mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-04-22 08:44:01 +00:00
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.
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@ -53,7 +53,6 @@ use pocketmine\player\Player;
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use pocketmine\Server;
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use pocketmine\timings\Timings;
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use pocketmine\timings\TimingsHandler;
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use pocketmine\world\format\Chunk;
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use pocketmine\world\Position;
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use pocketmine\world\sound\Sound;
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use pocketmine\world\World;
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@ -97,12 +96,8 @@ abstract class Entity{
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/** @var EntityMetadataCollection */
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private $networkProperties;
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/** @var Chunk|null */
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public $chunk;
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/** @var int */
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private $chunkX;
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/** @var int */
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private $chunkZ;
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/** @var Location */
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private $worldLastKnownLocation;
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/** @var EntityDamageEvent|null */
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protected $lastDamageCause = null;
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@ -234,6 +229,7 @@ abstract class Entity{
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$this->server = $location->getWorld()->getServer();
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$this->location = $location->asLocation();
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$this->worldLastKnownLocation = $this->location->asLocation();
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assert(
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!is_nan($this->location->x) and !is_infinite($this->location->x) and
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!is_nan($this->location->y) and !is_infinite($this->location->y) and
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@ -243,13 +239,6 @@ abstract class Entity{
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$this->boundingBox = new AxisAlignedBB(0, 0, 0, 0, 0, 0);
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$this->recalculateBoundingBox();
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$this->chunk = $this->getWorld()->getOrLoadChunkAtPosition($this->location);
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if($this->chunk === null){
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throw new \InvalidStateException("Cannot create entities in unloaded chunks");
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}
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$this->chunkX = $this->location->getFloorX() >> 4;
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$this->chunkZ = $this->location->getFloorZ() >> 4;
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if($nbt !== null){
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$this->motion = EntityDataHelper::parseVec3($nbt, "Motion", true);
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}else{
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@ -265,7 +254,6 @@ abstract class Entity{
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$this->initEntity($nbt ?? new CompoundTag());
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$this->chunk->addEntity($this);
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$this->getWorld()->addEntity($this);
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$this->lastUpdate = $this->server->getTick();
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@ -1360,45 +1348,8 @@ abstract class Entity{
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}
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protected function checkChunks() : void{
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$chunkX = $this->location->getFloorX() >> 4;
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$chunkZ = $this->location->getFloorZ() >> 4;
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if($this->chunk === null or $chunkX !== $this->chunkX or $chunkZ !== $this->chunkZ){
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if($this->chunk !== null){
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$this->chunk->removeEntity($this);
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}
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$this->chunk = $this->getWorld()->loadChunk($chunkX, $chunkZ);
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if($this->chunk === null){
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//TODO: this is a non-ideal solution for a hard problem
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//when this happens the entity won't be tracked by any chunk, so we can't have it hanging around in memory
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//we also can't allow this to cause chunk generation, nor can we just create an empty ungenerated chunk
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//for it, because an empty chunk won't get saved, so the entity will vanish anyway. Therefore, this is
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//the cleanest way to make sure this doesn't result in leaks.
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$this->getWorld()->getLogger()->debug("Entity $this->id is in ungenerated terrain, flagging for despawn");
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$this->flagForDespawn();
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}
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$this->chunkX = $chunkX;
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$this->chunkZ = $chunkZ;
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if(!$this->justCreated){
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$newChunk = $this->getWorld()->getViewersForPosition($this->location);
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foreach($this->hasSpawned as $player){
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if(!isset($newChunk[spl_object_id($player)])){
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$this->despawnFrom($player);
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}else{
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unset($newChunk[spl_object_id($player)]);
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}
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}
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foreach($newChunk as $player){
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$this->spawnTo($player);
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}
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}
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if($this->chunk === null){
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return;
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}
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$this->chunk->addEntity($this);
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}
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$this->getWorld()->onEntityMoved($this, $this->worldLastKnownLocation);
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$this->worldLastKnownLocation = $this->location->asLocation();
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}
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protected function resetLastMovements() : void{
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@ -1477,9 +1428,6 @@ abstract class Entity{
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if($this->location->isValid()){
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$this->getWorld()->removeEntity($this);
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if($this->chunk !== null){
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$this->chunk->removeEntity($this);
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}
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$this->despawnFromAll();
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}
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@ -1492,7 +1440,6 @@ abstract class Entity{
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$targetWorld
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);
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$this->getWorld()->addEntity($this);
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$this->chunk = null;
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return true;
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}
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@ -1622,9 +1569,6 @@ abstract class Entity{
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*/
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protected function onDispose() : void{
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$this->despawnFromAll();
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if($this->chunk !== null){
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$this->chunk->removeEntity($this);
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}
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if($this->location->isValid()){
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$this->getWorld()->removeEntity($this);
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}
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@ -1637,7 +1581,6 @@ abstract class Entity{
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* It is expected that the object is unusable after this is called.
