Dimension.h 4.0 KB

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  1. #pragma once
  2. #include <Critical.h>
  3. #include <Either.h>
  4. #include <InMemoryBuffer.h>
  5. #include <Punkt.h>
  6. #include <Thread.h>
  7. #include <Trie.h>
  8. #include "Chunk.h"
  9. #include "Constants.h"
  10. #include "MultiblockStructure.h"
  11. #include "MultiblockStructureManager.h"
  12. class DimensionMap;
  13. class NetworkMessage;
  14. class Block;
  15. class DimensionEnum
  16. {
  17. public:
  18. static const int OVERWORLD = 0;
  19. };
  20. struct RequestQueue
  21. {
  22. Framework::InMemoryBuffer* request;
  23. Framework::Punkt chunkCenter;
  24. int sourceId;
  25. };
  26. class Dimension : public Framework::Thread
  27. {
  28. private:
  29. __int64 nextStructureId;
  30. int dimensionId;
  31. float gravity;
  32. Framework::RCTrie<Chunk>* chunks;
  33. Framework::Array<Chunk*> chunkList;
  34. Framework::Critical chunkCs;
  35. Framework::RCArray<Entity>* entities;
  36. mutable Framework::Critical entityCs;
  37. Framework::Array<RequestQueue> waitingRequests;
  38. Framework::Critical cs;
  39. Framework::Array<Framework::Vec3<int>> lightUpdateQueue;
  40. Framework::Array<Framework::Vec3<int>> priorizedLightUpdateQueue;
  41. Framework::Critical lightCs;
  42. Framework::Critical prioLightCs;
  43. Framework::Critical structurCs;
  44. Framework::RCArray<Chunk> removedChunks;
  45. mutable Framework::Critical removedChunksCs;
  46. Framework::RCArray<MultiblockStructure> structures;
  47. MultiblockStructureManager* structureManager;
  48. DimensionMap* map;
  49. bool stop;
  50. double currentDayTime;
  51. double nightDuration;
  52. double nightTransitionDuration;
  53. double dayDuration;
  54. void getAddrOf(Framework::Punkt cPos, char* addr) const;
  55. void getAddrOfWorld(Framework::Punkt wPos, char* addr) const;
  56. void saveStructure(MultiblockStructure* zStructure) const;
  57. public:
  58. Dimension(int id);
  59. ~Dimension();
  60. void configureDayNightCyncle(double nightDuration,
  61. double nightTransitionDuration,
  62. double dayDuration);
  63. void api(Framework::InMemoryBuffer* zRequest,
  64. NetworkMessage* zResponse,
  65. Entity* zSource);
  66. void tickEntities();
  67. void thread() override;
  68. Framework::Either<Block*, int> zBlock(
  69. Framework::Vec3<int> location, OUT Chunk** zChunk) const;
  70. Block* zRealBlockInstance(Framework::Vec3<int> location) const;
  71. const Block* zBlockOrDefault(Framework::Vec3<int> location) const;
  72. int getBlockType(Framework::Vec3<int> location) const;
  73. void placeBlock(
  74. Framework::Vec3<int> location, Framework::Either<Block*, int> block);
  75. void sendBlockInfo(Framework::Vec3<int> location);
  76. void addEntity(Entity* entity);
  77. void setChunk(Chunk* chunk, Framework::Punkt center);
  78. void save(Framework::Text worldDir) const;
  79. int getDimensionId() const;
  80. bool hasChunck(int x, int y) const;
  81. bool reviveChunk(int x, int y);
  82. Chunk* zChunk(Framework::Punkt wPos) const;
  83. float getGravity() const;
  84. void removeOldChunks();
  85. Entity* zEntity(int id) const;
  86. Entity* zNearestEntity(
  87. Framework::Vec3<float> pos, std::function<bool(Entity*)> filter) const;
  88. void removeEntity(int id);
  89. void removeSubscriptions(Entity* zEntity);
  90. void updateLightning(Framework::Vec3<int> location);
  91. void updateLightningWithoutWait(Framework::Vec3<int> location);
  92. void updateLightAtChunkBorders(Chunk* zChunk);
  93. __int64 getNextStructureId();
  94. void addStructure(MultiblockStructure* structure);
  95. MultiblockStructure* zStructureByPosition(
  96. Framework::Vec3<int> uniquePosition);
  97. MultiblockStructure* zStructureById(__int64 id);
  98. void requestStopAndWait();
  99. void updateMap(int x, int y, int height);
  100. int getChunkCount() const;
  101. double getCurrentDayTime() const;
  102. double getNightDuration() const;
  103. double getNightTransitionDuration() const;
  104. double getDayDuration() const;
  105. inline static Framework::Vec3<int> chunkCoordinates(
  106. Framework::Vec3<int> worldLocation)
  107. {
  108. Framework::Vec3<int> result = worldLocation;
  109. result.x = result.x % CHUNK_SIZE;
  110. result.y = result.y % CHUNK_SIZE;
  111. if (result.x < 0) result.x += CHUNK_SIZE;
  112. if (result.y < 0) result.y += CHUNK_SIZE;
  113. return result;
  114. }
  115. friend DimensionMap;
  116. };