#include "stdafx.h" #include "ServerChunkCache.h" #include "ServerLevel.h" #include "MinecraftServer.h" #include "..\Minecraft.World\net.minecraft.world.level.h" #include "..\Minecraft.World\net.minecraft.world.level.dimension.h" #include "..\Minecraft.World\net.minecraft.world.level.storage.h" #include "..\Minecraft.World\net.minecraft.world.level.chunk.h" #include "..\Minecraft.World\Pos.h" #include "..\Minecraft.World\ProgressListener.h" #include "..\Minecraft.World\ThreadName.h" #include "..\Minecraft.World\compression.h" #include "..\Minecraft.World\OldChunkStorage.h" ServerChunkCache::ServerChunkCache(ServerLevel *level, ChunkStorage *storage, ChunkSource *source) { XZSIZE = source->m_XZSize; // 4J Added XZOFFSET = XZSIZE/2; // 4J Added autoCreate = false; // 4J added emptyChunk = new EmptyLevelChunk(level, byteArray( Level::CHUNK_TILE_COUNT ), 0, 0); this->level = level; this->storage = storage; this->source = source; this->m_XZSize = source->m_XZSize; this->cache = new LevelChunk *[XZSIZE * XZSIZE]; memset(this->cache, 0, XZSIZE * XZSIZE * sizeof(LevelChunk *)); #ifdef _LARGE_WORLDS m_unloadedCache = new LevelChunk *[XZSIZE * XZSIZE]; memset(m_unloadedCache, 0, XZSIZE * XZSIZE * sizeof(LevelChunk *)); #endif InitializeCriticalSectionAndSpinCount(&m_csLoadCreate,4000); } // 4J-PB added ServerChunkCache::~ServerChunkCache() { delete emptyChunk; delete cache; delete source; #ifdef _LARGE_WORLDS for(unsigned int i = 0; i < XZSIZE * XZSIZE; ++i) { delete m_unloadedCache[i]; } delete m_unloadedCache; #endif AUTO_VAR(itEnd, m_loadedChunkList.end()); for (AUTO_VAR(it, m_loadedChunkList.begin()); it != itEnd; it++) delete *it; DeleteCriticalSection(&m_csLoadCreate); } bool ServerChunkCache::hasChunk(int x, int z) { int ix = x + XZOFFSET; int iz = z + XZOFFSET; // Check we're in range of the stored level // 4J Stu - Request for chunks outside the range always return an emptyChunk, so just return true here to say we have it // If we return false entities less than 2 chunks from the edge do not tick properly due to them requiring a certain radius // of chunks around them when they tick if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return true; if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return true; int idx = ix * XZSIZE + iz; LevelChunk *lc = cache[idx]; if( lc == NULL ) return false; return true; } vector *ServerChunkCache::getLoadedChunkList() { return &m_loadedChunkList; } void ServerChunkCache::drop(int x, int z) { // 4J - we're not dropping things anymore now that we have a fixed sized cache #ifdef _LARGE_WORLDS bool canDrop = false; // if (level->dimension->mayRespawn()) // { // Pos *spawnPos = level->getSharedSpawnPos(); // int xd = x * 16 + 8 - spawnPos->x; // int zd = z * 16 + 8 - spawnPos->z; // delete spawnPos; // int r = 128; // if (xd < -r || xd > r || zd < -r || zd > r) // { // canDrop = true; //} // } // else { canDrop = true; } if(canDrop) { int ix = x + XZOFFSET; int iz = z + XZOFFSET; // Check we're in range of the stored level if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return; if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return; int idx = ix * XZSIZE + iz; LevelChunk *chunk = cache[idx]; if(chunk) { m_toDrop.push_back(chunk); } } #endif } void ServerChunkCache::dropAll() { #ifdef _LARGE_WORLDS for (LevelChunk *chunk : m_loadedChunkList) { drop(chunk->x, chunk->z); } #endif } // 4J - this is the original (and virtual) interface to create LevelChunk *ServerChunkCache::create(int x, int z) { return create(x, z, false); } LevelChunk *ServerChunkCache::create(int x, int z, bool asyncPostProcess) // 4J - added extra parameter { int ix = x + XZOFFSET; int iz = z + XZOFFSET; // Check we're in range of the stored level if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return emptyChunk; if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return