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*/
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protected function destroyCycles() : void{
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$this->chunk = null;
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$this->location = null;
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$this->lastDamageCause = null;
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}
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@ -2038,7 +2038,6 @@ class World implements ChunkManager{
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if($entity instanceof Player){
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$chunk->addEntity($entity);
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$oldChunk->removeEntity($entity);
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$entity->chunk = $chunk;
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}else{
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$entity->close();
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}
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@ -2050,7 +2049,6 @@ class World implements ChunkManager{
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foreach($oldChunk->getEntities() as $entity){
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$chunk->addEntity($entity);
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$oldChunk->removeEntity($entity);
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$entity->chunk = $chunk;
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}
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foreach($oldChunk->getTiles() as $tile){
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@ -2142,6 +2140,11 @@ class World implements ChunkManager{
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if($entity->getWorld() !== $this){
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throw new \InvalidArgumentException("Invalid Entity world");
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}
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$chunk = $this->getOrLoadChunkAtPosition($entity->getPosition());
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if($chunk === null){
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throw new \InvalidArgumentException("Cannot add an Entity in an ungenerated chunk");
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}
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$chunk->addEntity($entity);
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if($entity instanceof Player){
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$this->players[$entity->getId()] = $entity;
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@ -2158,6 +2161,11 @@ class World implements ChunkManager{
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if($entity->getWorld() !== $this){
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throw new \InvalidArgumentException("Invalid Entity world");
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}
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$pos = $entity->getPosition();
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$chunk = $this->getChunk($pos->getFloorX() >> 4, $pos->getFloorZ() >> 4);
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if($chunk !== null){ //we don't care if the chunk already went out of scope
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$chunk->removeEntity($entity);
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}
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if($entity instanceof Player){
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unset($this->players[$entity->getId()]);
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@ -2168,6 +2176,50 @@ class World implements ChunkManager{
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unset($this->updateEntities[$entity->getId()]);
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}
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/**
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* @internal
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*/
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public function onEntityMoved(Entity $entity, Position $oldPosition) : void{
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$newPosition = $entity->getPosition();
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$oldChunkX = $oldPosition->getFloorX() >> 4;
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$oldChunkZ = $oldPosition->getFloorZ() >> 4;
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$newChunkX = $newPosition->getFloorX() >> 4;
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$newChunkZ = $newPosition->getFloorZ() >> 4;
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if($oldChunkX !== $newChunkX || $oldChunkZ !== $newChunkZ){
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$oldChunk = $this->getChunk($oldChunkX, $oldChunkZ);
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if($oldChunk !== null){
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$oldChunk->removeEntity($entity);
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}
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$newChunk = $this->loadChunk($newChunkX, $newChunkZ);
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if($newChunk === null){
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//TODO: this is a non-ideal solution for a hard problem
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//when this happens the entity won't be tracked by any chunk, so we can't have it hanging around in memory
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//we also can't allow this to cause chunk generation, nor can we just create an empty ungenerated chunk
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//for it, because an empty chunk won't get saved, so the entity will vanish anyway. Therefore, this is
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//the cleanest way to make sure this doesn't result in leaks.
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$this->logger->debug("Entity " . $entity->getId() . " is in ungenerated terrain, flagging for despawn");
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$entity->flagForDespawn();
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$entity->despawnFromAll();
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}else{
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$newViewers = $this->getViewersForPosition($newPosition);
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foreach($entity->getViewers() as $player){
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if(!isset($newViewers[spl_object_id($player)])){
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$entity->despawnFrom($player);
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}else{
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unset($newViewers[spl_object_id($player)]);
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}
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}
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foreach($newViewers as $player){
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$entity->spawnTo($player);
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}
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$newChunk->addEntity($entity);
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}
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}
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}
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/**
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* @throws \InvalidArgumentException
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*/
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