#include "stdafx.h" #include "MultiPlayerLevel.h" #include "MultiPlayerLocalPlayer.h" #include "ClientConnection.h" #include "MultiPlayerChunkCache.h" #include "..\Minecraft.World\net.minecraft.world.level.storage.h" #include "..\Minecraft.World\net.minecraft.world.level.dimension.h" #include "..\Minecraft.World\Pos.h" #include "MinecraftServer.h" #include "ServerLevel.h" #include "Minecraft.h" #include "..\Minecraft.World\PrimedTnt.h" #include "..\Minecraft.World\Tile.h" #include "..\Minecraft.World\TileEntity.h" MultiPlayerLevel::ResetInfo::ResetInfo(int x, int y, int z, int tile, int data) { this->x = x; this->y = y; this->z = z; ticks = TICKS_BEFORE_RESET; this->tile = tile; this->data = data; } MultiPlayerLevel::MultiPlayerLevel(ClientConnection *connection, LevelSettings *levelSettings, int dimension, int difficulty) : Level(shared_ptr(new MockedLevelStorage()), L"MpServer", Dimension::getNew(dimension), levelSettings, false) { minecraft = Minecraft::GetInstance(); // 4J - this this used to be called in parent ctor via a virtual fn chunkSource = createChunkSource(); // 4J - optimisation - keep direct reference of underlying cache here chunkSourceCache = chunkSource->getCache(); chunkSourceXZSize = chunkSource->m_XZSize; // This also used to be called in parent ctor, but can't be called until chunkSource is created. Call now if required. if (!levelData->isInitialized()) { initializeLevel(levelSettings); levelData->setInitialized(true); } if(connection !=NULL) { this->connections.push_back( connection ); } this->difficulty = difficulty; // Fix for #62566 - TU7: Content: Gameplay: Compass needle stops pointing towards the original spawn point, once the player has entered the Nether. // 4J Stu - We should never be setting a specific spawn position for a multiplayer, this should only be set by receiving a packet from the server // (which happens when a player logs in) //setSpawnPos(new Pos(8, 64, 8)); // The base ctor already has made some storage, so need to delete that if( this->savedDataStorage ) delete savedDataStorage; if(connection !=NULL) { this->savedDataStorage = connection->savedDataStorage; } unshareCheckX = 0; unshareCheckZ = 0; compressCheckX = 0; compressCheckZ = 0; // 4J Added, as there are some times when we don't want to add tile updates to the updatesToReset vector m_bEnableResetChanges = true; } MultiPlayerLevel::~MultiPlayerLevel() { // Don't let the base class delete this, it comes from the connection for multiplayerlevels, and we'll delete there this->savedDataStorage = NULL; } void MultiPlayerLevel::unshareChunkAt(int x, int z) { if( g_NetworkManager.IsHost() ) { Level::getChunkAt(x,z)->stopSharingTilesAndData(); } } void MultiPlayerLevel::shareChunkAt(int x, int z) { if( g_NetworkManager.IsHost() ) { Level::getChunkAt(x,z)->startSharingTilesAndData(); } } void MultiPlayerLevel::tick() { PIXBeginNamedEvent(0,"Sky color changing"); setTime(getTime() + 1); /* 4J - change brought forward from 1.8.2 int newDark = this->getSkyDarken(1); if (newDark != skyDarken) { skyDarken = newDark; for (unsigned int i = 0; i < listeners.size(); i++) { listeners[i]->skyColorChanged(); } }*/ PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Entity re-entry"); EnterCriticalSection(&m_entitiesCS); for (int i = 0; i < 10 && !reEntries.empty(); i++) { shared_ptr e = *(reEntries.begin()); if (find(entities.begin(), entities.end(), e) == entities.end() ) addEntity(e); } LeaveCriticalSection(&m_entitiesCS); PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Connection ticking"); // 4J HEG - Copy the