refactor: WorldRegions and chunks saving
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@@ -113,8 +113,11 @@ bool Chunk::decode(const ubyte* data) {
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ubyte bst1 = data[CHUNK_VOL*2 + i];
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ubyte bst2 = data[CHUNK_VOL*3 + i];
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vox.id = (blockid_t(bid1) << 8) | (blockid_t(bid2));
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vox.state = int2blockstate((blockstate_t(bst1) << 8) | (blockstate_t(bst2)));
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vox.id = (static_cast<blockid_t>(bid1) << 8) |
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static_cast<blockid_t>(bid2);
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vox.state = int2blockstate(
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(static_cast<blockstate_t>(bst1) << 8) |
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static_cast<blockstate_t>(bst2));
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}
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return true;
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}
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@@ -122,8 +125,8 @@ bool Chunk::decode(const ubyte* data) {
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void Chunk::convert(ubyte* data, const ContentLUT* lut) {
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for (uint i = 0; i < CHUNK_VOL; i++) {
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// see encode method to understand what the hell is going on here
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blockid_t id = ((blockid_t(data[i]) << 8) |
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blockid_t(data[CHUNK_VOL+i]));
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blockid_t id = ((static_cast<blockid_t>(data[i]) << 8) |
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static_cast<blockid_t>(data[CHUNK_VOL+i]));
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blockid_t replacement = lut->getBlockId(id);
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data[i] = replacement >> 8;
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data[CHUNK_VOL+i] = replacement & 0xFF;
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+14
-10
@@ -5,8 +5,9 @@
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#include <stdlib.h>
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#include <unordered_map>
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#include "../constants.hpp"
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#include "voxel.hpp"
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#include "../constants.hpp"
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#include "../lighting/Lightmap.hpp"
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inline constexpr int CHUNK_DATA_LEN = CHUNK_VOL*4;
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@@ -15,6 +16,10 @@ class Lightmap;
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class ContentLUT;
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class Inventory;
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namespace dynamic {
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class Map;
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}
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using chunk_inventories_map = std::unordered_map<uint, std::shared_ptr<Inventory>>;
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class Chunk {
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@@ -32,7 +37,7 @@ public:
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bool loadedLights: 1;
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} flags {};
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/* Block inventories map where key is index of block in voxels array */
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/// @brief Block inventories map where key is index of block in voxels array
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chunk_inventories_map inventories;
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Chunk(int x, int z);
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@@ -44,14 +49,15 @@ public:
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// unused
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std::unique_ptr<Chunk> clone() const;
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/* Creates new block inventory given size
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@return inventory id or 0 if block does not exists */
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void addBlockInventory(std::shared_ptr<Inventory> inventory,
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uint x, uint y, uint z);
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/// @brief Creates new block inventory given size
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/// @return inventory id or 0 if block does not exists
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void addBlockInventory(
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std::shared_ptr<Inventory> inventory, uint x, uint y, uint z
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);
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void removeBlockInventory(uint x, uint y, uint z);
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void setBlockInventories(chunk_inventories_map map);
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/* @return inventory bound to the given block or nullptr */
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/// @return inventory bound to the given block or nullptr
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std::shared_ptr<Inventory> getBlockInventory(uint x, uint y, uint z) const;
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inline void setModifiedAndUnsaved() {
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@@ -61,9 +67,7 @@ public:
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std::unique_ptr<ubyte[]> encode() const;
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/**
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* @return true if all is fine
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**/
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/// @return true if all is fine
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bool decode(const ubyte* data);
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static void convert(ubyte* data, const ContentLUT* lut);
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@@ -497,14 +497,9 @@ void Chunks::saveAndClear(){
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for (size_t i = 0; i < volume; i++){
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Chunk* chunk = chunks[i].get();
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chunks[i] = nullptr;
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if (chunk == nullptr || !chunk->flags.lighted)
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continue;
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bool lightsUnsaved = !chunk->flags.loadedLights &&
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worldFiles->doesWriteLights();
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if (!chunk->flags.unsaved && !lightsUnsaved)
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continue;
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regions.put(chunk);
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if (chunk) {
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regions.put(chunk);
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}
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}
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chunksCount = 0;
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}
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@@ -59,8 +59,10 @@ std::shared_ptr<Chunk> ChunksStorage::create(int x, int z) {
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auto data = regions.getChunk(chunk->x, chunk->z);
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if (data) {
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chunk->decode(data.get());
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auto invs = regions.fetchInventories(chunk->x, chunk->z);
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chunk->setBlockInventories(std::move(invs));
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chunk->flags.loaded = true;
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for(auto& entry : chunk->inventories) {
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level->inventories->store(entry.second);
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