emptyChunk; int idx = ix * XZSIZE + iz; LevelChunk *chunk = cache[idx]; LevelChunk *lastChunk = chunk; if( ( chunk == NULL ) || ( chunk->x != x ) || ( chunk->z != z ) ) { EnterCriticalSection(&m_csLoadCreate); chunk = load(x, z); if (chunk == NULL) { if (source == NULL) { chunk = emptyChunk; } else { chunk = source->getChunk(x, z); } } if (chunk != NULL) { chunk->load(); } LeaveCriticalSection(&m_csLoadCreate); #if ( defined _WIN64 || defined __LP64__ ) if( InterlockedCompareExchangeRelease64((LONG64 *)&cache[idx],(LONG64)chunk,(LONG64)lastChunk) == (LONG64)lastChunk ) #else if( InterlockedCompareExchangeRelease((LONG *)&cache[idx],(LONG)chunk,(LONG)lastChunk) == (LONG)lastChunk ) #endif // _DURANGO { // Successfully updated the cache EnterCriticalSection(&m_csLoadCreate); // 4J - added - this will run a recalcHeightmap if source is a randomlevelsource, which has been split out from source::getChunk so that // we are doing it after the chunk has been added to the cache - otherwise a lot of the lighting fails as lights aren't added if the chunk // they are in fail ServerChunkCache::hasChunk. source->lightChunk(chunk); updatePostProcessFlags( x, z ); m_loadedChunkList.push_back(chunk); // 4J - If post-processing is to be async, then let the server know about requests rather than processing directly here. Note that // these hasChunk() checks appear to be incorrect - the chunks checked by these map out as: // // 1. 2. 3. 4. // oxx xxo ooo ooo // oPx Poo oox xoo // ooo ooo oPx Pxo // // where P marks the chunk that is being considered for postprocessing, and x marks chunks that needs to be loaded. It would seem that the // chunks which need to be loaded should stay the same relative to the chunk to be processed, but the hasChunk checks in 3 cases check again // the chunk which is to be processed itself rather than (what I presume to be) the correct position. // Don't think we should change in case it alters level creation. if( asyncPostProcess ) { // 4J Stu - TODO This should also be calling the same code as chunk->checkPostProcess, but then we cannot guarantee we are in the server add the post-process request if ( ( (chunk->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere) == 0) && hasChunk(x + 1, z + 1) && hasChunk(x, z + 1) && hasChunk(x + 1, z)) MinecraftServer::getInstance()->addPostProcessRequest(this, x, z); if (hasChunk(x - 1, z) && ((getChunk(x - 1, z)->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere ) == 0 ) && hasChunk(x - 1, z + 1) && hasChunk(x, z + 1) && hasChunk(x - 1, z)) MinecraftServer::getInstance()->addPostProcessRequest(this, x - 1, z); if (hasChunk(x, z - 1) && ((getChunk(x, z - 1)->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere ) == 0 ) && hasChunk(x + 1, z - 1) && hasChunk(x, z - 1) && hasChunk(x + 1, z)) MinecraftServer::getInstance()->addPostProcessRequest(this, x, z - 1); if (hasChunk(x - 1, z - 1) && ((getChunk(x - 1, z - 1)->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere ) == 0 ) && hasChunk(x - 1, z - 1) && hasChunk(x, z - 1) && hasChunk(x - 1, z)) MinecraftServer::getInstance()->addPostProcessRequest(this, x - 1, z - 1); } else { chunk->checkPostProcess(this, this, x, z); } // 4J - Now try and fix up any chests that were saved pre-1.8.2. We don't want to do this to this particular chunk as we don't know if all its neighbours are loaded yet, and we // need the neighbours to be able to work out the facing direction for the chests. Therefore process any neighbouring chunk that loading this chunk would be the last neighbour for. // 5 cases illustrated below, where P is the chunk to be processed, T is this chunk, and x are other chunks that need to be checked for being present // 1. 2. 3. 4. 