Beispiel #1
0
        //We should never default
        //public static Chunk GetChunk(int x, int z)
        //{
        //        return Server.mainlevel.chunkData[new Point(x, z)];
        //}
        public static Chunk GetChunk(int x, int z, World world, bool overRide = false)
        {
            Point po = new Point(x, z);

            if (overRide && !world.chunkData.ContainsKey(po))
            {
                world.LoadChunk(z, z, false, false);
            }
            if (world.chunkData.ContainsKey(po))
            {
                return(world.chunkData[po]);
            }
            return(null);
        }
Beispiel #2
0
        //We should never default
        //public static Chunk GetChunk(int x, int z)
        //{
        //        return Server.mainlevel.chunkData[new Point(x, z)];
        //}
        public static Chunk GetChunk(int x, int z, World world, bool overRide = false)
        {
            Point po = new Point(x, z);

            if (overRide && !world.chunkData.ContainsKey(po))
                world.LoadChunk(z, z, false, false);
            if (world.chunkData.ContainsKey(po))
                return world.chunkData[po];
            return null;
        }
Beispiel #3
0
        public static World LoadLVL(string filename)
        {
            //TODO make loading/saving better.
            //if (WorldLoad != null)
            //	WorldLoad(this);
            World w = new World() { chunkData = new Dictionary<Point, Chunk>(), name = filename };
            Logger.Log("Loading " + w.name + "...");

            /*using (MemoryStream ms = new MemoryStream())
            {
                using (FileStream fs = new FileStream(filename + "/" + filename + ".blocks", FileMode.Open))
                {
                    byte[] comp;
                    ms.SetLength(fs.Length);
                    fs.Read(ms.GetBuffer(), 0, (int)fs.Length);
                    DecompressData(ms.GetBuffer(), out comp);
                    ms.Write(comp, 0, comp.Length);
                }
                byte[] bytes = ms.ToArray();
                long chunkcount = ms.Length / 32776;

                if(!Program.RunningInMono()) //mono doesn't have Parallel.For(long, long, Syatem.Action<long>) implemented
                {
                    Parallel.For(0, chunkcount, i =>
                    {
                        try
                        {
                            int block = (int)i * 32776;
                            int x = BitConverter.ToInt32(bytes, 0 + block);
                            int z = BitConverter.ToInt32(bytes, 4 + block);
                            Chunk c = new Chunk(x, z);
                            Array.Copy(bytes, 8 + block, c.blocks, 0, 32768);
                            c.RecalculateLight();
                            c.SpreadLight();
                            lock (w.chunkData)
                                if (!w.chunkData.ContainsKey(new Point(x, z)))
                                    w.chunkData.Add(new Point(x, z), c);
                        }
                        catch (Exception ex)
                        {
                            Logger.Log(ex.ToString());
                        }
                    });
                }
                else{
                    for (int i = 0; i < chunkcount; i++)
                    {
                        try
                        {
                            int block = (int)i * 32776;
                            int x = BitConverter.ToInt32(bytes, 0 + block);
                            int z = BitConverter.ToInt32(bytes, 4 + block);
                            Chunk c = new Chunk(x, z);
                            Array.Copy(bytes, 8 + block, c.blocks, 0, 32768);
                            c.RecalculateLight();
                            c.SpreadLight();
                            lock (w.chunkData)
                                if (!w.chunkData.ContainsKey(new Point(x, z)))
                                    w.chunkData.Add(new Point(x, z), c);
                        }
                        catch (Exception ex)
                        {
                            Logger.Log(ex.ToString());
                        }
                    }
                }
            }*/

            try
            {
                using (StreamReader sw = new StreamReader(filename + "/" + filename + ".ini"))
                {
                    w.seed = long.Parse(sw.ReadLine());
                    w.SpawnX = int.Parse(sw.ReadLine());
                    w.SpawnY = int.Parse(sw.ReadLine());
                    w.SpawnZ = int.Parse(sw.ReadLine());
                    w.ChunkLimit = int.Parse(sw.ReadLine());
                    w.time = long.Parse(sw.ReadLine());
                    w.dimension = sbyte.Parse(sw.ReadLine());
                    w.moonPhase = byte.Parse(sw.ReadLine());
                }
            }
            catch { /*Logger.Log("Error loading world configuration!");*/ }

            w.physics = new Physics(w);
            w.generator = new GenStandard(w, true);
            w.chunkManager = new WorldChunkManager(w);

            int cursorH = 22 + w.name.Length;
            float count = 0, total = (Server.ViewDistance * 2 + 1) * (Server.ViewDistance * 2 + 1);
            Console.SetCursorPosition(cursorH, Console.CursorTop - 1);
            Console.Write("0%");

