#pragma once using namespace std; class DataLayer; class TileEntity; class Random; class ChunkSource; #include "SparseLightStorage.h" #include "CompressedTileStorage.h" #include "SparseDataStorage.h" #include "LightLayer.h" #include "Entity.h" #include "Level.h" #define SHARING_ENABLED class TileCompressData_SPU; #if 0//0 #define _ENTITIES_RW_SECTION #endif class LevelChunk { friend class TileCompressData_SPU; friend class LevelRenderer; public: byteArray biomes; // 4J Stu - Made public // 4J Stu - No longer static in 1.8.2 const int ENTITY_BLOCKS_LENGTH; static const int BLOCKS_LENGTH = Level::CHUNK_TILE_COUNT; // 4J added static bool touchedSky; enum EColumnFlag { eColumnFlag_recheck = 1, eColumnFlag_biomeOk = 2, eColumnFlag_biomeHasSnow = 4, eColumnFlag_biomeHasRain = 8, }; // byteArray blocks; // 4J - actual storage for blocks is now private with public methods to access it private: CompressedTileStorage *lowerBlocks; // 0 - 127 CompressedTileStorage *upperBlocks; // 128 - 255 public: bool isRenderChunkEmpty(int y); void setBlockData(byteArray data); // Set block data to that passed in in the input array of size 32768 void getBlockData(byteArray data); // Sets data in passed in array of size 32768, from the block data in this chunk int getBlocksAllocatedSize(int *count0, int *count1, int *count2, int *count4, int *count8); bool loaded; unsigned char rainHeights[16*16]; // 4J - optimisation brought forward from 1.8.2 (was int arrayb in java though) unsigned char columnFlags[16*8]; // 4J - lighting update brought forward from 1.8.2, was a bool array but now mixed with other flags in our version, and stored in nybbles Level *level; // 4J - actual storage for data is now private with public methods to access it private: SparseDataStorage *lowerData; // 0 - 127 SparseDataStorage *upperData; // 128 - 255 public: void setDataData(byteArray data); // Set data to that passed in in the input array of size 32768 void getDataData(byteArray data); // Sets data in passed in array of size 16384, from the data in this chunk // DataLayer *data; private: // 4J - actual storage for sky & block lights is now private with new methods to be able to access it. SparseLightStorage *lowerSkyLight; // 0 - 127 SparseLightStorage *upperSkyLight; // 128 - 255 SparseLightStorage *lowerBlockLight; // 0 - 127 SparseLightStorage *upperBlockLight; // 128 - 255 public: void getSkyLightData(byteArray data); // Get a byte array of length 16384 ( 128 x 16 x 16 x 0.5 ), containing sky light data. Ordering same as java version. void getBlockLightData(byteArray data); // Get a byte array of length 16384 ( 128 x 16 x 16 x 0.5 ), containing block light data. Ordering same as java version. void setSkyLightData(byteArray data); // Set sky light data to data passed in input byte array of length 16384. This data must be in original (java version) order void setBlockLightData(byteArray data); // Set block light data to data passed in input byte array of length 16384. This data must be in original (java version) order void setSkyLightDataAllBright(); // Set sky light data to be all fully lit bool isLowerBlockStorageCompressed(); int isLowerBlockLightStorageCompressed(); int isLowerDataStorageCompressed(); void writeCompressedBlockData(DataOutputStream *dos); void writeCompressedDataData(DataOutputStream *dos); void writeCompressedSkyLightData(DataOutputStream *dos); void writeCompressedBlockLightData(DataOutputStream *dos); void readCompressedBlockData(DataInputStream *dis); void readCompressedDataData(DataInputStream *dis); void readCompressedSkyLightData(DataInputStream *dis); void readCompressedBlockLightData(DataInputStream *dis); byteArray heightmap; int minHeight; int x, z; private: bool hasGapsToCheck; public: unordered_map, TilePosKeyHash, TilePosKeyEq> tileEntities; vector > **entityBlocks; static const int sTerrainPopulatedFromHere = 2; static const int sTerrainPopulatedFromW = 4; static const int sTerrainPopulatedFromS = 8; static const int sTerrainPopulatedFromSW = 16; static const int sTerrainPopulatedAllAffecting = 30; // All the post-processing that can actually place tiles in this chunk are complete static const int sTerrainPopulatedFromNW = 32; static const int sTerrainPopulatedFromN = 64; static const int sTerrainPopulatedFromNE = 128; static const int sTerrainPopulatedFromE = 256; static const int sTerrainPopulatedFromSE = 512; static const int sTerrainPopulatedAllNeighbours = 1022; // The post-processing passes of all neighbours to this chunk are complete static const int sTerrainPostPostProcessed = 1024; // This chunk has been post-post-processed, which is only done when all neighbours have been post-processed short terrainPopulated; // 4J - changed from bool to bitfield within short short *serverTerrainPopulated; // 4J added void setUnsaved(bool unsaved); // 4J added protected: // 4J Stu - Stopped this being private so we can add some more logic to it bool m_unsaved; public: bool dontSave; bool lastSaveHadEntities; #ifdef SHARING_ENABLED bool sharingTilesAndData; // 4J added #endif bool emissiveAdded; // 4J added