Removed the cycle between Entity and Chunk

it's now the World's responsibility to manage adding/removing entities from appropriate chunks. Entities no longer know or care that chunks exist.
Entity->checkChunks() remains as-is for backwards compatibility - now it just calls the world to sync its position.
This commit is contained in:
Dylan K. Taylor 2020-12-05 00:53:22 +00:00
parent 03b1ea766a
commit d728160a77
2 changed files with 59 additions and 64 deletions

View File

@ -53,7 +53,6 @@ use pocketmine\player\Player;
use pocketmine\Server;
use pocketmine\timings\Timings;
use pocketmine\timings\TimingsHandler;
use pocketmine\world\format\Chunk;
use pocketmine\world\Position;
use pocketmine\world\sound\Sound;
use pocketmine\world\World;
@ -97,12 +96,8 @@ abstract class Entity{
/** @var EntityMetadataCollection */
private $networkProperties;
/** @var Chunk|null */
public $chunk;
/** @var int */
private $chunkX;
/** @var int */
private $chunkZ;
/** @var Location */
private $worldLastKnownLocation;
/** @var EntityDamageEvent|null */
protected $lastDamageCause = null;
@ -234,6 +229,7 @@ abstract class Entity{
$this->server = $location->getWorld()->getServer();
$this->location = $location->asLocation();
$this->worldLastKnownLocation = $this->location->asLocation();
assert(
!is_nan($this->location->x) and !is_infinite($this->location->x) and
!is_nan($this->location->y) and !is_infinite($this->location->y) and
@ -243,13 +239,6 @@ abstract class Entity{
$this->boundingBox = new AxisAlignedBB(0, 0, 0, 0, 0, 0);
$this->recalculateBoundingBox();
$this->chunk = $this->getWorld()->getOrLoadChunkAtPosition($this->location);
if($this->chunk === null){
throw new \InvalidStateException("Cannot create entities in unloaded chunks");
}
$this->chunkX = $this->location->getFloorX() >> 4;
$this->chunkZ = $this->location->getFloorZ() >> 4;
if($nbt !== null){
$this->motion = EntityDataHelper::parseVec3($nbt, "Motion", true);
}else{
@ -265,7 +254,6 @@ abstract class Entity{
$this->initEntity($nbt ?? new CompoundTag());
$this->chunk->addEntity($this);
$this->getWorld()->addEntity($this);
$this->lastUpdate = $this->server->getTick();
@ -1360,45 +1348,8 @@ abstract class Entity{
}
protected function checkChunks() : void{
$chunkX = $this->location->getFloorX() >> 4;
$chunkZ = $this->location->getFloorZ() >> 4;
if($this->chunk === null or $chunkX !== $this->chunkX or $chunkZ !== $this->chunkZ){
if($this->chunk !== null){
$this->chunk->removeEntity($this);
}
$this->chunk = $this->getWorld()->loadChunk($chunkX, $chunkZ);
if($this->chunk === null){
//TODO: this is a non-ideal solution for a hard problem
//when this happens the entity won't be tracked by any chunk, so we can't have it hanging around in memory
//we also can't allow this to cause chunk generation, nor can we just create an empty ungenerated chunk
//for it, because an empty chunk won't get saved, so the entity will vanish anyway. Therefore, this is
//the cleanest way to make sure this doesn't result in leaks.
$this->getWorld()->getLogger()->debug("Entity $this->id is in ungenerated terrain, flagging for despawn");
$this->flagForDespawn();
}
$this->chunkX = $chunkX;
$this->chunkZ = $chunkZ;
if(!$this->justCreated){
$newChunk = $this->getWorld()->getViewersForPosition($this->location);
foreach($this->hasSpawned as $player){
if(!isset($newChunk[spl_object_id($player)])){
$this->despawnFrom($player);
}else{
unset($newChunk[spl_object_id($player)]);
}
}
foreach($newChunk as $player){
$this->spawnTo($player);
}
}
if($this->chunk === null){
return;
}
$this->chunk->addEntity($this);
}
$this->getWorld()->onEntityMoved($this, $this->worldLastKnownLocation);
$this->worldLastKnownLocation = $this->location->asLocation();
}
protected function resetLastMovements() : void{
@ -1477,9 +1428,6 @@ abstract class Entity{
if($this->location->isValid()){
$this->getWorld()->removeEntity($this);
if($this->chunk !== null){
$this->chunk->removeEntity($this);
}
$this->despawnFromAll();
}
@ -1492,7 +1440,6 @@ abstract class Entity{
$targetWorld
);
$this->getWorld()->addEntity($this);
$this->chunk = null;
return true;
}
@ -1622,9 +1569,6 @@ abstract class Entity{
*/
protected function onDispose() : void{
$this->despawnFromAll();
if($this->chunk !== null){
$this->chunk->removeEntity($this);
}
if($this->location->isValid()){
$this->getWorld()->removeEntity($this);
}
@ -1637,7 +1581,6 @@ abstract class Entity{
* It is expected that the object is unusable after this is called.
*/
protected function destroyCycles() : void{
$this->chunk = null;
$this->location = null;
$this->lastDamageCause = null;
}