            object derpLock = new object();
            try
            {
                Parallel.For(((int)w.SpawnX >> 4) - Server.ViewDistance, ((int)w.SpawnX >> 4) + Server.ViewDistance + 1, x =>
                {
                    Parallel.For(((int)w.SpawnZ >> 4) - Server.ViewDistance, ((int)w.SpawnZ >> 4) + Server.ViewDistance + 1, z =>
                    {
                        w.LoadChunk(x, z, false, false);
                        lock (derpLock)
                        {
                            Console.SetCursorPosition(cursorH, Console.CursorTop);
                            count++; Console.Write((int)((count / total) * 100) + "%");
                        }
                    });
                });
            }
            catch (NotImplementedException)
            {
                for (int x = ((int)w.SpawnX >> 4) - Server.ViewDistance; x < ((int)w.SpawnX >> 4) + Server.ViewDistance + 1; x++)
                {
                    for (int z = ((int)w.SpawnZ >> 4) - Server.ViewDistance; z < ((int)w.SpawnZ >> 4) + Server.ViewDistance + 1; z++)
                    {
                        w.LoadChunk(x, z, false, false);
                        Console.SetCursorPosition(cursorH, Console.CursorTop);
                        count++; Console.Write((int)((count / total) * 100) + "%");
                    }
                }
            }

            Console.WriteLine();

            World.worlds.Add(w);
            Logger.Log(filename + " Loaded.");
            Logger.Log("Look distance = " + Server.ViewDistance);

            w.Init();
            w.physics.Start();

            if (World.WorldLoad != null)
                World.WorldLoad(w);

            return w;
        }
Beispiel #4
0
        public void UpdateChunks(bool force, bool forcesend, int queue = 0)
        {
            if (c == null)
            {
                level.LoadChunk((int)pos.x >> 4, (int)pos.z >> 4, false, false);
            }
            if (c == null || (c == CurrentChunk && !force))
            {
                return;
            }

            try
            {
                if (CurrentChunk != null)
                {
                    CurrentChunk.RemoveEntity(this);
                }
                c.AddEntity(this);
                CurrentChunk = c;
            }
            catch
            {
                Logger.Log("Error updating chunk: " + this.ToString());
            }
            if (isPlayer && p.LoggedIn)
            {
                //p.SendMessage(level.chunkManager.getBiomeGenAt(CurrentChunk.x << 4, CurrentChunk.z << 4).biomeName); // Debug!
                //bool locked = false;
                List <Point> templist = new List <Point>();

                int sx = CurrentChunk.x - p.viewdistance; //StartX
                int ex = CurrentChunk.x + p.viewdistance; //EndX
                int sz = CurrentChunk.z - p.viewdistance; //StartZ
                int ez = CurrentChunk.z + p.viewdistance; //EndZ

                // This can cause severe lag! DO NOT USE IT!!!

                /*Parallel.For(sx, ex + 1, delegate(int x)
                 * {
                 *  Parallel.For(sz, ez + 1, delegate(int z)
                 *  {
                 *      Point po = new Point(x, z);
                 *      while (locked) Thread.Sleep(1);
                 *
                 *      lock (templist)
                 *      {
                 *          templist.Add(po);
                 *      }
                 *      //templist.Add(po);
                 *
                 *      if ((!p.VisibleChunks.Contains(po) || forcesend) && (Math.Abs(po.x) < p.level.ChunkLimit && Math.Abs(po.z) < p.level.ChunkLimit))
                 *      {
                 *          if (!p.level.chunkData.ContainsKey(po))
                 *              p.level.LoadChunk(po.x, po.z);
                 *          p.SendChunk(p.level.chunkData[po]);
                 *      }
                 *  });
                 * });*/

                for (int x = sx; x <= ex; x++)
                {
                    for (int z = sz; z <= ez; z++)
                    {
                        Point po = new Point(x, z);
                        templist.Add(po);
                        if ((!p.VisibleChunks.Contains(po) || forcesend) && (Math.Abs(po.x) < p.level.ChunkLimit && Math.Abs(po.z) < p.level.ChunkLimit))
                        {
                            if (!p.level.chunkData.ContainsKey(po))
                            {
                                p.level.LoadChunk(po.x, po.z, queue != -1, queue != -1);
                            }

                            try
                            {
                                if (p.level.chunkData.ContainsKey(po))
                                {
                                    if (!p.level.chunkData[po].generated)
                                    {
                                        World.chunker.QueueChunk(po, p.level);
                                        if (queue == -1)
                                        {
                                            while (!p.level.chunkData[po].generated)
                                            {
                                                Thread.Sleep(50);
                                            }
                                            p.SendChunk(p.level.chunkData[po]);
                                        }
                                        else
                                        {
                                            World.chunker.QueueChunkSend(po, p);
                                        }
                                    }
                                    else if (queue == 1)
                                    {
                                        if (!p.level.chunkData[po].populated)
                                        {
                                            World.chunker.QueueChunk(po, p.level, false);
                                        }
                                        World.chunker.QueueChunkSend(po, p);
                                    }
                                    else
                                    {
                                        if (!p.level.chunkData[po].populated)
                                        {
                                            World.chunker.QueueChunk(po, p.level, false);
                                        }
                                        p.SendChunk(p.level.chunkData[po]);
                                        //p.level.chunkData[po].Update(p.level, p);
                                    }
                                }
                                else
                                {
                                    if (queue == -1)
                                    {
                                        while (!p.level.chunkData.ContainsKey(po))
                                        {
                                            Thread.Sleep(50);
                                        }
                                        p.SendChunk(p.level.chunkData[po]);
                                    }
                                    else
                                    {
                                        World.chunker.QueueChunkSend(po, p);
                                    }
                                }
                            }
                            catch { p.SendPreChunk(po.x, po.z, 0); }
                        }
                    }
                }