void stopSharingTilesAndData(); // 4J added virtual void reSyncLighting(); // 4J added void startSharingTilesAndData(int forceMs = 0); // 4J added __int64 lastUnsharedTime; // 4J added __int64 lastSaveTime; bool seenByPlayer; #ifdef _LARGE_WORLDS bool m_bUnloaded; CompoundTag *m_unloadedEntitiesTag; #endif //static const int LIGHT_CHECK_MAX_POS = NUM_SECTIONS * 16 * 16; private: int checkLightPosition; public: virtual void init(Level *level, int x, int z); LevelChunk(Level *level, int x, int z); LevelChunk(Level *level, byteArray blocks, int x, int z); LevelChunk(Level *level, int x, int z, LevelChunk *lc); ~LevelChunk(); virtual bool isAt(int x, int z); virtual int getHeightmap(int x, int z); int getHighestSectionPosition(); virtual void recalcBlockLights(); virtual void recalcHeightmapOnly(); virtual void recalcHeightmap(); virtual void lightLava(); private: void lightGaps(int x, int z); // 4J - changes for lighting brought forward from 1.8.2 public: void recheckGaps(bool bForce = false); // 4J - added parameter, made public private: void lightGap(int x, int z, int source); void lightGap(int x, int z, int y1, int y2); void recalcHeight(int x, int yStart, int z); public: virtual int getTileLightBlock(int x, int y, int z); virtual int getTile(int x, int y, int z); virtual bool setTileAndData(int x, int y, int z, int _tile, int _data); virtual bool setTile(int x, int y, int z, int _tile); virtual int getData(int x, int y, int z); virtual bool setData(int x, int y, int z, int val, int mask, bool *maskedBitsChanged); // 4J added mask virtual int getBrightness(LightLayer::variety layer, int x, int y, int z); virtual void getNeighbourBrightnesses(int *brightnesses, LightLayer::variety layer, int x, int y, int z); // 4J added virtual void setBrightness(LightLayer::variety layer, int x, int y, int z, int brightness); virtual int getRawBrightness(int x, int y, int z, int skyDampen); virtual void addEntity(shared_ptr e); virtual void removeEntity(shared_ptr e); virtual void removeEntity(shared_ptr e, int yc); virtual bool isSkyLit(int x, int y, int z); virtual void skyBrightnessChanged(); virtual shared_ptr getTileEntity(int x, int y, int z); virtual void addTileEntity(shared_ptr te); virtual void setTileEntity(int x, int y, int z, shared_ptr tileEntity); virtual void removeTileEntity(int x, int y, int z); virtual void load(); virtual void unload(bool unloadTileEntities) ; // 4J - added parameter #ifdef _LARGE_WORLDS virtual bool isUnloaded(); #endif virtual void markUnsaved(); virtual void getEntities(shared_ptr except, AABB *bb, vector > &es); virtual void getEntitiesOfClass(const type_info& ec, AABB *bb, vector > &es); virtual int countEntities(); virtual bool shouldSave(bool force); virtual int getBlocksAndData(byteArray *data, int x0, int y0, int z0, int x1, int y1, int z1, int p, bool includeLighting = true); // 4J - added includeLighting parameter static void tileUpdatedCallback(int x, int y, int z, void *param, int yparam); // 4J added virtual int setBlocksAndData(byteArray data, int x0, int y0, int z0, int x1, int y1, int z1, int p, bool includeLighting = true); // 4J - added includeLighting parameter virtual bool testSetBlocksAndData(byteArray data, int x0, int y0, int z0, int x1, int y1, int z1, int p); // 4J added virtual void setCheckAllLight(); virtual Random *getRandom(__int64 l); virtual bool isEmpty(); virtual void attemptCompression(); #ifdef SHARING_ENABLED static CRITICAL_SECTION m_csSharing; // 4J added #endif // 4J added #ifdef _ENTITIES_RW_SECTION static CRITICAL_RW_SECTION m_csEntities; // AP - we're using a RW critical so we can do multiple reads without contention #else static CRITICAL_SECTION m_csEntities; #endif static CRITICAL_SECTION m_csTileEntities; // 4J added static void staticCtor(); void checkPostProcess(ChunkSource *source, ChunkSource *parent, int x, int z); void checkChests(ChunkSource *source, int x, int z ); // 4J added int getTopRainBlock(int x, int z); // 4J - optimisation brought forward from 1.8.2 void tick(); // 4J - lighting change brought forward from 1.8.2 ChunkPos *getPos(); bool isYSpaceEmpty(int y1, int y2); virtual Biome *getBiome(int x, int z, BiomeSource *biomeSource); byteArray getBiomes(); void setBiomes(byteArray biomes); bool biomeHasRain(int x, int z); // 4J added bool biomeHasSnow(int x, int z); // 4J added private: void updateBiomeFlags(int x, int z); // 4J added public: void compressLighting(); // 4J added void compressBlocks(); // 4J added void compressData(); // 4J added int getHighestNonEmptyY(); byteArray getReorderedBlocksAndData(int x, int y, int z, int xs, int &ys, int zs); static void reorderBlocksAndDataToXZY(int y0, int xs, int ys, int zs, byteArray *data); #ifdef LIGHT_COMPRESSION_STATS int getBlockLightPlanesLower() { return lowerBlockLight->count; } int getSkyLightPlanesLower() { return lowerSkyLight->count; } int getBlockLightPlanesUpper() { return upperBlockLight->count; } int getSkyLightPlanesUpper() { return upperSkyLight->count; } #endif #ifdef DATA_COMPRESSION_STATS int getDataPlanes() { return data->count; } #endif };