connections vector to prevent crash when moving to Nether vector connectionsTemp = connections; for(AUTO_VAR(connection, connectionsTemp.begin()); connection < connectionsTemp.end(); ++connection ) { (*connection)->tick(); } PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Updating resets"); unsigned int lastIndexToRemove = 0; bool eraseElements = false; for (unsigned int i = 0; i < updatesToReset.size(); i++) { ResetInfo& r = updatesToReset[i]; if (--r.ticks == 0) { Level::setTileAndDataNoUpdate(r.x, r.y, r.z, r.tile, r.data); Level::sendTileUpdated(r.x, r.y, r.z); //updatesToReset.erase(updatesToReset.begin()+i); eraseElements = true; lastIndexToRemove = 0; i--; } } // 4J Stu - As elements in the updatesToReset vector are inserted with a fixed initial lifetime, the elements at the front should always be the oldest // Therefore we can always remove from the first element if(eraseElements) { updatesToReset.erase(updatesToReset.begin(), updatesToReset.begin()+lastIndexToRemove); } PIXEndNamedEvent(); chunkCache->tick(); tickTiles(); // 4J - added this section. Each tick we'll check a different block, and force it to share data if it has been // more than 2 minutes since we last wanted to unshare it. This shouldn't really ever happen, and is added // here as a safe guard against accumulated memory leaks should a lot of chunks become unshared over time. int ls = dimension->getXZSize(); if( g_NetworkManager.IsHost() ) { if( Level::reallyHasChunk(unshareCheckX - ( ls / 2), unshareCheckZ - ( ls / 2 ) ) ) { LevelChunk *lc = Level::getChunk(unshareCheckX - ( ls / 2), unshareCheckZ - ( ls / 2 )); if( g_NetworkManager.IsHost() ) { lc->startSharingTilesAndData(1000 * 60 * 2); } } unshareCheckX++; if( unshareCheckX >= ls ) { unshareCheckX = 0; unshareCheckZ++; if( unshareCheckZ >= ls ) { unshareCheckZ = 0; } } } // 4J added - also similar thing tosee if we can compress the lighting in any of these chunks. This is slightly different // as it does try to make sure that at least one chunk has something done to it. // At most loop round at least one row the chunks, so we should be able to at least find a non-empty chunk to do something with in 2.7 seconds of ticks, and process the whole thing in about 2.4 minutes. for( int i = 0; i < ls; i++ ) { compressCheckX++; if( compressCheckX >= ls ) { compressCheckX = 0; compressCheckZ++; if( compressCheckZ >= ls ) { compressCheckZ = 0; } } if( Level::reallyHasChunk(compressCheckX - ( ls / 2), compressCheckZ - ( ls / 2 ) ) ) { LevelChunk *lc = Level::getChunk(compressCheckX - ( ls / 2), compressCheckZ - ( ls / 2 )); lc->compressLighting(); lc->compressBlocks(); lc->compressData(); break; } } #ifdef LIGHT_COMPRESSION_STATS static int updateTick = 0; if( ( updateTick % 60 ) == 0 ) { unsigned int totalBLu = 0; unsigned int totalBLl = 0; unsigned int totalSLu = 0; unsigned int totalSLl = 0; unsigned int totalChunks = 0; for( int lcs_x = 0; lcs_x < ls; lcs_x++ ) for( int lcs_z = 0; lcs_z < ls; lcs_z++ ) { if( Level::reallyHasChunk(lcs_x - ( ls / 2), lcs_z - ( ls / 2 ) ) ) { LevelChunk *lc = Level::getChunk(lcs_x - ( ls / 2), lcs_z - ( ls / 2 )); totalChunks++; totalBLu += lc->getBlockLightPlanesUpper(); totalBLl += lc->getBlockLightPlanesLower(); totalSLu += lc->getSkyLightPlanesUpper(); totalSLl += lc->getSkyLightPlanesLower(); } } if( totalChunks ) { MEMORYSTATUS memStat; GlobalMemoryStatus(&memStat); unsigned int totalBL = totalBLu + totalBLl; unsigned int totalSL = totalSLu + totalSLl; printf("%d: %d chunks, %d BL (%d + %d), %d SL (%d + %d ) (out of %d) - total %d %% (%dMB mem