WorldGenerator.cpp 6.9 KB

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  1. #include "WorldGenerator.h"
  2. #include <Datei.h>
  3. #include <functional>
  4. #include <Logging.h>
  5. #include "Dimension.h"
  6. #include "Game.h"
  7. #include "JsonUtils.h"
  8. using namespace Framework;
  9. using namespace Framework::JSON;
  10. using namespace Framework::Validator;
  11. WorldGenerator::WorldGenerator(int seed)
  12. : Thread(),
  13. exit(0),
  14. seed(seed),
  15. chunksPerSecond(0.0)
  16. {
  17. setName("World Generator");
  18. Framework::Logging::info()
  19. << "loading world generator configs. Changes at the config files "
  20. "may lead to a sudden change in landscape.";
  21. DataValidator* configValidator
  22. = DataValidator::buildForArray()
  23. ->removeInvalidEntries()
  24. ->addAcceptedTypeInArray(Game::INSTANCE->zTypeRegistry()
  25. ->getValidator<DimensionGenerator>())
  26. ->finishArray();
  27. loadAllJsonsFromDirectory("data/generator",
  28. [this, configValidator, seed](
  29. Framework::JSON::JSONValue* zValue, Framework::Text path) {
  30. Framework::Logging::info()
  31. << "loading dimension configs from '" << path << "'";
  32. Framework::RCArray<ValidationResult> invalidParts;
  33. JSONValue* valid
  34. = configValidator->getValidParts(zValue, &invalidParts);
  35. for (ValidationResult* invalidPart : invalidParts)
  36. {
  37. Framework::Logging::error() << invalidPart->getInvalidInfo();
  38. }
  39. if (valid)
  40. {
  41. for (JSONValue* config : *valid->asArray())
  42. {
  43. DimensionGenerator* generator
  44. = Game::INSTANCE->zTypeRegistry()
  45. ->fromJson<DimensionGenerator>(config);
  46. generator->initialize(seed);
  47. dimensionGenerators.add(generator);
  48. }
  49. valid->release();
  50. }
  51. });
  52. Framework::JSON::JSONObject* schema = configValidator->getJsonSchema();
  53. Framework::Datei syntaxFile;
  54. syntaxFile.setDatei("data/syntax/schema/generator.json");
  55. syntaxFile.erstellen();
  56. syntaxFile.open(Framework::Datei::Style::schreiben);
  57. syntaxFile.schreibe(schema->toString(), schema->toString().getLength());
  58. syntaxFile.close();
  59. schema->release();
  60. configValidator->release();
  61. start();
  62. }
  63. WorldGenerator::~WorldGenerator() {}
  64. Dimension* WorldGenerator::createDimension(int dimensionId)
  65. {
  66. for (DimensionGenerator* generator : dimensionGenerators)
  67. {
  68. if (generator->getDimensionId() == dimensionId)
  69. return generator->createDimension();
  70. }
  71. Framework::Logging::error()
  72. << "no dimension generator found for dimension " << dimensionId;
  73. return 0;
  74. }
  75. DimensionGenerator* WorldGenerator::zGenerator(int dimensionId)
  76. {
  77. for (DimensionGenerator* generator : dimensionGenerators)
  78. {
  79. if (generator->getDimensionId() == dimensionId) return generator;
  80. }
  81. return 0;
  82. }
  83. void WorldGenerator::thread()
  84. {
  85. double completeTime = 0.0;
  86. int generatedChunks = 0;
  87. while (!exit)
  88. {
  89. cs.lock();
  90. Area next;
  91. bool hasNext = 0;
  92. if (requestQueue.getEintragAnzahl() > 0)
  93. {
  94. next = requestQueue.get(0);
  95. requestQueue.remove(0);
  96. hasNext = 1;
  97. }
  98. cs.unlock();
  99. if (!hasNext)
  100. {
  101. chunksPerSecond = 0.0;
  102. completeTime = 0;
