move Chunks from Level to Player
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@@ -11,6 +11,7 @@
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#include "lighting/Lighting.hpp"
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#include "maths/voxmaths.hpp"
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#include "util/timeutil.hpp"
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#include "objects/Player.hpp"
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#include "voxels/Block.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/Chunks.hpp"
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@@ -24,8 +25,6 @@ const uint MIN_SURROUNDING = 9;
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ChunksController::ChunksController(Level& level, uint padding)
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: level(level),
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chunks(*level.chunks),
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lighting(std::make_unique<Lighting>(level.content, level.chunks.get())),
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padding(padding),
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generator(std::make_unique<WorldGenerator>(
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level.content->generators.require(level.getWorld()->getGenerator()),
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@@ -36,15 +35,19 @@ ChunksController::ChunksController(Level& level, uint padding)
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ChunksController::~ChunksController() = default;
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void ChunksController::update(
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int64_t maxDuration, int loadDistance, int centerX, int centerY
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) {
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int64_t maxDuration, int loadDistance, Player& player
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) const {
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const auto& position = player.getPosition();
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int centerX = floordiv<CHUNK_W>(position.x);
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int centerY = floordiv<CHUNK_D>(position.z);
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generator->update(centerX, centerY, loadDistance);
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int64_t mcstotal = 0;
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for (uint i = 0; i < MAX_WORK_PER_FRAME; i++) {
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timeutil::Timer timer;
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if (loadVisible()) {
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if (loadVisible(player)) {
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int64_t mcs = timer.stop();
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if (mcstotal + mcs < maxDuration * 1000) {
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mcstotal += mcs;
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@@ -55,7 +58,8 @@ void ChunksController::update(
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}
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}
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bool ChunksController::loadVisible() {
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bool ChunksController::loadVisible(const Player& player) const {
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const auto& chunks = *player.chunks;
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int sizeX = chunks.getWidth();
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int sizeY = chunks.getHeight();
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@@ -69,7 +73,7 @@ bool ChunksController::loadVisible() {
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auto& chunk = chunks.getChunks()[index];
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if (chunk != nullptr) {
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if (chunk->flags.loaded && !chunk->flags.lighted) {
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if (buildLights(chunk)) {
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if (buildLights(player, chunk)) {
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return true;
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}
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}
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@@ -93,32 +97,35 @@ bool ChunksController::loadVisible() {
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}
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int offsetX = chunks.getOffsetX();
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int offsetY = chunks.getOffsetY();
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createChunk(nearX + offsetX, nearZ + offsetY);
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createChunk(player, nearX + offsetX, nearZ + offsetY);
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return true;
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}
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bool ChunksController::buildLights(const std::shared_ptr<Chunk>& chunk) {
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bool ChunksController::buildLights(const Player& player, const std::shared_ptr<Chunk>& chunk) const {
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int surrounding = 0;
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for (int oz = -1; oz <= 1; oz++) {
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for (int ox = -1; ox <= 1; ox++) {
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if (chunks.getChunk(chunk->x + ox, chunk->z + oz)) surrounding++;
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if (player.chunks->getChunk(chunk->x + ox, chunk->z + oz))
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surrounding++;
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}
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}
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if (surrounding == MIN_SURROUNDING) {
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bool lightsCache = chunk->flags.loadedLights;
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if (!lightsCache) {
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lighting->buildSkyLight(chunk->x, chunk->z);
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if (lighting) {
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bool lightsCache = chunk->flags.loadedLights;
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if (!lightsCache) {
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lighting->buildSkyLight(chunk->x, chunk->z);
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}
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lighting->onChunkLoaded(chunk->x, chunk->z, !lightsCache);
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}
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lighting->onChunkLoaded(chunk->x, chunk->z, !lightsCache);
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chunk->flags.lighted = true;
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return true;
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}
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return false;
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}
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void ChunksController::createChunk(int x, int z) {
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void ChunksController::createChunk(const Player& player, int x, int z) const {
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auto chunk = level.chunksStorage->create(x, z);
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chunks.putChunk(chunk);
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player.chunks->putChunk(chunk);
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auto& chunkFlags = chunk->flags;
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if (!chunkFlags.loaded) {
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