Fixed player spawning in ungenerated terrain (#4087)

fixes #4044
fixes #2724

this is significantly more complex than I hoped for, but it's a start... and it works.
This commit is contained in:
Dylan T 2021-03-26 21:36:27 +00:00 committed by GitHub
parent 64886707b2
commit f047ecfd2d
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 355 additions and 75 deletions

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@ -34,6 +34,8 @@ use pocketmine\command\ConsoleCommandSender;
use pocketmine\command\SimpleCommandMap;
use pocketmine\crafting\CraftingManager;
use pocketmine\crafting\CraftingManagerFromDataHelper;
use pocketmine\entity\EntityDataHelper;
use pocketmine\entity\Location;
use pocketmine\event\HandlerListManager;
use pocketmine\event\player\PlayerCreationEvent;
use pocketmine\event\player\PlayerDataSaveEvent;
@ -68,6 +70,7 @@ use pocketmine\permission\DefaultPermissions;
use pocketmine\player\GameMode;
use pocketmine\player\OfflinePlayer;
use pocketmine\player\Player;
use pocketmine\player\PlayerCreationPromise;
use pocketmine\player\PlayerInfo;
use pocketmine\plugin\PharPluginLoader;
use pocketmine\plugin\Plugin;
@ -84,6 +87,7 @@ use pocketmine\stats\SendUsageTask;
use pocketmine\timings\Timings;
use pocketmine\timings\TimingsHandler;
use pocketmine\updater\AutoUpdater;
use pocketmine\utils\AssumptionFailedError;
use pocketmine\utils\Config;
use pocketmine\utils\Filesystem;
use pocketmine\utils\Internet;
@ -576,17 +580,45 @@ class Server{
}
}
public function createPlayer(NetworkSession $session, PlayerInfo $playerInfo, bool $authenticated, ?CompoundTag $offlinePlayerData) : Player{
public function createPlayer(NetworkSession $session, PlayerInfo $playerInfo, bool $authenticated, ?CompoundTag $offlinePlayerData) : PlayerCreationPromise{
$ev = new PlayerCreationEvent($session);
$ev->call();
$class = $ev->getPlayerClass();
/**
* @see Player::__construct()
* @var Player $player
*/
$player = new $class($this, $session, $playerInfo, $authenticated, $offlinePlayerData);
return $player;
if($offlinePlayerData !== null and ($world = $this->worldManager->getWorldByName($offlinePlayerData->getString("Level", ""))) !== null){
$spawn = EntityDataHelper::parseLocation($offlinePlayerData, $world);
$onGround = $offlinePlayerData->getByte("OnGround", 1) === 1;
}else{
$world = $this->worldManager->getDefaultWorld();
if($world === null){
throw new AssumptionFailedError("Default world should always be loaded");
}
$spawn = Location::fromObject($world->getSafeSpawn(), $world);
$onGround = true;
}
$playerPromise = new PlayerCreationPromise();
$world->requestChunkPopulation($spawn->getFloorX() >> 4, $spawn->getFloorZ() >> 4, null)->onCompletion(
function() use ($playerPromise, $class, $session, $playerInfo, $authenticated, $spawn, $offlinePlayerData, $onGround) : void{
if(!$session->isConnected()){
$playerPromise->reject();
return;
}
/**
* @see Player::__construct()
* @var Player $player
*/
$player = new $class($this, $session, $playerInfo, $authenticated, $spawn, $offlinePlayerData);
$player->onGround = $onGround; //TODO: this hack is needed for new players in-air ticks - they don't get detected as on-ground until they move
$playerPromise->resolve($player);
},
static function() use ($playerPromise, $session) : void{
if($session->isConnected()){
$session->disconnect("Spawn terrain generation failed");
}
$playerPromise->reject();
}
);
return $playerPromise;
}
/**

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@ -234,8 +234,18 @@ class NetworkSession{
}
protected function createPlayer() : void{
$this->player = $this->server->createPlayer($this, $this->info, $this->authenticated, $this->cachedOfflinePlayerData);
$this->server->createPlayer($this, $this->info, $this->authenticated, $this->cachedOfflinePlayerData)->onCompletion(
\Closure::fromCallable([$this, 'onPlayerCreated']),
fn() => $this->disconnect("Player creation failed") //TODO: this should never actually occur... right?