free)\n", dimension->id, totalChunks, totalBL, totalBLu, totalBLl, totalSL, totalSLu, totalSLl, totalChunks * 256, ( 100 * (totalBL + totalSL) ) / ( totalChunks * 256 * 2),memStat.dwAvailPhys/(1024*1024) ); } } updateTick++; #endif #ifdef DATA_COMPRESSION_STATS static int updateTick = 0; if( ( updateTick % 60 ) == 0 ) { unsigned int totalData = 0; unsigned int totalChunks = 0; for( int lcs_x = 0; lcs_x < ls; lcs_x++ ) for( int lcs_z = 0; lcs_z < ls; lcs_z++ ) { if( Level::reallyHasChunk(lcs_x - ( ls / 2), lcs_z - ( ls / 2 ) ) ) { LevelChunk *lc = Level::getChunk(lcs_x - ( ls / 2), lcs_z - ( ls / 2 )); totalChunks++; totalData += lc->getDataPlanes(); } } if( totalChunks ) { MEMORYSTATUS memStat; GlobalMemoryStatus(&memStat); printf("%d: %d chunks, %d data (out of %d) - total %d %% (%dMB mem free)\n", dimension->id, totalChunks, totalData, totalChunks * 128, ( 100 * totalData)/ ( totalChunks * 128),memStat.dwAvailPhys/(1024*1024) ); } } updateTick++; #endif #ifdef BLOCK_COMPRESSION_STATS static int updateTick = 0; if( ( updateTick % 60 ) == 0 ) { unsigned int total = 0; unsigned int totalChunks = 0; unsigned int total0 = 0, total1 = 0, total2 = 0, total4 = 0, total8 = 0; printf("*****************************************************************************************************************************************\n"); printf("TODO: Report upper chunk data as well\n"); for( int lcs_x = 0; lcs_x < ls; lcs_x++ ) for( int lcs_z = 0; lcs_z < ls; lcs_z++ ) { if( Level::reallyHasChunk(lcs_x - ( ls / 2), lcs_z - ( ls / 2 ) ) ) { LevelChunk *lc = Level::getChunk(lcs_x - ( ls / 2), lcs_z - ( ls / 2 )); totalChunks++; int i0, i1, i2, i4, i8; int thisSize = lc->getBlocksAllocatedSize(&i0, &i1, &i2, &i4, &i8); total0 += i0; total1 += i1; total2 += i2; total4 += i4; total8 += i8; printf("%d ",thisSize); thisSize = ( thisSize + 0xfff ) & 0xfffff000; // round to 4096k blocks for actual memory consumption total += thisSize; } } printf("\n*****************************************************************************************************************************************\n"); if( totalChunks ) { printf("%d (0) %d (1) %d (2) %d (4) %d (8)\n",total0/totalChunks,total1/totalChunks,total2/totalChunks,total4/totalChunks,total8/totalChunks); MEMORYSTATUS memStat; GlobalMemoryStatus(&memStat); printf("%d: %d chunks, %d KB (out of %dKB) : %d %% (%dMB mem free)\n", dimension->id, totalChunks, total/1024, totalChunks * 32, ( ( total / 1024 ) * 100 ) / ( totalChunks * 32),memStat.dwAvailPhys/(1024*1024) ); } } updateTick++; #endif // super.tick(); } void MultiPlayerLevel::clearResetRegion(int x0, int y0, int z0, int x1, int y1, int z1) { for (unsigned int i = 0; i < updatesToReset.size(); i++) { ResetInfo& r = updatesToReset[i]; if (r.x >= x0 && r.y >= y0 && r.z >= z0 && r.x <= x1 && r.y <= y1 && r.z <= z1) { updatesToReset.erase(updatesToReset.begin()+i); i--; } } } ChunkSource *MultiPlayerLevel::createChunkSource() { chunkCache = new MultiPlayerChunkCache(this); return chunkCache; } void MultiPlayerLevel::validateSpawn() { // Fix for #62566 - TU7: Content: Gameplay: Compass needle stops pointing towards the original spawn point, once the player has entered the Nether. // 4J Stu - We should never be setting a specific spawn position for a multiplayer, this should only be set by receiving a packet from the server // (which happens when a player logs in) //setSpawnPos(new Pos(8, 64, 8)); } void MultiPlayerLevel::tickTiles() { chunksToPoll.clear(); // 4J - added or else we don't reset this set at all in a multiplayer level... think current