5. // ooooo ooxoo ooooo ooooo ooooo // oxooo oxPxo oooxo ooooo ooxoo // xPToo ooToo ooTPx ooToo oxPxo (in 5th case P and T are same) // oxooo ooooo oooxo oxPxo ooxoo // ooooo ooooo ooooo ooxoo ooooo if( hasChunk( x - 1, z ) && hasChunk( x - 2, z ) && hasChunk( x - 1, z + 1 ) && hasChunk( x - 1, z - 1 ) ) chunk->checkChests( this, x - 1, z ); if( hasChunk( x, z + 1) && hasChunk( x , z + 2 ) && hasChunk( x - 1, z + 1 ) && hasChunk( x + 1, z + 1 ) ) chunk->checkChests( this, x, z + 1); if( hasChunk( x + 1, z ) && hasChunk( x + 2, z ) && hasChunk( x + 1, z + 1 ) && hasChunk( x + 1, z - 1 ) ) chunk->checkChests( this, x + 1, z ); if( hasChunk( x, z - 1) && hasChunk( x , z - 2 ) && hasChunk( x - 1, z - 1 ) && hasChunk( x + 1, z - 1 ) ) chunk->checkChests( this, x, z - 1); if( hasChunk( x - 1, z ) && hasChunk( x + 1, z ) && hasChunk ( x, z - 1 ) && hasChunk( x, z + 1 ) ) chunk->checkChests( this, x, z ); LeaveCriticalSection(&m_csLoadCreate); } else { // Something else must have updated the cache. Return that chunk and discard this one chunk->unload(true); delete chunk; return cache[idx]; } } #ifdef __PS3__ Sleep(1); #endif // __PS3__ return chunk; } // 4J Stu - Split out this function so that we get a chunk without loading entities // This is used when sharing server chunk data on the main thread LevelChunk *ServerChunkCache::getChunk(int x, int z) { int ix = x + XZOFFSET; int iz = z + XZOFFSET; // Check we're in range of the stored level if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return emptyChunk; if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return emptyChunk; int idx = ix * XZSIZE + iz; LevelChunk *lc = cache[idx]; if( lc ) { return lc; } if( level->isFindingSpawn || autoCreate ) { return create(x, z); } return emptyChunk; } #ifdef _LARGE_WORLDS // 4J added - this special variation on getChunk also checks the unloaded chunk cache. It is called on a host machine from the client-side level when: // (1) Trying to determine whether the client blocks and data are the same as those on the server, so we can start sharing them // (2) Trying to resync the lighting data from the server to the client // As such it is really important that we don't return emptyChunk in these situations, when we actually still have the block/data/lighting in the unloaded cache LevelChunk *ServerChunkCache::getChunkLoadedOrUnloaded(int x, int z) { int ix = x + XZOFFSET; int iz = z + XZOFFSET; // Check we're in range of the stored level if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return emptyChunk; if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return emptyChunk; int idx = ix * XZSIZE + iz; LevelChunk *lc = cache[idx]; if( lc ) { return lc; } lc = m_unloadedCache[idx]; if( lc ) { return lc; } if( level->isFindingSpawn || autoCreate ) { return create(x, z); } return emptyChunk; } #endif // 4J Added // #ifdef _LARGE_WORLDS void ServerChunkCache::dontDrop(int x, int z) { LevelChunk *chunk = getChunk(x,z); m_toDrop.erase(std::remove(m_toDrop.begin(), m_toDrop.end(), chunk), m_toDrop.end()); } #endif LevelChunk *ServerChunkCache::load(int x, int z) { if (storage == NULL) return NULL; LevelChunk *levelChunk = NULL; #ifdef _LARGE_WORLDS int ix = x + XZOFFSET; int iz = z + XZOFFSET; int idx = ix * XZSIZE + iz; levelChunk = m_unloadedCache[idx]; m_unloadedCache[idx] = NULL; if(levelChunk == NULL) #endif { levelChunk = storage->load(level, x, z); } if (levelChunk != NULL) { levelChunk->lastSaveTime = level->getTime(); } return levelChunk; } void ServerChunkCache::saveEntities(LevelChunk *levelChunk) { if (storage == NULL) return; storage->saveEntities(level, levelChunk); } void ServerChunkCache::save(LevelChunk *levelChunk) { if (storage == NULL) return; levelChunk->lastSaveTime = level->getTime(); storage->save(level, levelChunk); } // 4J added void ServerChunkCache::updatePostProcessFlag(short flag, int x, int z, int xo, int zo, LevelChunk *lc) { if( hasChunk( x + xo, z + zo ) ) { LevelChunk *lc2 = getChunk(x + xo, z + zo); if( lc2 != emptyChunk ) // Will only be empty chunk of this is the edge (we've already checked hasChunk so won't just be a missing chunk) { if( lc2->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere ) { lc->terrainPopulated |= flag; } } else { // The edge - always consider as post-processed lc->terrainPopulated |= flag; } } } // 4J added - normally we try and set these flags when a chunk is post-processed. However, when setting in a north or easterly direction the // affected chunks might not themselves exist, so we need to check the flags also when creating new chunks. void ServerChunkCache::updatePostProcessFlags(int x, int z) { LevelChunk *lc = getChunk(x, z); if( lc != emptyChunk ) { // First check if any of our neighbours are post-processed, that should affect OUR flags updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromS, x, z, 0, -1, lc ); updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromSW, x, z, -1, -1, lc ); updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromW, x, z, -1, 0, lc ); updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromNW, x, z, -1, 1, lc ); updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromN, x, z, 0, 1, lc ); updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromNE, x, z, 1, 1, lc ); updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromE, x, z, 1, 0, lc ); updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromSE, x, z, 1, -1, lc ); // Then, if WE are post-processed, check that our neighbour's flags are also set if( lc->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere ) { flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromW, x + 1, z + 0 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromSW, x + 1, z + 1 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromS, x + 0, z + 1 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromSE, x - 1, z + 1 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromE, x - 1, z + 0 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromNE, x - 1, z - 1 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromN, x + 0, z - 1 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromNW, x + 1, z - 1 ); } } flagPostProcessComplete(0, x, z); } // 4J added - add a flag to a chunk to say that one of its neighbours has completed post-processing. If this completes the set of // chunks which can actually set tile tiles in this chunk (sTerrainPopulatedAllAffecting), then this is a good point to compress this chunk. // If this completes the set of all 8 neighbouring chunks that have been fully post-processed, then this is a good time to fix up some // lighting things that need all the tiles to be in place in the region into which they might propagate. void ServerChunkCache::flagPostProcessComplete(short flag, int x, int z) { // Set any extra flags for this chunk to indicate which neighbours have now had their post-processing done if( !hasChunk(x, z) ) return; LevelChunk *lc = level->getChunk( x, z ); if( lc == emptyChunk ) return; lc->terrainPopulated |= flag; // Are all neighbouring chunks which could actually place tiles on this chunk complete? (This is ones to W, SW, S) if( ( lc->terrainPopulated & LevelChunk::sTerrainPopulatedAllAffecting ) == LevelChunk::sTerrainPopulatedAllAffecting ) { // Do the compression of data & lighting at this point PIXBeginNamedEvent(0,"Compressing lighting/blocks"); // Check, using lower blocks as a reference, if we've already compressed - no point doing this multiple times, which // otherwise we will do as we aren't checking for the flags transitioning in the if statement we're in here if( !lc->isLowerBlockStorageCompressed() ) lc->compressBlocks(); if( !lc->isLowerBlockLightStorageCompressed() ) lc->compressLighting(); if( !lc->isLowerDataStorageCompressed() ) lc->compressData(); PIXEndNamedEvent(); } // Are all neighbouring chunks And