blob: edc923c3992fb21744195332eb703e0ff35e26f7 [file] [log] [blame] [raw]
package net.glowstone;
import net.glowstone.constants.GlowBiome;
import net.glowstone.io.ChunkIoService;
import org.bukkit.block.Biome;
import org.bukkit.event.world.ChunkLoadEvent;
import org.bukkit.event.world.ChunkPopulateEvent;
import org.bukkit.generator.BlockPopulator;
import org.bukkit.generator.ChunkGenerator;
import java.io.IOException;
import java.util.*;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ConcurrentMap;
import java.util.logging.Level;
/**
* A class which manages the {@link GlowChunk}s currently loaded in memory.
* @author Graham Edgecombe
*/
public final class ChunkManager {
/**
* The world this ChunkManager is managing.
*/
private final GlowWorld world;
/**
* The chunk I/O service used to read chunks from the disk and write them to
* the disk.
*/
private final ChunkIoService service;
/**
* The chunk generator used to generate new chunks.
*/
private final ChunkGenerator generator;
/**
* A map of chunks currently loaded in memory.
*/
private final ConcurrentMap<GlowChunk.Key, GlowChunk> chunks = new ConcurrentHashMap<>();
/**
* A map of chunks which are being kept loaded by players or other factors.
*/
private final ConcurrentMap<GlowChunk.Key, Set<ChunkLock>> locks = new ConcurrentHashMap<>();
/**
* Creates a new chunk manager with the specified I/O service and world
* generator.
* @param service The I/O service.
* @param generator The world generator.
*/
public ChunkManager(GlowWorld world, ChunkIoService service, ChunkGenerator generator) {
this.world = world;
this.service = service;
this.generator = generator;
}
/**
* Get the chunk generator.
*/
public ChunkGenerator getGenerator() {
return generator;
}
/**
* Gets a chunk object representing the specified coordinates, which might
* not yet be loaded.
* @param x The X coordinate.
* @param z The Z coordinate.
* @return The chunk.
*/
public GlowChunk getChunk(int x, int z) {
GlowChunk.Key key = new GlowChunk.Key(x, z);
if (chunks.containsKey(key)) {
return chunks.get(key);
} else {
// only create chunk if it's not in the map already
GlowChunk chunk = new GlowChunk(world, x, z);
GlowChunk prev = chunks.putIfAbsent(key, chunk);
// if it was created in the intervening time, the earlier one wins
return prev == null ? chunk : prev;
}
}
/**
* Checks if the Chunk at the specified coordinates is loaded.
* @param x The X coordinate.
* @param z The Z coordinate.
* @return true if the chunk is loaded, otherwise false.
*/
public boolean isChunkLoaded(int x, int z) {
GlowChunk.Key key = new GlowChunk.Key(x, z);
return chunks.containsKey(key) && chunks.get(key).isLoaded();
}
/**
* Check whether a chunk has locks on it preventing it from being unloaded.
* @param x The X coordinate.
* @param z The Z coordinate.
* @return Whether the chunk is in use.
*/
public boolean isChunkInUse(int x, int z) {
GlowChunk.Key key = new GlowChunk.Key(x, z);
Set<ChunkLock> lockSet = locks.get(key);
return lockSet != null && lockSet.size() != 0;
}
/**
* Call the ChunkIoService to load a chunk, optionally generating the chunk.
* @param x The X coordinate of the chunk to load.
* @param z The Y coordinate of the chunk to load.
* @param generate Whether to generate the chunk if needed.
* @return True on success, false on failure.
*/
public boolean loadChunk(int x, int z, boolean generate) {
GlowChunk chunk = getChunk(x, z);
// try to load chunk
try {
if (service.read(chunk)) {
EventFactory.callEvent(new ChunkLoadEvent(chunk, false));
return true;
}
} catch (Exception e) {
GlowServer.logger.log(Level.SEVERE, "Error while loading chunk (" + x + "," + z + ")", e);
// an error in chunk reading may have left the chunk in an invalid state
// (i.e. double initialization errors), so it's forcibly unloaded here
chunk.unload(false, false);
}
// stop here if we can't generate
if (!generate) {
return false;
}
// get generating
try {
generateChunk(chunk, x, z);
} catch (Throwable ex) {
GlowServer.logger.log(Level.SEVERE, "Error while generating chunk (" + x + "," + z + ")", ex);
return false;
}
EventFactory.callEvent(new ChunkLoadEvent(chunk, true));
// right now, forcePopulate takes care of populating chunks that players actually see.
