5;
- *(int*)(message + 1) = loc.x + this->location.x - CHUNK_SIZE / 2;
- *(int*)(message + 5) = loc.y + this->location.y - CHUNK_SIZE / 2;
- *(int*)(message + 9) = loc.z;
- loc -= getDirection(d) * CHUNK_SIZE;
- memcpy(message + 13, zNeighbours[i]->getLightData(loc), 6);
- msg->setMessage(message, 19);
- notifyObservers(msg);
- }
- }
- cs.unlock();
- }
- void Chunk::setNeighbor(Direction dir, Chunk* zChunk)
- {
- cs.lock();
- int dirIndex = getDirectionIndex(dir);
- Chunk* old = zNeighbours[dirIndex];
- zNeighbours[dirIndex] = zChunk;
- for (int i = 0; i < CHUNK_SIZE; i++)
- {
- for (int z = 0; z < WORLD_HEIGHT; z++)
- {
- int index = 0;
- int j = 0;
- if (dir == NORTH)
- {
- index = i * CHUNK_SIZE * WORLD_HEIGHT + z;
- j = (i * CHUNK_SIZE + CHUNK_SIZE - 1) * WORLD_HEIGHT + z;
- }
- else if (dir == EAST)
- {
- index = ((CHUNK_SIZE - 1) * CHUNK_SIZE + i) * WORLD_HEIGHT + z;
- j = i * WORLD_HEIGHT + z;
- }
- else if (dir == SOUTH)
- {
- index = (i * CHUNK_SIZE + CHUNK_SIZE - 1) * WORLD_HEIGHT + z;
- j = i * CHUNK_SIZE * WORLD_HEIGHT + z;
- }
- else if (dir == WEST)
- {
- index = i * WORLD_HEIGHT + z;
- j = ((CHUNK_SIZE - 1) * CHUNK_SIZE + i) * WORLD_HEIGHT + z;
- }
- bool needsTransmission = 0;
- if (blocks[index])
- {
- bool visible = blocks[index]->isVisible();
- if (zChunk && zChunk->blocks[j])
- blocks[index]->setNeighbour(dir, zChunk->blocks[j]);
- else
- {
- blocks[index]->setNeighbour(dir, 0);
- blocks[index]->setNeighbourType(
- dir, zChunk ? zChunk->blockIds[j] : 0);
- }
- if (!visible && blocks[index]->isVisible())
- {
- needsTransmission = 1;
- }
- }
- else
- {
- zNeighbours[dirIndex] = old;
- bool visible = isVisible(index);
- zNeighbours[dirIndex] = zChunk;
- if (!visible && isVisible(index))
- {
- needsTransmission = 1;
- }
- }
- if (zChunk)
- {
- if (!blocks[index])
- {
- if (zChunk->zBlockConst(j)->isTransparent()
- && !blockIds[index])
- {
- generateBlock(
- Vec3<int>((index / WORLD_HEIGHT) / CHUNK_SIZE,
- (index / WORLD_HEIGHT) % CHUNK_SIZE,
- index % WORLD_HEIGHT));
- }
- }
- }
- if (needsTransmission && added)
- {
- sendBlockInfo(Vec3<int>((index / WORLD_HEIGHT) / CHUNK_SIZE,
- (index / WORLD_HEIGHT) % CHUNK_SIZE,
- index % WORLD_HEIGHT));
- }
- }
- }
- cs.unlock();
- }
- void Chunk::load(Framework::StreamReader* zReader)
- {
- for (int index = 0; index < WORLD_HEIGHT * CHUNK_SIZE * CHUNK_SIZE; index++)
- {
- unsigned short blockType;
- zReader->lese((char*)&blockType, 2);
- if (blockType)
- {
- Framework::Vec3<int> pos
- = Framework::Vec3<int>((index / WORLD_HEIGHT) / CHUNK_SIZE,
- (index / WORLD_HEIGHT) % CHUNK_SIZE,
- index % WORLD_HEIGHT);
- bool d;
- zReader->lese((char*)&d, 1);
- if (d)
- {
- putBlockAt(pos,
- Game::INSTANCE->zBlockType(blockType)->loadBlock(
- Framework::Vec3<int>(
- pos.x + location.x - CHUNK_SIZE / 2,
- pos.y + location.y - CHUNK_SIZE / 2,
- pos.z),
- zReader,
- dimensionId));
- }
- else
- {
- putBlockTypeAt(pos, blockType);
- }
- }
- }
- initializeLightning();
- }
- void Chunk::save(Framework::StreamWriter* zWriter)
- {
- for (int index = 0; index < WORLD_HEIGHT * CHUNK_SIZE * CHUNK_SIZE; index++)
- {
- unsigned short blockType
- = blocks[index]
- ? (unsigned short)blocks[index]->zBlockType()->getId()
- : blockIds[index];
- zWriter->schreibe((char*)&blockType, 2);
- if (blockType)
- {
- if (blocks[index])
- {
- bool d = 1;
- zWriter->schreibe((char*)&d, 1);
- Game::INSTANCE->zBlockType(blockType)->saveBlock(
- blocks[index], zWriter);
- }
- else
- {
- bool d = 0;
- zWriter->schreibe((char*)&d, 1);
- }
- }
- }
- }
- void Chunk::sendToClient(Framework::StreamWriter* zWriter)
- {
- for (int x = 0; x < CHUNK_SIZE; x++)
- {
- for (int y = 0; y < CHUNK_SIZE; y++)
- {
- for (int z = 0; z < WORLD_HEIGHT; z++)
- {
- int index = Chunk::index({x, y, z});
- if (isVisible(index)
- && Game::INSTANCE->zBlockType(blockIds[index])
- ->doesNeedClientInstance())
- {
- unsigned short blockType = blocks[index]
- ? (unsigned short)blocks[index]
- ->zBlockType()
- ->getId()
- : blockIds[index];
- zWriter->schreibe((char*)&blockType, 2);