this one now post-processed? if( lc->terrainPopulated == LevelChunk::sTerrainPopulatedAllNeighbours ) { // Special lighting patching for schematics first app.processSchematicsLighting(lc); // This would be a good time to fix up any lighting for this chunk since all the geometry that could affect it should now be in place PIXBeginNamedEvent(0,"Recheck gaps"); if( lc->level->dimension->id != 1 ) { lc->recheckGaps(true); } PIXEndNamedEvent(); // Do a checkLight on any tiles which are lava. PIXBeginNamedEvent(0,"Light lava (this)"); lc->lightLava(); PIXEndNamedEvent(); // Flag as now having this post-post-processing stage completed lc->terrainPopulated |= LevelChunk::sTerrainPostPostProcessed; } } void ServerChunkCache::postProcess(ChunkSource *parent, int x, int z ) { LevelChunk *chunk = getChunk(x, z); if ( (chunk->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere) == 0 ) { if (source != NULL) { PIXBeginNamedEvent(0,"Main post processing"); source->postProcess(parent, x, z); PIXEndNamedEvent(); chunk->markUnsaved(); } // Flag not only this chunk as being post-processed, but also all the chunks that this post-processing might affect. We can guarantee that these // chunks exist as that's determined before post-processing can even run chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromHere; // If we are an edge chunk, fill in missing flags from sides that will never post-process if(x == -XZOFFSET) // Furthest west { chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromW; chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromSW; chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromNW; } if(x == (XZOFFSET - 1 )) // Furthest east { chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromE; chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromSE; chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromNE; } if(z == -XZOFFSET) // Furthest south { chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromS; chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromSW; chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromSE; } if(z == (XZOFFSET - 1)) // Furthest north { chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromN; chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromNW; chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromNE; } // Set flags for post-processing being complete for neighbouring chunks. This also performs actions if this post-processing completes // a full set of post-processing flags for one of these neighbours. flagPostProcessComplete(0, x, z ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromW, x + 1, z + 0 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromSW, x + 1, z + 1 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromS, x + 0, z + 1 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromSE, x - 1, z + 1 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromE, x - 1, z + 0 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromNE, x - 1, z - 1 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromN, x + 0, z - 1 ); flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromNW, x + 1, z - 1 ); } } // 4J Added for suspend bool ServerChunkCache::saveAllEntities() { PIXBeginNamedEvent(0, "Save all entities"); PIXBeginNamedEvent(0, "saving to NBT"); EnterCriticalSection(&m_csLoadCreate); for(AUTO_VAR(it,m_loadedChunkList.begin()); it != m_loadedChunkList.end(); ++it) { storage->saveEntities(level, *it); } LeaveCriticalSection(&m_csLoadCreate); PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Flushing"); storage->flush(); PIXEndNamedEvent(); PIXEndNamedEvent(); return true; } bool ServerChunkCache::save(bool force, ProgressListener *progressListener) { EnterCriticalSection(&m_csLoadCreate); int saves = 0; // 4J - added this to support progressListner int count = 0; if (progressListener != NULL) { AUTO_VAR(itEnd, m_loadedChunkList.end()); for (AUTO_VAR(it, m_loadedChunkList.begin()); it != itEnd; it++) { LevelChunk *chunk = *it; if (chunk->shouldSave(force)) { count++; } } } int cc = 0; bool maxSavesReached = false; if(!force) { //app.DebugPrintf("Unsaved chunks = %d\n", level->getUnsavedChunkCount() ); // Single threaded implementation for small saves for (unsigned int i = 0; i < m_loadedChunkList.size(); i++) { LevelChunk *chunk = m_loadedChunkList[i]; #ifndef SPLIT_SAVES if (force && !chunk->dontSave) saveEntities(chunk); #endif if (chunk->shouldSave(force)) { save(chunk); chunk->setUnsaved(false); if (++saves == MAX_SAVES && !force) { LeaveCriticalSection(&m_csLoadCreate); return false; } // 4J - added this to support progressListener if (progressListener != NULL) { if (++cc % 10 == 0) { progressListener->progressStagePercentage(cc * 100 / count); } } } } } else { #if 1 //_LARGE_WORLDS // 4J Stu - We have multiple for threads for all saving as part of the storage, so use that rather than new threads here // Created a roughly sorted list to match the order that the files were created in McRegionChunkStorage::McRegionChunkStorage. // This is to minimise the amount of data that needs to be moved round when creating a new level. vector sortedChunkList; for( int i = 0; i < m_loadedChunkList.size(); i++ ) { if( ( m_loadedChunkList[i]->x < 0 ) && ( m_loadedChunkList[i]->z < 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]); } for( int i = 0; i < m_loadedChunkList.size(); i++ ) { if( ( m_loadedChunkList[i]->x >= 0 ) && ( m_loadedChunkList[i]->z < 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]); } for( int i = 0; i < m_loadedChunkList.size(); i++ ) { if( ( m_loadedChunkList[i]->x >= 0 ) && ( m_loadedChunkList[i]->z >= 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]); } for( int i = 0; i < m_loadedChunkList.size(); i++ ) { if( ( m_loadedChunkList[i]->x < 0 ) && ( m_loadedChunkList[i]->z >= 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]); } // Push all the chunks to be saved to the compression threads for (unsigned int i = 0; i < sortedChunkList.size();++i) { LevelChunk *chunk = sortedChunkList[i]; if (force && !chunk->dontSave) saveEntities(chunk); if (chunk->shouldSave(force)) { save(chunk); chunk->setUnsaved(false); if (++saves == MAX_SAVES && !force) { LeaveCriticalSection(&m_csLoadCreate); return false; } // 4J - added this to support progressListener if (progressListener != NULL) { if (++cc % 10 == 0) { progressListener->progressStagePercentage(cc * 100 / count); } } } // Wait if we are building up too big a queue of chunks to be written - on PS3 this has been seen to cause so much data to be queued that we run out of // out of memory when saving after exploring a full map storage->WaitIfTooManyQueuedChunks(); } // Wait for the storage threads to be complete storage->WaitForAll(); #else // Multithreaded implementation for larger saves C4JThread::Event *wakeEvent[3]; // This sets off the threads that are waiting to continue C4JThread::Event *notificationEvent[3]; // These are signalled by the threads to let us know they are complete C4JThread *saveThreads[3]; DWORD threadId[3]; SaveThreadData threadData[3]; ZeroMemory(&threadData[0], sizeof(SaveThreadData)); ZeroMemory(&threadData[1], sizeof(SaveThreadData)); ZeroMemory(&threadData[2], sizeof(SaveThreadData)); for(unsigned int i = 0; i < 3; ++i) { saveThreads[i] = NULL; threadData[i].cache = this; wakeEvent[i] = new C4JThread::Event(); //CreateEvent(NULL,FALSE,FALSE,NULL); threadData[i].wakeEvent = wakeEvent[i]; notificationEvent[i] = new C4JThread::Event(); //CreateEvent(NULL,FALSE,FALSE,NULL); threadData[i].notificationEvent = notificationEvent[i]; if(i==0) threadData[i].useSharedThreadStorage = true; else threadData[i].useSharedThreadStorage = false; } LevelChunk *chunk = NULL; byte workingThreads; bool