WorldGenerator.cpp 6.7 KB

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  1. #include "WorldGenerator.h"
  2. #include <Betriebssystem.h>
  3. #include <functional>
  4. #include <Logging.h>
  5. #include "Dimension.h"
  6. #include "Game.h"
  7. #include "JsonUtils.h"
  8. #include "NoiseInterpolator.h"
  9. using namespace Framework;
  10. using namespace Framework::JSON;
  11. using namespace Framework::Validator;
  12. WorldGenerator::WorldGenerator(int seed)
  13. : Thread(),
  14. exit(0),
  15. seed(seed),
  16. chunksPerSecond(0.0)
  17. {
  18. setName("World Generator");
  19. Framework::Logging::info()
  20. << "loading world generator configs. Changes at the config files "
  21. "may lead to a sudden change in landscape.";
  22. DataValidator* configValidator
  23. = DataValidator::buildForArray()
  24. ->removeInvalidEntries()
  25. ->addAcceptedTypeInArray(Game::INSTANCE->zTypeRegistry()
  26. ->getValidator<DimensionGenerator>())
  27. ->finishArray();
  28. loadAllJsonsFromDirectory("data/generator",
  29. [this, configValidator, seed](
  30. Framework::JSON::JSONValue* zValue, Framework::Text path) {
  31. Framework::Logging::info()
  32. << "loading dimension configs from '" << path << "'";
  33. Framework::RCArray<ValidationResult> invalidParts;
  34. JSONValue* valid
  35. = configValidator->getValidParts(zValue, &invalidParts);
  36. for (ValidationResult* invalidPart : invalidParts)
  37. {
  38. Framework::Logging::error() << invalidPart->getInvalidInfo();
  39. }
  40. if (valid)
  41. {
  42. for (JSONValue* config : *valid->asArray())
  43. {
  44. DimensionGenerator* generator
  45. = Game::INSTANCE->zTypeRegistry()
  46. ->fromJson<DimensionGenerator>(config);
  47. generator->initialize(seed);
  48. dimensionGenerators.add(generator);
  49. }
  50. valid->release();
  51. }
  52. });
  53. Framework::JSON::JSONObject* schema = configValidator->getJsonSchema();
  54. Framework::Datei syntaxFile;
  55. syntaxFile.setDatei("data/syntax/schema/generator.json");
  56. syntaxFile.erstellen();
  57. syntaxFile.open(Framework::Datei::Style::schreiben);
  58. syntaxFile.schreibe(schema->toString(), schema->toString().getLength());
  59. syntaxFile.close();
  60. schema->release();
  61. configValidator->release();
  62. start();
  63. }
  64. WorldGenerator::~WorldGenerator() {}
  65. Dimension* WorldGenerator::createDimension(int dimensionId)
  66. {
  67. for (DimensionGenerator* generator : dimensionGenerators)
  68. {
  69. if (generator->getDimensionId() == dimensionId)
  70. return generator->createDimension();
  71. }
  72. Framework::Logging::error()
  73. << "no dimension generator found for dimension " << dimensionId;
  74. return 0;
  75. }
  76. DimensionGenerator* WorldGenerator::zGenerator(int dimensionId)
  77. {
  78. for (DimensionGenerator* generator : dimensionGenerators)
  79. {
  80. if (generator->getDimensionId() == dimensionId) return generator;
  81. }
  82. return 0;
  83. }
  84. void WorldGenerator::thread()
  85. {
  86. while (!exit)
  87. {
  88. cs.lock();
  89. Area next;
  90. bool hasNext = 0;
  91. if (requestQueue.getEintragAnzahl() > 0)
  92. {
  93. next = requestQueue.get(0);
  94. requestQueue.remove(0);
  95. hasNext = 1;
  96. }
  97. cs.unlock();
  98. if (!hasNext)
  99. {
  100. Sleep(1000);
  101. continue;
  102. }
  103. // TODO: prevent that world loader and world generator create the
  104. // dimension at the same time
  105. Dimension* dim = Game::INSTANCE->zDimension(next.dimensionId);
  106. if (!dim)
  107. {
  108. dim = new Dimension(next.dimensionId);
  109. Game::INSTANCE->addDimension(dim);
  110. }
  111. Punkt start = Game::INSTANCE->getChunkCenter(next.startX, next.startY);
  112. Punkt end = Game::INSTANCE->getChunkCenter(next.endX, next.endY);
  113. int xDir = start.x > end.x ? -1 : 1;
  114. int yDir = start.y > end.y ? -1 : 1;
  115. double completeTime = 0.0;
  116. int generatedChunks = 0;
  117. for (int x = start.x; xDir < 0 ? x >= end.x : x <= end.x;
  118. x += CHUNK_SIZE * xDir)
  119. {
  120. for (int y = start.y; yDir < 0 ? y >= end.y : y <= end.y;
  121. y += CHUNK_SIZE * yDir)
  122. {
  123. if (!Game::INSTANCE->doesChunkExist(x, y, next.dimensionId))
  124. {
  125. ZeitMesser zm;
  126. zm.messungStart();
  127. Chunk* generatedChunk
  128. = zGenerator(next.dimensionId)->generateChunk(x, y);
  129. zm.messungEnde();
  130. Framework::Logging::trace()
  131. << "block generation time: " << zm.getSekunden();
  132. completeTime += zm.getSekunden();
  133. zm.messungStart();
  134. generatedChunk->initializeLightning();
  135. zm.messungEnde();
  136. Framework::Logging::trace()
  137. << "light calculation: " << zm.getSekunden();
  138. completeTime += zm.getSekunden();
  139. zm.messungStart();
  140. generatedChunk->removeUnusedBlocks();
  141. zm.messungEnde();
  142. Framework::Logging::trace()
  143. << "unused block removal: " << zm.getSekunden();
  144. completeTime += zm.getSekunden();
  145. zm.messungStart();
  146. generatedChunk->getThis();
  147. dim->setChunk(generatedChunk, Punkt(x, y));
  148. zGenerator(next.dimensionId)
  149. ->generateEntities(generatedChunk);
  150. generatedChunk->release();
  151. zm.messungEnde();
  152. Framework::Logging::trace()
  153. << "adding chunk to map: " << zm.getSekunden();
  154. completeTime += zm.getSekunden();
  155. generatedChunks++;
  156. chunksPerSecond = generatedChunks / completeTime;
  157. }
  158. }
  159. }
  160. chunksPerSecond = 0.0;
  161. }
  162. Framework::Logging::info() << "World Generator thread exited";
  163. }
  164. void WorldGenerator::requestGeneration(Area request)
  165. {
  166. cs.lock();
  167. requestQueue.add(request);
  168. cs.unlock();
  169. }
  170. void WorldGenerator::exitAndWait()
  171. {
  172. exit = 1;
  173. warteAufThread(10000);
  174. ende();
  175. }
  176. Framework::Either<Block*, int> WorldGenerator::generateSingleBlock(
  177. Framework::Vec3<int> location, int dimensionId)
  178. {
  179. return zGenerator(dimensionId)->generateBlock(location);
  180. }
  181. bool WorldGenerator::spawnStructure(Framework::Vec3<int> location,
  182. int dimensionId,
  183. std::function<bool(GeneratorTemplate* tmpl)> filter)
  184. {
  185. return zGenerator(dimensionId)->spawnStructure(location, filter);
  186. }
  187. double WorldGenerator::getGeneratedChunksPerSecond()
  188. {
  189. return chunksPerSecond;
  190. }