- zWriter->schreibe((char*)&index, 4);
- if (Game::INSTANCE->zBlockType(blockIds[index])->isFluid())
- {
- FluidBlock* fluidBlock
- = dynamic_cast<FluidBlock*>(blocks[index]);
- char data = fluidBlock->getFlowOptions();
- zWriter->schreibe(&data, 1);
- data = fluidBlock->getDistanceToSource();
- zWriter->schreibe(&data, 1);
- }
- }
- }
- }
- }
- unsigned short end = 0;
- zWriter->schreibe((char*)&end, 2);
- }
- void Chunk::removeUnusedBlocks()
- {
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (!blocks[i] && blockIds[i])
- {
- int x = (i / WORLD_HEIGHT) / CHUNK_SIZE;
- int y = (i / WORLD_HEIGHT) % CHUNK_SIZE;
- int z = i % WORLD_HEIGHT;
- bool visible = 0;
- if (CONST_BLOCK(0, blockIds[i])->isTransparent()
- || CONST_BLOCK(0, blockIds[i])->isPassable())
- visible = 1;
- else
- {
- for (int d = 0; d < 6 && !visible; d++)
- {
- auto n = zBlockNeighbor(
- getDirection((Directions)getDirectionFromIndex(d))
- + Framework::Vec3<int>(x, y, z));
- if (n.isA()
- && (((Block*)n)->isPassable()
- || ((Block*)n)->isTransparent()))
- visible = 1;
- if (n.isB()
- && (CONST_BLOCK(0, n)->isTransparent()
- || CONST_BLOCK(0, n)->isPassable()))
- visible = 1;
- }
- }
- if (!visible)
- {
- putBlockAt({x, y, z}, 0);
- putBlockTypeAt({x, y, z}, 0);
- }
- }
- }
- int count = 0;
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (Game::INSTANCE->zBlockType(blockIds[i])->doesNeedClientInstance())
- count++;
- }
- std::cout << "chunk " << location.x << ", " << location.y
- << " was generated with " << count << " blocks.\n";
- }
- int Chunk::getDimensionId() const
- {
- return dimensionId;
- }
- void Chunk::onLoaded()
- {
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (blocks[i]) blocks[i]->onLoaded();
- }
- currentlyLoading = 0;
- }
- void Chunk::onUnloaded()
- {
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (blocks[i]) blocks[i]->onUnloaded();
- }
- }
- Framework::Punkt Chunk::getCenter() const
- {
- return location;
- }
- Framework::Vec3<int> Chunk::getMin() const
- {
- return {location.x - CHUNK_SIZE / 2, location.y - CHUNK_SIZE / 2, 0};
- }
- Framework::Vec3<int> Chunk::getMax() const
- {
- return {
- location.x + CHUNK_SIZE / 2, location.y + CHUNK_SIZE / 2, WORLD_HEIGHT};
- }
- void Chunk::prepareRemove()
- {
- added = 0;
- cs.lock();
- for (int i = 0; i < 4; i++)
- {
- if (zNeighbours[i])
- {
- zNeighbours[i]->setNeighbor(
- getOppositeDirection(getDirectionFromIndex(i)), 0);
- zNeighbours[i] = 0;
- }
- }
- cs.unlock();
- }
- void Chunk::setAdded()
- {
- added = 1;
- }
- bool Chunk::hasObservers() const
- {
- return observers.getEintragAnzahl() > 0 || currentlyLoading;
- }
- unsigned char* Chunk::getLightData(Framework::Vec3<int> location) const
- {
- int index = Chunk::index(location) * 6;
- assert(index < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * 6);
- return lightData + index;
- }
- void Chunk::setLightData(
- Framework::Vec3<int> location, unsigned char* data, bool foreground)
- {
- int index = Chunk::index(location);
- memcpy(lightData + index * 6, data, 6);
- // check if neighbor is a visible block and send update to clients
- bool needSend = 0;
- for (int i = 0; i < 6; i++)
- {
- Vec3<int> pos = location + getDirection(getDirectionFromIndex(i));
- if (pos.z >= 0 && pos.z < WORLD_HEIGHT)
- {
- if (pos.x >= 0 && pos.x < CHUNK_SIZE && pos.y >= 0
- && pos.y < CHUNK_SIZE)
- {
- int bi = (pos.x * CHUNK_SIZE + pos.y) * WORLD_HEIGHT + pos.z;
- int type = blockIds[bi];
- needSend |= Game::INSTANCE->zBlockType(type)
- ->doesNeedClientInstance();
- if (needSend) break;
- }
- else
- {
- int type = Game::INSTANCE->getBlockType(
- pos
- + Vec3<int>(this->location.x - CHUNK_SIZE / 2,
- this->location.y - CHUNK_SIZE / 2,
- 0),
- dimensionId);
- needSend |= Game::INSTANCE->zBlockType(type)
- ->doesNeedClientInstance();
- if (needSend) break;
- }
- }
- }
- if (needSend)
- {
- broadcastLightData(index, foreground);
- }
- }
- int Chunk::getBlockTypeAt(Framework::Vec3<int> location) const
- {
- return blockIds[index(location)];
- }
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