chunkSet = false; // Created a roughly sorted list to match the order that the files were created in McRegionChunkStorage::McRegionChunkStorage. // This is to minimise the amount of data that needs to be moved round when creating a new level. vector sortedChunkList; for( int i = 0; i < m_loadedChunkList.size(); i++ ) { if( ( m_loadedChunkList[i]->x < 0 ) && ( m_loadedChunkList[i]->z < 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]); } for( int i = 0; i < m_loadedChunkList.size(); i++ ) { if( ( m_loadedChunkList[i]->x >= 0 ) && ( m_loadedChunkList[i]->z < 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]); } for( int i = 0; i < m_loadedChunkList.size(); i++ ) { if( ( m_loadedChunkList[i]->x >= 0 ) && ( m_loadedChunkList[i]->z >= 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]); } for( int i = 0; i < m_loadedChunkList.size(); i++ ) { if( ( m_loadedChunkList[i]->x < 0 ) && ( m_loadedChunkList[i]->z >= 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]); } for (unsigned int i = 0; i < sortedChunkList.size();) { workingThreads = 0; PIXBeginNamedEvent(0,"Setting tasks for save threads\n"); for(unsigned int j = 0; j < 3; ++j) { chunkSet = false; while(!chunkSet && i < sortedChunkList.size()) { chunk = sortedChunkList[i]; threadData[j].saveEntities = (force && !chunk->dontSave); if (chunk->shouldSave(force) || threadData[j].saveEntities) { chunkSet = true; ++workingThreads; threadData[j].chunkToSave = chunk; //app.DebugPrintf("Chunk to save set for thread %d\n", j); if(saveThreads[j] == NULL) { char threadName[256]; sprintf(threadName,"Save thread %d\n",j); SetThreadName(threadId[j], threadName); //saveThreads[j] = CreateThread(NULL,0,runSaveThreadProc,&threadData[j],CREATE_SUSPENDED,&threadId[j]); saveThreads[j] = new C4JThread(runSaveThreadProc,(void *)&threadData[j],threadName); //app.DebugPrintf("Created new thread: %s\n",threadName); // Threads 1,3 and 5 are generally idle so use them (this call waits on thread 2) if(j == 0) saveThreads[j]->SetProcessor(CPU_CORE_SAVE_THREAD_A); //XSetThreadProcessor( saveThreads[j], 1); else if(j == 1) saveThreads[j]->SetProcessor(CPU_CORE_SAVE_THREAD_B); //XSetThreadProcessor( saveThreads[j], 3); else if(j == 2) saveThreads[j]->SetProcessor(CPU_CORE_SAVE_THREAD_C); //XSetThreadProcessor( saveThreads[j], 5); //ResumeThread( saveThreads[j] ); saveThreads[j]->Run(); } if (++saves == MAX_SAVES && !force) { maxSavesReached = true; break; //LeaveCriticalSection(&m_csLoadCreate); // TODO Should we be returning from here? Probably not //return false; } // 4J - added this to support progressListener if (progressListener != NULL) { if (count > 0 && ++cc % 10 == 0) { progressListener->progressStagePercentage(cc * 100 / count); } } } ++i; } if( !chunkSet ) { threadData[j].chunkToSave = NULL; //app.DebugPrintf("No chunk to save set for thread %d\n",j); } } PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Waking save threads\n"); // Start the worker threads going for(unsigned int k = 0; k < 3; ++k) { //app.DebugPrintf("Waking save thread %d\n",k); threadData[k].wakeEvent->Set(); //SetEvent(threadData[k].wakeEvent); } PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Waiting for completion of save threads\n"); //app.DebugPrintf("Waiting for %d save thread(s) to complete\n", workingThreads); // Wait for the worker threads to complete //WaitForMultipleObjects(workingThreads,notificationEvent,TRUE,INFINITE); // 4J Stu - TODO This isn't ideal as it's not a perfect re-implmentation of the Xbox behaviour for(unsigned int k = 0; k < workingThreads; ++k) { threadData[k].notificationEvent->WaitForSignal(INFINITE); } PIXEndNamedEvent(); if( maxSavesReached ) break; } //app.DebugPrintf("Clearing up worker threads\n"); // Stop all the worker threads by giving them nothing to process then telling them to start unsigned char validThreads = 0; for(unsigned int