/*for (int x2 = x - 1; x2 <= x + 1; ++x2) {
for (int z2 = z - 1; z2 <= z + 1; ++z2) {
populateChunk(x2, z2, false);
}
}*/
return true;
}
/**
* Unload chunks with no locks on them.
*/
public void unloadOldChunks() {
for (Map.Entry<GlowChunk.Key, GlowChunk> entry : chunks.entrySet()) {
Set<ChunkLock> lockSet = locks.get(entry.getKey());
if (lockSet == null || lockSet.size() == 0) {
if (!entry.getValue().unload(true, true)) {
GlowServer.logger.warning("Failed to unload chunk " + world.getName() + ":" + entry.getKey());
}
}
// cannot remove old chunks from cache - GlowBlock and GlowBlockState keep references.
// they must either be changed to look up the chunk again all the time, or this code left out.
/*if (!entry.getValue().isLoaded()) {
//GlowServer.logger.info("Removing from cache " + entry.getKey());
chunks.entrySet().remove(entry);
locks.remove(entry.getKey());
}*/
}
}
/**
* Populate a single chunk if needed.
*/
private void populateChunk(int x, int z, boolean force) {
GlowChunk chunk = getChunk(x, z);
// cancel out if it's already populated
if (chunk.isPopulated()) {
return;
}
// cancel out if the 3x3 around it isn't available
for (int x2 = x - 1; x2 <= x + 1; ++x2) {
for (int z2 = z - 1; z2 <= z + 1; ++z2) {
if (!getChunk(x2, z2).isLoaded() && (!force || !loadChunk(x2, z2, true))) {
return;
}
}
}
// it might have loaded since before, so check again that it's not already populated
if (chunk.isPopulated()) {
return;
}
chunk.setPopulated(true);
Random random = new Random(world.getSeed());
long xRand = random.nextLong() / 2 * 2 + 1;
long zRand = random.nextLong() / 2 * 2 + 1;
random.setSeed((long) x * xRand + (long) z * zRand ^ world.getSeed());
for (BlockPopulator p : world.getPopulators()) {
p.populate(world, random, chunk);
}
EventFactory.callEvent(new ChunkPopulateEvent(chunk));
}
/**
* Force a chunk to be populated by loading the chunks in an area around it. Used when streaming chunks to players
* so that they do not have to watch chunks being populated.
* @param x The X coordinate.
* @param z The Z coordinate.
*/
public void forcePopulation(int x, int z) {
try {
populateChunk(x, z, true);
} catch (Throwable ex) {
GlowServer.logger.log(Level.SEVERE, "Error while populating chunk (" + x + "," + z + ")", ex);
}
}
/**
* Initialize a single chunk from the chunk generator.
*/
private void generateChunk(GlowChunk chunk, int x, int z) {
Random random = new Random((long) x * 341873128712L + (long) z * 132897987541L);
BiomeGrid biomes = new BiomeGrid();
// hackish way to force biome
for (int i = 0; i < 16; i++) {
for (int j = 0; j < 16; j++) {
biomes.setBiome(i, j, Biome.PLAINS);
}
}
// extended sections
short[][] extSections = generator.generateExtBlockSections(world, random, x, z, biomes);
if (extSections != null) {
GlowChunk.ChunkSection[] sections = new GlowChunk.ChunkSection[extSections.length];
for (int i = 0; i < extSections.length; ++i) {
// this is sort of messy.
if (extSections[i] != null) {
sections[i] = new GlowChunk.ChunkSection();
for (int j = 0; j < extSections[i].length; ++j) {
sections[i].types[j] = (char) (extSections[i][j] << 4);
}
sections[i].recount();
}
}
chunk.initializeSections(sections);
chunk.setBiomes(biomes.biomes);
chunk.automaticHeightMap();
return;
}
// normal sections
byte[][] blockSections = generator.generateBlockSections(world, random, x, z, biomes);
if (blockSections != null) {
GlowChunk.ChunkSection[] sections = new GlowChunk.ChunkSection[blockSections.length];
for (int i = 0; i < blockSections.length; ++i) {
// this is sort of messy.