);
}
private function onPlayerCreated(Player $player) : void{
if(!$this->isConnected()){
//the remote player might have disconnected before spawn terrain generation was finished
return;
}
$this->player = $player;
$this->invManager = new InventoryManager($this->player, $this);
$effectManager = $this->player->getEffects();
@ -259,6 +269,7 @@ class NetworkSession{
$this->disposeHooks->add(static function() use ($permissionHooks, $permHook) : void{
$permissionHooks->remove($permHook);
});
$this->beginSpawnSequence();
}
public function getPlayer() : ?Player{
@ -680,13 +691,11 @@ class NetworkSession{
$this->logger->debug("Initiating resource packs phase");
$this->setHandler(new ResourcePacksPacketHandler($this, $this->server->getResourcePackManager(), function() : void{
$this->beginSpawnSequence();
$this->createPlayer();
}));
}
private function beginSpawnSequence() : void{
$this->createPlayer();
$this->setHandler(new PreSpawnPacketHandler($this->server, $this->player, $this));
$this->player->setImmobile(); //TODO: HACK: fix client-side falling pre-spawn

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@ -34,7 +34,6 @@ use pocketmine\entity\animation\ArmSwingAnimation;
use pocketmine\entity\animation\CriticalHitAnimation;
use pocketmine\entity\effect\VanillaEffects;
use pocketmine\entity\Entity;
use pocketmine\entity\EntityDataHelper;
use pocketmine\entity\Human;
use pocketmine\entity\Living;
use pocketmine\entity\Location;
@ -261,7 +260,7 @@ class Player extends Human implements CommandSender, ChunkListener, IPlayer{
/** @var SurvivalBlockBreakHandler|null */
protected $blockBreakHandler = null;
public function __construct(Server $server, NetworkSession $session, PlayerInfo $playerInfo, bool $authenticated, ?CompoundTag $namedtag){
public function __construct(Server $server, NetworkSession $session, PlayerInfo $playerInfo, bool $authenticated, Location $spawnLocation, ?CompoundTag $namedtag){
$username = TextFormat::clean($playerInfo->getUsername());
$this->logger = new \PrefixedLogger($server->getLogger(), "Player: $username");
@ -286,24 +285,15 @@ class Player extends Human implements CommandSender, ChunkListener, IPlayer{
$this->spawnThreshold = (int) (($this->server->getConfigGroup()->getProperty("chunk-sending.spawn-radius", 4) ** 2) * M_PI);
$this->chunkSelector = new ChunkSelector();
if($namedtag !== null and ($world = $this->server->getWorldManager()->getWorldByName($namedtag->getString("Level", ""))) !== null){
$spawn = EntityDataHelper::parseLocation($namedtag, $world);
$onGround = $namedtag->getByte("OnGround", 1) === 1;
}else{
$world = $this->server->getWorldManager()->getDefaultWorld();
$spawn = Location::fromObject($world->getSafeSpawn(), $world);
$onGround = true;
}
$this->chunkLoader = new PlayerChunkLoader($spawn);
$this->chunkLoader = new PlayerChunkLoader($spawnLocation);
$world = $spawnLocation->getWorld();
//load the spawn chunk so we can see the terrain
$world->registerChunkLoader($this->chunkLoader, $spawn->getFloorX() >> 4, $spawn->getFloorZ() >> 4, true);
$world->registerChunkListener($this, $spawn->getFloorX() >> 4, $spawn->getFloorZ() >> 4);
$this->usedChunks[World::chunkHash($spawn->getFloorX() >> 4, $spawn->getFloorZ() >> 4)] = UsedChunkStatus::NEEDED();
$world->registerChunkLoader($this->chunkLoader, $spawnLocation->getFloorX() >> 4, $spawnLocation->getFloorZ() >> 4, true);
$world->registerChunkListener($this, $spawnLocation->getFloorX() >> 4, $spawnLocation->getFloorZ() >> 4);
$this->usedChunks[World::chunkHash($spawnLocation->getFloorX() >> 4, $spawnLocation->getFloorZ() >> 4)] = UsedChunkStatus::NEEDED();