java now resets in buildAndPrepareChunksToPoll rather than the calling functions PIXBeginNamedEvent(0,"Ticking tiles (multiplayer)"); PIXBeginNamedEvent(0,"buildAndPrepareChunksToPoll"); Level::tickTiles(); PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Ticking client side tiles"); AUTO_VAR(itEndCtp, chunksToPoll.end()); for (AUTO_VAR(it, chunksToPoll.begin()); it != itEndCtp; it++) { ChunkPos cp = *it; int xo = cp.x * 16; int zo = cp.z * 16; LevelChunk *lc = this->getChunk(cp.x, cp.z); tickClientSideTiles(xo, zo, lc); } PIXEndNamedEvent(); PIXEndNamedEvent(); } void MultiPlayerLevel::setChunkVisible(int x, int z, bool visible) { if (visible) { chunkCache->create(x, z); } else { chunkCache->drop(x, z); } if (!visible) { this->setTilesDirty(x * 16, 0, z * 16, x * 16 + 15, Level::maxBuildHeight, z * 16 + 15); } } bool MultiPlayerLevel::addEntity(shared_ptr e) { bool ok = Level::addEntity(e); forced.insert(e); if (!ok) { reEntries.insert(e); } return ok; } void MultiPlayerLevel::removeEntity(shared_ptr e) { // 4J Stu - Add this remove from the reEntries collection to stop us continually removing and re-adding things, // in particular the MultiPlayerLocalPlayer when they die AUTO_VAR(it, reEntries.find(e)); if (it!=reEntries.end()) { reEntries.erase(it); } Level::removeEntity(e); forced.erase(e); } void MultiPlayerLevel::entityAdded(shared_ptr e) { Level::entityAdded(e); AUTO_VAR(it, reEntries.find(e)); if (it!=reEntries.end()) { reEntries.erase(it); } } void MultiPlayerLevel::entityRemoved(shared_ptr e) { Level::entityRemoved(e); AUTO_VAR(it, forced.find(e)); if (it!=forced.end()) { reEntries.insert(e); } } void MultiPlayerLevel::putEntity(int id, shared_ptr e) { shared_ptr old = getEntity(id); if (old != NULL) { removeEntity(old); } forced.insert(e); e->entityId = id; if (!addEntity(e)) { this->reEntries.insert(e); } entitiesById[id] = e; } shared_ptr MultiPlayerLevel::getEntity(int id) { AUTO_VAR(it, entitiesById.find(id)); if( it == entitiesById.end() ) return nullptr; return it->second; } shared_ptr MultiPlayerLevel::removeEntity(int id) { shared_ptr e; AUTO_VAR(it, entitiesById.find(id)); if( it != entitiesById.end() ) { e = it->second; entitiesById.erase(it); forced.erase(e); removeEntity(e); } else { } return e; } // 4J Added to remove the entities from the forced list // This gets called when a chunk is unloaded, but we only do half an unload to remove entities slightly differently void MultiPlayerLevel::removeEntities(vector > *list) { for(AUTO_VAR(it, list->begin()); it < list->end(); ++it) { shared_ptr e = *it; AUTO_VAR(reIt, reEntries.find(e)); if (reIt!=reEntries.end()) { reEntries.erase(reIt); } forced.erase(e); } Level::removeEntities(list); } bool MultiPlayerLevel::setDataNoUpdate(int x, int y, int z, int data) { int t = getTile(x, y, z); int d = getData(x, y, z); // 4J - added - if this is the host, then stop sharing block data with the server at this point unshareChunkAt(x,z); if (Level::setDataNoUpdate(x, y, z, data)) { //if(m_bEnableResetChanges) updatesToReset.push_back(ResetInfo(x, y, z, t, d)); return true; } // Didn't actually need to stop sharing shareChunkAt(x,z); return false; } bool MultiPlayerLevel::setTileAndDataNoUpdate(int x, int y, int z, int tile, int data) { // First check if this isn't going to do anything, because if it isn't then the next stage (of unsharing data) is really quite // expensive so far better to early out here int t = getTile(x, y, z); int d = getData(x, y, z); if( ( t == tile ) && ( d == data ) ) { // If we early-out, its important that we still do