View File

@ -2038,7 +2038,6 @@ class World implements ChunkManager{
if($entity instanceof Player){
$chunk->addEntity($entity);
$oldChunk->removeEntity($entity);
$entity->chunk = $chunk;
}else{
$entity->close();
}
@ -2050,7 +2049,6 @@ class World implements ChunkManager{
foreach($oldChunk->getEntities() as $entity){
$chunk->addEntity($entity);
$oldChunk->removeEntity($entity);
$entity->chunk = $chunk;
}
foreach($oldChunk->getTiles() as $tile){
@ -2142,6 +2140,11 @@ class World implements ChunkManager{
if($entity->getWorld() !== $this){
throw new \InvalidArgumentException("Invalid Entity world");
}
$chunk = $this->getOrLoadChunkAtPosition($entity->getPosition());
if($chunk === null){
throw new \InvalidArgumentException("Cannot add an Entity in an ungenerated chunk");
}
$chunk->addEntity($entity);
if($entity instanceof Player){
$this->players[$entity->getId()] = $entity;
@ -2158,6 +2161,11 @@ class World implements ChunkManager{
if($entity->getWorld() !== $this){
throw new \InvalidArgumentException("Invalid Entity world");
}
$pos = $entity->getPosition();
$chunk = $this->getChunk($pos->getFloorX() >> 4, $pos->getFloorZ() >> 4);
if($chunk !== null){ //we don't care if the chunk already went out of scope
$chunk->removeEntity($entity);
}
if($entity instanceof Player){
unset($this->players[$entity->getId()]);
@ -2168,6 +2176,50 @@ class World implements ChunkManager{
unset($this->updateEntities[$entity->getId()]);
}
/**
* @internal
*/
public function onEntityMoved(Entity $entity, Position $oldPosition) : void{
$newPosition = $entity->getPosition();
$oldChunkX = $oldPosition->getFloorX() >> 4;
$oldChunkZ = $oldPosition->getFloorZ() >> 4;
$newChunkX = $newPosition->getFloorX() >> 4;
$newChunkZ = $newPosition->getFloorZ() >> 4;
if($oldChunkX !== $newChunkX || $oldChunkZ !== $newChunkZ){
$oldChunk = $this->getChunk($oldChunkX, $oldChunkZ);
if($oldChunk !== null){
$oldChunk->removeEntity($entity);
}
$newChunk = $this->loadChunk($newChunkX, $newChunkZ);
if($newChunk === null){
//TODO: this is a non-ideal solution for a hard problem
//when this happens the entity won't be tracked by any chunk, so we can't have it hanging around in memory
//we also can't allow this to cause chunk generation, nor can we just create an empty ungenerated chunk
//for it, because an empty chunk won't get saved, so the entity will vanish anyway. Therefore, this is
//the cleanest way to make sure this doesn't result in leaks.
$this->logger->debug("Entity " . $entity->getId() . " is in ungenerated terrain, flagging for despawn");
$entity->flagForDespawn();
$entity->despawnFromAll();
}else{
$newViewers = $this->getViewersForPosition($newPosition);
foreach($entity->getViewers() as $player){
if(!isset($newViewers[spl_object_id($player)])){
$entity->despawnFrom($player);
}else{
unset($newViewers[spl_object_id($player)]);
}
}
foreach($newViewers as $player){
$entity->spawnTo($player);
}
$newChunk->addEntity($entity);
}
}
}
/**
* @throws \InvalidArgumentException
*/