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https://github.com/pmmp/PocketMine-MP.git
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World: extract some blocks of logic from tickChunks() into their own methods
the amount of nested loops, cx/dx/chunkx/etc clusterfuck in this code makes it very difficult to work with...
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@ -993,54 +993,7 @@ class World implements ChunkManager{
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$dx = mt_rand(-$randRange, $randRange);
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$dz = mt_rand(-$randRange, $randRange);
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$hash = World::chunkHash($dx + $chunkX, $dz + $chunkZ);
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if(!isset($chunkTickList[$hash]) and isset($this->chunks[$hash])){
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if(
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!$this->chunks[$hash]->isPopulated() ||
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$this->isChunkLocked($dx + $chunkX, $dz + $chunkZ)
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){
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continue;
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}
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//TODO: this might need to be checked after adjacent chunks are loaded in future
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$lightPopulatedState = $this->chunks[$hash]->isLightPopulated();
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if($lightPopulatedState !== true){
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if($lightPopulatedState === false){
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$this->chunks[$hash]->setLightPopulated(null);
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$this->workerPool->submitTask(new LightPopulationTask(
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$this->chunks[$hash],
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function(array $blockLight, array $skyLight, array $heightMap) use ($dx, $chunkX, $dz, $chunkZ) : void{
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/**
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* TODO: phpstan can't infer these types yet :(
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* @phpstan-var array<int, LightArray> $blockLight
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* @phpstan-var array<int, LightArray> $skyLight
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* @phpstan-var array<int, int> $heightMap
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*/
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if($this->closed || ($chunk = $this->getChunk($dx + $chunkX, $dz + $chunkZ)) === null || $chunk->isLightPopulated() === true){
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return;
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}
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//TODO: calculated light information might not be valid if the terrain changed during light calculation
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$chunk->setHeightMapArray($heightMap);
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foreach($blockLight as $y => $lightArray){
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$chunk->getSubChunk($y)->setBlockLightArray($lightArray);
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}
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foreach($skyLight as $y => $lightArray){
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$chunk->getSubChunk($y)->setBlockSkyLightArray($lightArray);
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}
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$chunk->setLightPopulated(true);
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}
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));
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}
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continue;
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}
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//check adjacent chunks are loaded
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for($cx = -1; $cx <= 1; ++$cx){
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for($cz = -1; $cz <= 1; ++$cz){
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if(!isset($this->chunks[World::chunkHash($chunkX + $dx + $cx, $chunkZ + $dz + $cz)])){
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continue 3;
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}
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}
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}
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if(!isset($chunkTickList[$hash]) and isset($this->chunks[$hash]) and $this->isChunkTickable($dx + $chunkX, $dz + $chunkZ)){
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$chunkTickList[$hash] = true;
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}
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}
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@ -1081,6 +1034,66 @@ class World implements ChunkManager{
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}
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}
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private function isChunkTickable(int $chunkX, int $chunkZ) : bool{
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$chunkHash = World::chunkHash($chunkX, $chunkZ);
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if(
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!$this->chunks[$chunkHash]->isPopulated() ||
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$this->isChunkLocked($chunkX, $chunkZ)
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){
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return false;
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}
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//TODO: this might need to be checked after adjacent chunks are loaded in future
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$lightPopulatedState = $this->chunks[$chunkHash]->isLightPopulated();
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if($lightPopulatedState !== true){
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$this->orderLightPopulation($chunkX, $chunkZ);
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return false;
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}
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//check adjacent chunks are loaded
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for($cx = -1; $cx <= 1; ++$cx){
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for($cz = -1; $cz <= 1; ++$cz){
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if(!isset($this->chunks[World::chunkHash($chunkX + $cx, $chunkZ + $cz)])){
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return false;
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}
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}
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}
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return true;
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}
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private function orderLightPopulation(int $chunkX, int $chunkZ) : void{
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$chunkHash = World::chunkHash($chunkX, $chunkZ);
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//TODO: this might need to be checked after adjacent chunks are loaded in future
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$lightPopulatedState = $this->chunks[$chunkHash]->isLightPopulated();
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if($lightPopulatedState === false){
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$this->chunks[$chunkHash]->setLightPopulated(null);
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$this->workerPool->submitTask(new LightPopulationTask(
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$this->chunks[$chunkHash],
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function(array $blockLight, array $skyLight, array $heightMap) use ($chunkX, $chunkZ) : void{
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/**
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* TODO: phpstan can't infer these types yet :(
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* @phpstan-var array<int, LightArray> $blockLight
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* @phpstan-var array<int, LightArray> $skyLight
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* @phpstan-var array<int, int> $heightMap
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*/
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if($this->closed || ($chunk = $this->getChunk($chunkX, $chunkZ)) === null || $chunk->isLightPopulated() === true){
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return;
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}
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//TODO: calculated light information might not be valid if the terrain changed during light calculation
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$chunk->setHeightMapArray($heightMap);
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foreach($blockLight as $y => $lightArray){
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$chunk->getSubChunk($y)->setBlockLightArray($lightArray);
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}
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foreach($skyLight as $y => $lightArray){
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$chunk->getSubChunk($y)->setBlockSkyLightArray($lightArray);
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}
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$chunk->setLightPopulated(true);
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}
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));
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}
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}
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/**
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* @return mixed[]
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*/
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