parent::__construct($spawn, $this->playerInfo->getSkin(), $namedtag);
$this->onGround = $onGround; //TODO: this hack is needed for new players in-air ticks - they don't get detected as on-ground until they move
parent::__construct($spawnLocation, $this->playerInfo->getSkin(), $namedtag);
$ev = new PlayerLoginEvent($this, "Plugin reason");
$ev->call();
@ -712,6 +702,7 @@ class Player extends Human implements CommandSender, ChunkListener, IPlayer{
Timings::$playerChunkSend->startTiming();
$count = 0;
$world = $this->getWorld();
foreach($this->loadQueue as $index => $distance){
if($count >= $this->chunksPerTick){
break;
@ -728,30 +719,36 @@ class Player extends Human implements CommandSender, ChunkListener, IPlayer{
$this->getWorld()->registerChunkLoader($this->chunkLoader, $X, $Z, true);
$this->getWorld()->registerChunkListener($this, $X, $Z);
if(!$this->getWorld()->requestChunkPopulation($X, $Z)){
continue;
}
unset($this->loadQueue[$index]);
$this->usedChunks[$index] = UsedChunkStatus::REQUESTED();
$this->getNetworkSession()->startUsingChunk($X, $Z, function(int $chunkX, int $chunkZ) use ($index) : void{
$this->usedChunks[$index] = UsedChunkStatus::SENT();
if($this->spawnChunkLoadCount === -1){
$this->spawnEntitiesOnChunk($chunkX, $chunkZ);
}elseif($this->spawnChunkLoadCount++ === $this->spawnThreshold){
$this->spawnChunkLoadCount = -1;
foreach($this->usedChunks as $chunkHash => $status){
if($status->equals(UsedChunkStatus::SENT())){
World::getXZ($chunkHash, $_x, $_z);
$this->spawnEntitiesOnChunk($_x, $_z);
}
$this->getWorld()->requestChunkPopulation($X, $Z, $this->chunkLoader)->onCompletion(
function() use ($X, $Z, $index, $world) : void{
if(!$this->isConnected() || !isset($this->usedChunks[$index]) || $world !== $this->getWorld()){
return;
}
unset($this->loadQueue[$index]);
$this->usedChunks[$index] = UsedChunkStatus::REQUESTED();
$this->getNetworkSession()->notifyTerrainReady();
$this->getNetworkSession()->startUsingChunk($X, $Z, function(int $chunkX, int $chunkZ) use ($index) : void{
$this->usedChunks[$index] = UsedChunkStatus::SENT();
if($this->spawnChunkLoadCount === -1){
$this->spawnEntitiesOnChunk($chunkX, $chunkZ);
}elseif($this->spawnChunkLoadCount++ === $this->spawnThreshold){
$this->spawnChunkLoadCount = -1;
foreach($this->usedChunks as $chunkHash => $status){
if($status->equals(UsedChunkStatus::SENT())){
World::getXZ($chunkHash, $_x, $_z);
$this->spawnEntitiesOnChunk($_x, $_z);
}
}
$this->getNetworkSession()->notifyTerrainReady();
}
});
},
static function() : void{
//NOOP: we'll re-request this if it fails anyway
}
});
);
}
Timings::$playerChunkSend->stopTiming();

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@ -0,0 +1,75 @@
<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types=1);
namespace pocketmine\player;
use function spl_object_id;
final class PlayerCreationPromise{
/**
* @var \Closure[]
* @phpstan-var array<int, \Closure(Player) : void>
*/
private array $onSuccess = [];
/**
* @var \Closure[]
* @phpstan-var array<int, \Closure() : void>
*/
private array $onFailure = [];
private bool $resolved = false;
private ?Player $result = null;
/**
* @phpstan-param \Closure(Player) : void $onSuccess
* @phpstan-param \Closure() : void $onFailure
*/
public function onCompletion(\Closure $onSuccess, \Closure $onFailure) : void{
if($this->resolved){
$this->result === null ? $onFailure() : $onSuccess($this->result);
}else{
$this->onSuccess[spl_object_id($onSuccess)] = $onSuccess;
$this->onFailure[spl_object_id($onFailure)] = $onFailure;
}
}
public function resolve(Player $player) : void{
$this->resolved = true;
$this->result = $player;
foreach($this->onSuccess as $c){
$c($player);
}