if (blockSections[i] != null) {
sections[i] = new GlowChunk.ChunkSection();
for (int j = 0; j < blockSections[i].length; ++j) {
sections[i].types[j] = (char) (blockSections[i][j] << 4);
}
sections[i].recount();
}
}
chunk.initializeSections(sections);
chunk.setBiomes(biomes.biomes);
chunk.automaticHeightMap();
return;
}
// deprecated flat generation
byte[] types = generator.generate(world, random, x, z);
GlowChunk.ChunkSection[] sections = new GlowChunk.ChunkSection[8];
for (int sy = 0; sy < sections.length; ++sy) {
GlowChunk.ChunkSection sec = new GlowChunk.ChunkSection();
int by = 16 * sy;
for (int cx = 0; cx < 16; ++cx) {
for (int cz = 0; cz < 16; ++cz) {
for (int cy = by; cy < by + 16; ++cy) {
char type = (char) types[(cx * 16 + cz) * 128 + cy];
sec.types[sec.index(cx, cy, cz)] = (char) (type << 4);
}
}
}
sec.recount();
sections[sy] = sec;
}
chunk.initializeSections(sections);
chunk.setBiomes(biomes.biomes);
chunk.automaticHeightMap();
}
/**
* Forces generation of the given chunk.
* @param x The X coordinate.
* @param z The Z coordinate.
* @return Whether the chunk was successfully regenerated.
*/
public boolean forceRegeneration(int x, int z) {
GlowChunk chunk = getChunk(x, z);
if (chunk == null || !chunk.unload(false, false)) {
return false;
}
chunk.setPopulated(false);
try {
generateChunk(chunk, x, z);
populateChunk(x, z, false); // should this be forced?
} catch (Throwable ex) {
GlowServer.logger.log(Level.SEVERE, "Error while regenerating chunk (" + x + "," + z + ")", ex);
return false;
}
return true;
}
/**
* Gets a list of loaded chunks.
* @return The currently loaded chunks.
*/
public GlowChunk[] getLoadedChunks() {
ArrayList<GlowChunk> result = new ArrayList<>();
for (GlowChunk chunk : chunks.values()) {
if (chunk.isLoaded()) {
result.add(chunk);
}
}
return result.toArray(new GlowChunk[result.size()]);
}
/**
* Performs the save for the given chunk using the storage provider.
* @param chunk The chunk to save.
*/
public boolean performSave(GlowChunk chunk) {
if (chunk.isLoaded()) {
try {
service.write(chunk);
return true;
} catch (IOException ex) {
GlowServer.logger.log(Level.SEVERE, "Error while saving " + chunk, ex);
return false;
}
}
return false;
}
/**
* A BiomeGrid implementation for chunk generation.
*/
private class BiomeGrid implements ChunkGenerator.BiomeGrid {
private final byte[] biomes = new byte[256];
@Override
public Biome getBiome(int x, int z) {
return GlowBiome.getBiome(biomes[z * 16 + x]);
}
@Override
public void setBiome(int x, int z, Biome bio) {
biomes[z * 16 + x] = (byte) GlowBiome.getId(bio);
}
}
/**
* Look up the set of locks on a given chunk.
* @param key The chunk key.
* @return The set of locks for that chunk.
*/
private Set<ChunkLock> getLockSet(GlowChunk.Key key) {
if (locks.containsKey(key)) {
return locks.get(key);
} else {
// only create chunk if it's not in the map already
Set<ChunkLock> set = new HashSet<>();
Set<ChunkLock> prev = locks.putIfAbsent(key, set);
// if it was created in the intervening time, the earlier one wins
return prev == null ? set : prev;
}
}
/**
* A group of locks on chunks to prevent them from being unloaded while in use.
*/
public static class ChunkLock implements Iterable<GlowChunk.Key> {
private final ChunkManager cm;
private final String desc;
private final Set<GlowChunk.Key> keys = new HashSet<>();
public ChunkLock(ChunkManager cm, String desc) {
this.cm = cm;
this.desc = desc;
}
public void acquire(GlowChunk.Key key) {
if (keys.contains(key)) return;
keys.add(key);
cm.getLockSet(key).add(this);
//GlowServer.logger.info(this + " acquires " + key);
}
public void release(GlowChunk.Key key) {
if (!keys.contains(key)) return;
keys.remove(key);
cm.getLockSet(key).remove(this);
//GlowServer.logger.info(this + " releases " + key);
}
public void clear() {
for (GlowChunk.Key key : keys) {
cm.getLockSet(key).remove(this);
//GlowServer.logger.info(this + " clearing " + key);
}
keys.clear();
}
@Override
public String toString() {
return "ChunkLock{" + desc + "}";
}
@Override
public Iterator<GlowChunk.Key> iterator() {
return keys.iterator();
}
}
}