a checkLight here (which would otherwise have happened as part of Level::setTileAndDataNoUpdate) // This is because since we are potentially sharing tile/data but not lighting data, it is possible that the server might tell a client // of a lighting update that doesn't need actioned on the client just because the chunk's data was being shared with the server when it was set. However, // the lighting data will potentially now be out of sync on the client. checkLight(x,y,z); return false; } // 4J - added - if this is the host, then stop sharing block data with the server at this point unshareChunkAt(x,z); if (Level::setTileAndDataNoUpdate(x, y, z, tile, data)) { //if(m_bEnableResetChanges) updatesToReset.push_back(ResetInfo(x, y, z, t, d)); return true; } // Didn't actually need to stop sharing shareChunkAt(x,z); return false; } bool MultiPlayerLevel::setTileNoUpdate(int x, int y, int z, int tile) { int t = getTile(x, y, z); int d = getData(x, y, z); // 4J - added - if this is the host, then stop sharing block data with the server at this point unshareChunkAt(x,z); if (Level::setTileNoUpdate(x, y, z, tile)) { //if(m_bEnableResetChanges) updatesToReset.push_back(ResetInfo(x, y, z, t, d)); return true; } // Didn't actually need to stop sharing shareChunkAt(x,z); return false; } bool MultiPlayerLevel::doSetTileAndData(int x, int y, int z, int tile, int data) { clearResetRegion(x, y, z, x, y, z); // 4J - Don't bother setting this to dirty if it isn't going to visually change - we get a lot of // water changing from static to dynamic for instance. Note that this is only called from a client connection, // and so the thing being notified of any update through tileUpdated is the renderer int prevTile = getTile(x, y, z); bool visuallyImportant = (!( ( ( prevTile == Tile::water_Id ) && ( tile == Tile::calmWater_Id ) ) || ( ( prevTile == Tile::calmWater_Id ) && ( tile == Tile::water_Id ) ) || ( ( prevTile == Tile::lava_Id ) && ( tile == Tile::calmLava_Id ) ) || ( ( prevTile == Tile::calmLava_Id ) && ( tile == Tile::calmLava_Id ) ) || ( ( prevTile == Tile::calmLava_Id ) && ( tile == Tile::lava_Id ) ) ) ); // If we're the host, need to tell the renderer for updates even if they don't change things as the host // might have been sharing data and so set it already, but the renderer won't know to update if( (Level::setTileAndData(x, y, z, tile, data) || g_NetworkManager.IsHost() ) ) { if( g_NetworkManager.IsHost() && visuallyImportant ) { // 4J Stu - This got removed from the tileUpdated function in TU14. Adding it back here as we need it // to handle the cases where the chunk data is shared so the normal paths never call this sendTileUpdated(x,y,z); tileUpdated(x, y, z, tile); } return true; } return false; } void MultiPlayerLevel::disconnect(bool sendDisconnect /*= true*/) { if( sendDisconnect ) { for(AUTO_VAR(it, connections.begin()); it < connections.end(); ++it ) { (*it)->sendAndDisconnect( shared_ptr( new DisconnectPacket(DisconnectPacket::eDisconnect_Quitting) ) ); } } else { for(AUTO_VAR(it, connections.begin()); it < connections.end(); ++it ) { (*it)->close(); } } } void MultiPlayerLevel::tickWeather() { if (dimension->hasCeiling) return; if (lightningTime > 0) { lightningTime--; } oRainLevel = rainLevel; if (levelData->isRaining()) { rainLevel += 0.01; } else { rainLevel -= 0.01; } if (rainLevel < 0) rainLevel = 0; if (rainLevel > 1) rainLevel = 1; oThunderLevel = thunderLevel; if (levelData->isThundering()) { thunderLevel += 0.01; } else { thunderLevel -= 0.01; } if (thunderLevel < 0) thunderLevel = 0; if (thunderLevel > 1) thunderLevel = 1; } void MultiPlayerLevel::animateTick(int xt, int yt, int zt) { // Get 8x8x8 chunk (ie not like the renderer or game chunks... maybe we need another word here...) that the player is in // We then want to add a 3x3 region of chunks into a set that we'll be ticking over. Set is stored as unsigned ints which encode // this chunk position int cx = xt >> 3; int cy = yt >> 3; int cz = zt >> 3; for( int xx = -1; xx <= 1; xx++ ) for( int yy = -1; yy <= 1; yy++ ) for( int zz = -1; zz <= 1; zz++ ) { if( ( cy + yy ) < 0 ) continue; if( ( cy + yy ) > 15 ) continue; // Note - LEVEL_MAX_WIDTH is in game (16) tile chunks, and so our level goes from -LEVEL_MAX_WIDTH to LEVEL_MAX_WIDTH of our half-sized chunks if( ( cx + xx ) >= LEVEL_MAX_WIDTH ) continue; if( ( cx + xx ) < -LEVEL_MAX_WIDTH ) continue; if( ( cz + zz ) >= LEVEL_MAX_WIDTH ) continue; if( ( cz + zz ) < -LEVEL_MAX_WIDTH ) continue; chunksToAnimate.insert( ( ( ( cx + xx ) & 0xff ) << 16 ) | ( ( ( cy + yy ) & 0xff ) << 8 ) | ( ( ( cz + zz ) & 0xff ) ) ); } } // 4J - the game used to tick 1000 tiles in a random region +/- 16 units round the player. We've got a 3x3 region of 8x8x8 chunks round each // player. So the original game was ticking 1000 things in a 32x32x32 region ie had about a 1 in 32 chance of updating any one tile per tick. // We're not dealing with quite such a big region round each player (24x24x24) but potentially we've got 4 players. Ultimately, we could end // up ticking anywhere between 432 and 1728 tiles depending on how many players we've got, which seems like a good tradeoff from the original. void MultiPlayerLevel::animateTickDoWork() { const int ticksPerChunk = 16; // This ought to give us roughly the same 1000/32768 chance of a tile being animated as the original // Horrible hack to communicate with the level renderer, which is just attached as a listener to this level. This let's the particle // rendering know to use this level (rather than try to work it out from the current player), and to not bother distance clipping particles // which would again be based on the current player. Minecraft::GetInstance()->animateTickLevel = this; MemSect(31); Random *animateRandom = new Random(); MemSect(0); for( int i = 0; i < ticksPerChunk; i++ ) { for( AUTO_VAR(it, chunksToAnimate.begin()); it != chunksToAnimate.end(); it++ ) { int packed = *it; int cx = ( packed << 8 ) >> 24; int cy = ( packed << 16 ) >> 24; int cz = ( packed << 24 ) >> 24; cx <<= 3; cy <<= 3; cz <<= 3; int x = cx + random->nextInt(8); int y = cy + random->nextInt(8); int z = cz + random->nextInt(8); int t = getTile(x, y, z); if (random->nextInt(8) > y && t == 0 && dimension->hasBedrockFog()) // 4J - test for bedrock fog brought forward from 1.2.3 { addParticle(eParticleType_depthsuspend, x + random->nextFloat(), y + random->nextFloat(), z + random->nextFloat(), 0, 0, 0); } else if (t > 0) { Tile::tiles[t]->animateTick(this, x, y, z, animateRandom); } } } Minecraft::GetInstance()->animateTickLevel = NULL; delete animateRandom; chunksToAnimate.clear(); } void MultiPlayerLevel::playSound(shared_ptr entity, int iSound, float volume, float pitch) { playLocalSound(entity->x, entity->y - entity->heightOffset, entity->z, iSound, volume, pitch); } void MultiPlayerLevel::playLocalSound(double x, double y, double z, int iSound, float volume, float pitch, float fClipSoundDist) { //float dd = 16; if (volume > 1) fClipSoundDist *= volume; // 4J - find min distance to any players rather than just the current one float minDistSq = FLT_MAX; for( int i = 0; i < XUSER_MAX_COUNT; i++ ) { if( minecraft->localplayers[i] ) { float distSq = minecraft->localplayers[i]->distanceToSqr(x, y, z ); if( distSq < minDistSq ) { minDistSq = distSq; } } } if (minDistSq < fClipSoundDist * fClipSoundDist) { minecraft->soundEngine->play(iSound, (float) x, (float) y, (float) z, volume, pitch); } } void MultiPlayerLevel::removeAllPendingEntityRemovals() { //entities.removeAll(entitiesToRemove); EnterCriticalSection(&m_entitiesCS); for( AUTO_VAR(it, entities.begin()); it != entities.end(); ) { bool found = false; for( AUTO_VAR(it2, entitiesToRemove.begin()); it2 != entitiesToRemove.end(); it2++ ) { if( (*it) == (*it2) ) { found = true; break; } } if( found ) { it = entities.erase(it); } else { it++; } } LeaveCriticalSection(&m_entitiesCS); AUTO_VAR(endIt, entitiesToRemove.end()); for (AUTO_VAR(it, entitiesToRemove.begin()); it != endIt; it++) { shared_ptr e = *it; int xc = e->xChunk; int zc = e->zChunk; if (e->inChunk && hasChunk(xc, zc)) { getChunk(xc, zc)->removeEntity(e); } } // 4J Stu - Is there a reason do this in a separate loop? Thats what the Java does... endIt = entitiesToRemove.end(); for (AUTO_VAR(it, entitiesToRemove.begin()); it != endIt; it++) { entityRemoved(*it); } entitiesToRemove.clear(); //for (int i = 0; i < entities.size(); i++) EnterCriticalSection(&m_entitiesCS); vector >::iterator it = entities.begin(); while( it != entities.end() ) { shared_ptr e = *it;//entities.at(i); if (e->riding != NULL) { if (e->riding->removed || e->riding->rider.lock() != e) { e->riding->rider = weak_ptr(); e->riding = nullptr; } else { ++it; continue; } } if (e->removed) { int xc = e->xChunk; int zc = e->zChunk; if (e->inChunk && hasChunk(xc, zc)) { getChunk(xc, zc)->removeEntity(e); } //entities.remove(i--); it = entities.erase( it ); entityRemoved(e); } else { it++; } } LeaveCriticalSection(&m_entitiesCS); } void MultiPlayerLevel::removeClientConnection(ClientConnection *c, bool sendDisconnect) { if( sendDisconnect ) { c->sendAndDisconnect( shared_ptr( new DisconnectPacket(DisconnectPacket::eDisconnect_Quitting) ) ); } AUTO_VAR(it, find( connections.begin(), connections.end(), c )); if( it != connections.end() ) { connections.erase( it ); } } void MultiPlayerLevel::tickAllConnections() { PIXBeginNamedEvent(0,"Connection ticking"); for(AUTO_VAR(it, connections.begin()); it < connections.end(); ++it ) { (*it)->tick(); } PIXEndNamedEvent(); } void MultiPlayerLevel::dataReceivedForChunk(int x, int z) { chunkCache->dataReceived(x, z); } // 4J added - removes all tile entities in the given region from both level & levelchunks void MultiPlayerLevel::removeUnusedTileEntitiesInRegion(int x0, int y0, int z0, int x1, int y1, int z1) { EnterCriticalSection(&m_tileEntityListCS); for (unsigned int i = 0; i < tileEntityList.size();) { bool removed = false; shared_ptr te = tileEntityList[i]; if (te->x >= x0 && te->y >= y0 && te->z >= z0 && te->x < x1 && te->y < y1 && te->z < z1) { LevelChunk *lc = getChunk(te->x >> 4, te->z >> 4); if (lc != NULL) { // Only remove tile entities where this is no longer a tile entity int tileId = lc->getTile(te->x & 15, te->y, te->z & 15 ); if( Tile::tiles[tileId] == NULL || !Tile::tiles[tileId]->isEntityTile()) { tileEntityList[i] = tileEntityList.back(); tileEntityList.pop_back(); // 4J Stu - Chests can create new tile entities when being removed, so disable this m_bDisableAddNewTileEntities = true; lc->removeTileEntity(te->x & 15, te->y, te->z & 15); m_bDisableAddNewTileEntities = false; removed = true; } } } if( !removed ) i++; } LeaveCriticalSection(&m_tileEntityListCS); }