$this->onSuccess = [];
$this->onFailure = [];
}
public function reject() : void{
$this->resolved = true;
foreach($this->onFailure as $c){
$c();
}
$this->onSuccess = [];
$this->onFailure = [];
}
}

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@ -0,0 +1,76 @@
<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types=1);
namespace pocketmine\world;
use function spl_object_id;
final class ChunkPopulationPromise{
/**
* @var \Closure[]
* @phpstan-var array<int, \Closure() : void>
*/
private array $onSuccess = [];
/**
* @var \Closure[]
* @phpstan-var array<int, \Closure() : void>
*/
private array $onFailure = [];
private ?bool $success = null;
/**
* @phpstan-param \Closure() : void $onSuccess
* @phpstan-param \Closure() : void $onFailure
*/
public function onCompletion(\Closure $onSuccess, \Closure $onFailure) : void{
if($this->success !== null){
$this->success ? $onSuccess() : $onFailure();
}else{
$this->onSuccess[spl_object_id($onSuccess)] = $onSuccess;
$this->onFailure[spl_object_id($onFailure)] = $onFailure;
}
}
public function resolve() : void{
$this->success = true;
foreach($this->onSuccess as $callback){
$callback();
}
$this->onSuccess = [];
$this->onFailure = [];
}
public function reject() : void{
$this->success = false;
foreach($this->onFailure as $callback){
$callback();
}
$this->onSuccess = [];
$this->onFailure = [];
}
public function isCompleted() : bool{
return $this->success !== null;
}
}

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@ -238,6 +238,16 @@ class World implements ChunkManager{
private $chunkLock = [];
/** @var int */
private $maxConcurrentChunkPopulationTasks = 2;
/**
* @var ChunkPopulationPromise[] chunkHash => promise
* @phpstan-var array<int, ChunkPopulationPromise>
*/
private array $chunkPopulationRequestMap = [];
/**
* @var \SplQueue (queue of chunkHashes)
* @phpstan-var \SplQueue<int>
*/
private \SplQueue $chunkPopulationRequestQueue;
/** @var bool[] */
private $generatorRegisteredWorkers = [];
@ -390,6 +400,20 @@ class World implements ChunkManager{
$this->server->getLogger()->info($this->server->getLanguage()->translateString("pocketmine.level.preparing", [$this->displayName]));
$this->generator = GeneratorManager::getInstance()->getGenerator($this->provider->getWorldData()->getGenerator(), true);
//TODO: validate generator options
$this->chunkPopulationRequestQueue = new \SplQueue();
$this->addOnUnloadCallback(function() : void{
$this->logger->debug("Cancelling unfulfilled generation requests");
foreach($this->chunkPopulationRequestMap as $chunkHash => $promise){
$promise->reject();
unset($this->chunkPopulationRequestMap[$chunkHash]);
}
if(count($this->chunkPopulationRequestMap) !== 0){
//TODO: this might actually get hit because generation rejection callbacks might try to schedule new
//requests, and we can't prevent that right now because there's no way to detect "unloading" state
throw new AssumptionFailedError("New generation requests scheduled during unload");
}
});
$this->folderName = $name;
@ -626,6 +650,10 @@ class World implements ChunkManager{
if(count($this->chunkLoaders[$chunkHash]) === 0){
unset($this->chunkLoaders[$chunkHash]);
$this->unloadChunkRequest($chunkX, $chunkZ, true);
if(isset($this->chunkPopulationRequestMap[$chunkHash]) && !isset($this->activeChunkPopulationTasks[$chunkHash])){
$this->chunkPopulationRequestMap[$chunkHash]->reject();
unset($this->chunkPopulationRequestMap[$chunkHash]);
}
}
if(--$this->loaderCounter[$loaderId] === 0){
@ -2005,9 +2033,33 @@ class World implements ChunkManager{
return isset($this->chunkLock[World::chunkHash($chunkX, $chunkZ)]);
}
private function drainPopulationRequestQueue() : void{