  103. generatedChunks = 0;
  104. Sleep(1000);
  105. continue;
  106. }
  107. // TODO: prevent that world loader and world generator create the
  108. // dimension at the same time
  109. Dimension* dim = Game::INSTANCE->zDimension(next.dimensionId);
  110. if (!dim)
  111. {
  112. dim = new Dimension(next.dimensionId);
  113. Game::INSTANCE->addDimension(dim);
  114. }
  115. Punkt start = Game::INSTANCE->getChunkCenter(next.startX, next.startY);
  116. Punkt end = Game::INSTANCE->getChunkCenter(next.endX, next.endY);
  117. int xDir = start.x > end.x ? -1 : 1;
  118. int yDir = start.y > end.y ? -1 : 1;
  119. for (int x = start.x; xDir < 0 ? x >= end.x : x <= end.x;
  120. x += CHUNK_SIZE * xDir)
  121. {
  122. for (int y = start.y; yDir < 0 ? y >= end.y : y <= end.y;
  123. y += CHUNK_SIZE * yDir)
  124. {
  125. if (!Game::INSTANCE->doesChunkExist(x, y, next.dimensionId))
  126. {
  127. ZeitMesser zm;
  128. zm.messungStart();
  129. Chunk* generatedChunk
  130. = zGenerator(next.dimensionId)->generateChunk(x, y);
  131. #ifdef CHUNK_GENERATION_DEBUG_LOG
  132. zm.messungEnde();
  133. Framework::Logging::trace()
  134. << "block generation time: " << zm.getSekunden();
  135. completeTime += zm.getSekunden();
  136. zm.messungStart();
  137. #endif
  138. generatedChunk->initializeLightning();
  139. #ifdef CHUNK_GENERATION_DEBUG_LOG
  140. zm.messungEnde();
  141. Framework::Logging::trace()
  142. << "light calculation: " << zm.getSekunden();
  143. completeTime += zm.getSekunden();
  144. zm.messungStart();
  145. #endif
  146. generatedChunk->removeUnusedBlocks();
  147. #ifdef CHUNK_GENERATION_DEBUG_LOG
  148. zm.messungEnde();
  149. Framework::Logging::trace()
  150. << "unused block removal: " << zm.getSekunden();
  151. completeTime += zm.getSekunden();
  152. zm.messungStart();
  153. #endif
  154. generatedChunk->getThis();
  155. dim->setChunk(generatedChunk, Punkt(x, y));
  156. generatedChunk->release();
  157. zm.messungEnde();
  158. #ifdef CHUNK_GENERATION_DEBUG_LOG
  159. Framework::Logging::trace()
  160. << "adding chunk to map: " << zm.getSekunden();
  161. #endif
  162. completeTime += zm.getSekunden();
  163. generatedChunks++;
  164. chunksPerSecond = generatedChunks / completeTime;
  165. }
  166. }
  167. }
  168. }
  169. Framework::Logging::info() << "World Generator thread exited";
  170. }
  171. void WorldGenerator::requestGeneration(Area request)
  172. {
  173. cs.lock();
  174. requestQueue.add(request);
  175. cs.unlock();
  176. }
  177. void WorldGenerator::exitAndWait()
  178. {
  179. exit = 1;
  180. warteAufThread(10000);
  181. ende();
  182. }
  183. Framework::Either<Block*, int> WorldGenerator::generateSingleBlock(
  184. Framework::Vec3<int> location, int dimensionId)
  185. {
  186. return zGenerator(dimensionId)->generateBlock(location);
  187. }
  188. void WorldGenerator::postprocessChunk(Chunk* zChunk)
  189. {
  190. zGenerator(zChunk->getDimensionId())->postprocessChunk(zChunk);
  191. }
  192. bool WorldGenerator::spawnStructure(Framework::Vec3<int> location,
  193. int dimensionId,
  194. std::function<bool(GeneratorTemplate* tmpl)> filter)
  195. {
  196. return zGenerator(dimensionId)->spawnStructure(location, filter);
  197. }
  198. double WorldGenerator::getGeneratedChunksPerSecond() const
  199. {
  200. return chunksPerSecond;
  201. }