i = 0; i < 3; ++i) { //app.DebugPrintf("Settings chunk to NULL for save thread %d\n", i); threadData[i].chunkToSave = NULL; //app.DebugPrintf("Setting wake event for save thread %d\n",i); threadData[i].wakeEvent->Set(); //SetEvent(threadData[i].wakeEvent); if(saveThreads[i] != NULL) ++validThreads; } //WaitForMultipleObjects(validThreads,saveThreads,TRUE,INFINITE); // 4J Stu - TODO This isn't ideal as it's not a perfect re-implmentation of the Xbox behaviour for(unsigned int k = 0; k < validThreads; ++k) { saveThreads[k]->WaitForCompletion(INFINITE);; } for(unsigned int i = 0; i < 3; ++i) { //app.DebugPrintf("Closing handles for save thread %d\n", i); delete threadData[i].wakeEvent; //CloseHandle(threadData[i].wakeEvent); delete threadData[i].notificationEvent; //CloseHandle(threadData[i].notificationEvent); delete saveThreads[i]; //CloseHandle(saveThreads[i]); } #endif } if (force) { if (storage == NULL) { LeaveCriticalSection(&m_csLoadCreate); return true; } storage->flush(); } LeaveCriticalSection(&m_csLoadCreate); return !maxSavesReached; } bool ServerChunkCache::tick() { if (!level->noSave) { #ifdef _LARGE_WORLDS for (int i = 0; i < 100; i++) { if (!m_toDrop.empty()) { LevelChunk *chunk = m_toDrop.front(); if(!chunk->isUnloaded()) { save(chunk); saveEntities(chunk); chunk->unload(true); //loadedChunks.remove(cp); //loadedChunkList.remove(chunk); AUTO_VAR(it, std::find( m_loadedChunkList.begin(), m_loadedChunkList.end(), chunk) ); if(it != m_loadedChunkList.end()) m_loadedChunkList.erase(it); int ix = chunk->x + XZOFFSET; int iz = chunk->z + XZOFFSET; int idx = ix * XZSIZE + iz; m_unloadedCache[idx] = chunk; cache[idx] = NULL; } m_toDrop.pop_front(); } } #endif if (storage != NULL) storage->tick(); } return source->tick(); } bool ServerChunkCache::shouldSave() { return !level->noSave; } wstring ServerChunkCache::gatherStats() { return L"ServerChunkCache: ";// + _toString(loadedChunks.size()) + L" Drop: " + _toString(toDrop.size()); } vector *ServerChunkCache::getMobsAt(MobCategory *mobCategory, int x, int y, int z) { return source->getMobsAt(mobCategory, x, y, z); } TilePos *ServerChunkCache::findNearestMapFeature(Level *level, const wstring &featureName, int x, int y, int z) { return source->findNearestMapFeature(level, featureName, x, y, z); } int ServerChunkCache::runSaveThreadProc(LPVOID lpParam) { SaveThreadData *params = (SaveThreadData *)lpParam; if(params->useSharedThreadStorage) { Compression::UseDefaultThreadStorage(); OldChunkStorage::UseDefaultThreadStorage(); } else { Compression::CreateNewThreadStorage(); OldChunkStorage::CreateNewThreadStorage(); } // Wait for the producer thread to tell us to start params->wakeEvent->WaitForSignal(INFINITE); //WaitForSingleObject(params->wakeEvent,INFINITE); //app.DebugPrintf("Save thread has started\n"); while(params->chunkToSave != NULL) { PIXBeginNamedEvent(0,"Saving entities"); //app.DebugPrintf("Save thread has started processing a chunk\n"); if (params->saveEntities) params->cache->saveEntities(params->chunkToSave); PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Saving chunk"); params->cache->save(params->chunkToSave); params->chunkToSave->setUnsaved(false); PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Notifying and waiting for next chunk"); // Inform the producer thread that we are done with this chunk params->notificationEvent->Set(); //SetEvent(params->notificationEvent); //app.DebugPrintf("Save thread has alerted producer that it is complete\n"); // Wait for the producer thread to tell us to go again params->wakeEvent->WaitForSignal(INFINITE); //WaitForSingleObject(params->wakeEvent,INFINITE); PIXEndNamedEvent(); } //app.DebugPrintf("Thread is exiting as it has no chunk to process\n"); if(!params->useSharedThreadStorage) { Compression::ReleaseThreadStorage(); OldChunkStorage::ReleaseThreadStorage(); } return 0; }