$failed = [];
while(count($this->activeChunkPopulationTasks) < $this->maxConcurrentChunkPopulationTasks && !$this->chunkPopulationRequestQueue->isEmpty()){
$nextChunkHash = $this->chunkPopulationRequestQueue->dequeue();
World::getXZ($nextChunkHash, $nextChunkX, $nextChunkZ);
if(isset($this->chunkPopulationRequestMap[$nextChunkHash])){
assert(!isset($this->activeChunkPopulationTasks[$nextChunkHash]), "Population for chunk $nextChunkX $nextChunkZ already running");
$this->logger->debug("Fulfilling population request for chunk $nextChunkX $nextChunkZ");
$this->orderChunkPopulation($nextChunkX, $nextChunkZ, null);
if(!isset($this->activeChunkPopulationTasks[$nextChunkHash])){
$failed[] = $nextChunkHash;
}
}else{
$this->logger->debug("Population request for chunk $nextChunkX $nextChunkZ was discarded before it could be fulfilled");
}
}
//these requests failed even though they weren't rate limited; we can't directly re-add them to the back of the
//queue because it would result in an infinite loop
foreach($failed as $hash){
$this->chunkPopulationRequestQueue->enqueue($hash);
}
}
public function generateChunkCallback(int $x, int $z, ?Chunk $chunk) : void{
Timings::$generationCallback->startTiming();
if(isset($this->activeChunkPopulationTasks[$index = World::chunkHash($x, $z)])){
if(isset($this->chunkPopulationRequestMap[$index = World::chunkHash($x, $z)]) && isset($this->activeChunkPopulationTasks[$index])){
if($chunk === null){
throw new AssumptionFailedError("Primary chunk should never be NULL");
}
@ -2016,7 +2068,6 @@ class World implements ChunkManager{
$this->unlockChunk($x + $xx, $z + $zz);
}
}
unset($this->activeChunkPopulationTasks[$index]);
$oldChunk = $this->loadChunk($x, $z);
$this->setChunk($x, $z, $chunk, false);
@ -2027,11 +2078,17 @@ class World implements ChunkManager{
$listener->onChunkPopulated($x, $z, $chunk);
}
}
unset($this->activeChunkPopulationTasks[$index]);
$this->chunkPopulationRequestMap[$index]->resolve();
unset($this->chunkPopulationRequestMap[$index]);
$this->drainPopulationRequestQueue();
}elseif($this->isChunkLocked($x, $z)){
$this->unlockChunk($x, $z);
if($chunk !== null){
$this->setChunk($x, $z, $chunk, false);
}
$this->drainPopulationRequestQueue();
}elseif($chunk !== null){
$this->setChunk($x, $z, $chunk, false);
}
@ -2464,6 +2521,11 @@ class World implements ChunkManager{
unset($this->blockCache[$chunkHash]);
unset($this->changedBlocks[$chunkHash]);
if(array_key_exists($chunkHash, $this->chunkPopulationRequestMap)){
$this->chunkPopulationRequestMap[$chunkHash]->reject();
unset($this->chunkPopulationRequestMap[$chunkHash]);
}
$this->timings->doChunkUnload->stopTiming();
return true;
@ -2605,43 +2667,64 @@ class World implements ChunkManager{
}
}
private function enqueuePopulationRequest(int $chunkX, int $chunkZ, ?ChunkLoader $associatedChunkLoader) : ChunkPopulationPromise{
$chunkHash = World::chunkHash($chunkX, $chunkZ);
$this->chunkPopulationRequestQueue->enqueue($chunkHash);
$promise = $this->chunkPopulationRequestMap[$chunkHash] = new ChunkPopulationPromise();
if($associatedChunkLoader === null){
$temporaryLoader = new class implements ChunkLoader{};
$this->registerChunkLoader($temporaryLoader, $chunkX, $chunkZ);
$promise->onCompletion(
static function() : void{},
fn() => $this->unregisterChunkLoader($temporaryLoader, $chunkX, $chunkZ)
);
}
return $promise;
}
/**
* Attempts to initiate asynchronous generation/population of the target chunk, if it's currently reasonable to do
* so (and if it isn't already generated/populated).
* If the generator is busy, the request will be put into a queue and delayed until a better time.