                //UNLOAD CHUNKS THE PLAYER CANNOT SEE
                foreach (Point point in p.VisibleChunks.ToArray())
                {
                    if (!templist.Contains(point))
                    {
                        p.SendPreChunk(point.x, point.z, 0);
                        lock (p.VisibleChunks) p.VisibleChunks.Remove(point);

                        bool unloadChunk = true;
                        Player.players.ForEach(delegate(Player pl) { if (pl.VisibleChunks.Contains(point))
                                                                     {
                                                                         unloadChunk = false; return;
                                                                     }
                                               });
                        if (unloadChunk)
                        {
                            World.chunker.QueueChunkLoad(point.x, point.z, true, p.level);              //p.level.UnloadChunk(point.x, point.z);
                        }
                    }
                }
            }
        }
Beispiel #5
0
        public static World LoadLVL(string filename)
        {
            //TODO make loading/saving better.
            //if (WorldLoad != null)
            //	WorldLoad(this);
            World w = new World() { chunkData = new Dictionary<Point, Chunk>(), name = filename };
            Server.Log("Loading...");

            /*using (MemoryStream ms = new MemoryStream())
            {
                using (FileStream fs = new FileStream(filename + "/" + filename + ".blocks", FileMode.Open))
                {
                    byte[] comp;
                    ms.SetLength(fs.Length);
                    fs.Read(ms.GetBuffer(), 0, (int)fs.Length);
                    DecompressData(ms.GetBuffer(), out comp);
                    ms.Write(comp, 0, comp.Length);
                }
                byte[] bytes = ms.ToArray();
                long chunkcount = ms.Length / 32776;

                if(!Program.RunningInMono()) //mono doesn't have Parallel.For(long, long, Syatem.Action<long>) implemented
                {
                    Parallel.For(0, chunkcount, i =>
                    {
                        try
                        {
                            int block = (int)i * 32776;
                            int x = BitConverter.ToInt32(bytes, 0 + block);
                            int z = BitConverter.ToInt32(bytes, 4 + block);
                            Chunk c = new Chunk(x, z);
                            Array.Copy(bytes, 8 + block, c.blocks, 0, 32768);
                            c.RecalculateLight();
                            c.SpreadLight();
                            lock (w.chunkData)
                                if (!w.chunkData.ContainsKey(new Point(x, z)))
                                    w.chunkData.Add(new Point(x, z), c);
                        }
                        catch (Exception ex)
                        {
                            Server.Log(ex.ToString());
                        }
                    });
                }
                else{
                    for (int i = 0; i < chunkcount; i++)
                    {
                        try
                        {
                            int block = (int)i * 32776;
                            int x = BitConverter.ToInt32(bytes, 0 + block);
                            int z = BitConverter.ToInt32(bytes, 4 + block);
                            Chunk c = new Chunk(x, z);
                            Array.Copy(bytes, 8 + block, c.blocks, 0, 32768);
                            c.RecalculateLight();
                            c.SpreadLight();
                            lock (w.chunkData)
                                if (!w.chunkData.ContainsKey(new Point(x, z)))
                                    w.chunkData.Add(new Point(x, z), c);
                        }
                        catch (Exception ex)
                        {
                            Server.Log(ex.ToString());
                        }
                    }
                }
            }*/

            using (StreamReader sw = new StreamReader(filename + "/" + filename + ".ini"))
            {
                w.seed = long.Parse(sw.ReadLine());
                w.SpawnX = int.Parse(sw.ReadLine());
                w.SpawnY = int.Parse(sw.ReadLine());
                w.SpawnZ = int.Parse(sw.ReadLine());
                w.ChunkLimit = int.Parse(sw.ReadLine());
                w.time = long.Parse(sw.ReadLine());
            }

            w.generator = new GenStandard(w, true);
            w.physics = new Physics(w);

            try
            {
                Parallel.For(-3, 4, x =>
                {
                    Parallel.For(-3, 4, z =>
                    {
                        w.LoadChunk(x, z, false);
                    });
                });
            }
            catch (NotImplementedException)
            {
                for (int x = -3; x < 4; x++)
                {
                    for (int z = -3; z < 4; z++)
                    {
                        w.LoadChunk(x, z, false);
                    }
                }
            }

            World.worlds.Add(w);
            Server.Log(filename + " Loaded.");
            Server.Log("Look distance = 3");
            w.timeupdate.Elapsed += delegate
            {
                w.time += 20;
                if (w.time > 24000)
                    w.time = 0;
                Player.players.ForEach(delegate(Player p) { if (p.MapLoaded && p.level == w) p.SendTime(); });
            };
            w.timeupdate.Start();
            w.blockflush.Elapsed += delegate { w.FlushBlockChanges(); };
            w.blockflush.Start();

            w.physics.Start();

            if (World.WorldLoad != null)
                World.WorldLoad(w);

            return w;
        }