*
* This method can fail for the following reasons:
* - The generation queue for this world is currently full (intended to prevent CPU overload with non-essential generation)
* - The target chunk is already being generated/populated
* - The target chunk is locked for use by another async operation (usually population)
*
* @return bool whether the chunk has been successfully populated already
* TODO: the return values don't make a lot of sense, but currently stuff depends on them :<
* A ChunkLoader can be associated with the generation request to ensure that the generation request is cancelled if
* no loaders are attached to the target chunk. If no loader is provided, one will be assigned (and automatically
* removed when the generation request completes).
*/
public function requestChunkPopulation(int $chunkX, int $chunkZ) : bool{
if(count($this->activeChunkPopulationTasks) >= $this->maxConcurrentChunkPopulationTasks){
return false;
public function requestChunkPopulation(int $chunkX, int $chunkZ, ?ChunkLoader $associatedChunkLoader) : ChunkPopulationPromise{
$chunkHash = World::chunkHash($chunkX, $chunkZ);
$promise = $this->chunkPopulationRequestMap[$chunkHash] ?? null;
if($promise !== null && isset($this->activeChunkPopulationTasks[$chunkHash])){
//generation is already running
return $promise;
}
return $this->orderChunkPopulation($chunkX, $chunkZ);
if(count($this->activeChunkPopulationTasks) >= $this->maxConcurrentChunkPopulationTasks){
//too many chunks are already generating; delay resolution of the request until later
return $promise ?? $this->enqueuePopulationRequest($chunkX, $chunkZ, $associatedChunkLoader);
}
return $this->orderChunkPopulation($chunkX, $chunkZ, $associatedChunkLoader);
}
/**
* Initiates asynchronous generation/population of the target chunk, if it's not already generated/populated.
* If generation has already been requested for the target chunk, the promise for the already active request will be
* returned directly.
*
* This method can fail for the following reasons:
* - The target chunk is already being generated/populated
* - The target chunk is locked for use by another async operation (usually population)
*
* @return bool whether the chunk has been successfully populated already
* TODO: the return values don't make sense, but currently stuff depends on them :<
* If the chunk is currently locked (for example due to another chunk using it for async generation), the request
* will be queued and executed at the earliest opportunity.
*/
public function orderChunkPopulation(int $x, int $z) : bool{
if(isset($this->activeChunkPopulationTasks[$index = World::chunkHash($x, $z)])){
return false;
public function orderChunkPopulation(int $x, int $z, ?ChunkLoader $associatedChunkLoader) : ChunkPopulationPromise{
$index = World::chunkHash($x, $z);
$promise = $this->chunkPopulationRequestMap[$index] ?? null;
if($promise !== null && isset($this->activeChunkPopulationTasks[$index])){
//generation is already running
return $promise;
}
for($xx = -1; $xx <= 1; ++$xx){
for($zz = -1; $zz <= 1; ++$zz){
if($this->isChunkLocked($x + $xx, $z + $zz)){
return false;
//chunk is already in use by another generation request; queue the request for later
return $promise ?? $this->enqueuePopulationRequest($x, $z, $associatedChunkLoader);
}
}
}
@ -2651,6 +2734,11 @@ class World implements ChunkManager{
Timings::$population->startTiming();
$this->activeChunkPopulationTasks[$index] = true;
if($promise === null){
$promise = new ChunkPopulationPromise();
$this->chunkPopulationRequestMap[$index] = $promise;
}
for($xx = -1; $xx <= 1; ++$xx){
for($zz = -1; $zz <= 1; ++$zz){
$this->lockChunk($x + $xx, $z + $zz);
@ -2665,10 +2753,13 @@ class World implements ChunkManager{
$this->workerPool->submitTaskToWorker($task, $workerId);
Timings::$population->stopTiming();
return false;
return $promise;
}
return true;
//chunk is already populated; return a pre-resolved promise that will directly fire callbacks assigned
$result = new ChunkPopulationPromise();
$result->resolve();
return $result;
}
public function doChunkGarbageCollection() : void{

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@ -285,7 +285,7 @@ class WorldManager{
foreach((new ChunkSelector())->selectChunks(3, $centerX, $centerZ) as $index){
World::getXZ($index, $chunkX, $chunkZ);
$world->orderChunkPopulation($chunkX, $chunkZ);
$world->orderChunkPopulation($chunkX, $chunkZ, null);
}
}