mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-09-08 19:02:59 +00:00
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:
76
src/world/ChunkPopulationPromise.php
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76
src/world/ChunkPopulationPromise.php
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<?php
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/*
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*
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* ____ _ _ __ __ _ __ __ ____
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* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
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* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
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* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
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* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* @author PocketMine Team
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* @link http://www.pocketmine.net/
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*
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*
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*/
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declare(strict_types=1);
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namespace pocketmine\world;
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use function spl_object_id;
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final class ChunkPopulationPromise{
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/**
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* @var \Closure[]
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* @phpstan-var array<int, \Closure() : void>
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*/
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private array $onSuccess = [];
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/**
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* @var \Closure[]
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* @phpstan-var array<int, \Closure() : void>
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*/
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private array $onFailure = [];
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private ?bool $success = null;
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/**
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* @phpstan-param \Closure() : void $onSuccess
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* @phpstan-param \Closure() : void $onFailure
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*/
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public function onCompletion(\Closure $onSuccess, \Closure $onFailure) : void{
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if($this->success !== null){
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$this->success ? $onSuccess() : $onFailure();
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}else{
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$this->onSuccess[spl_object_id($onSuccess)] = $onSuccess;
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$this->onFailure[spl_object_id($onFailure)] = $onFailure;
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}
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}
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public function resolve() : void{
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$this->success = true;
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foreach($this->onSuccess as $callback){
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$callback();
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}
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$this->onSuccess = [];
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$this->onFailure = [];
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}
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public function reject() : void{
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$this->success = false;
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foreach($this->onFailure as $callback){
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$callback();
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}
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$this->onSuccess = [];
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$this->onFailure = [];
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}
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public function isCompleted() : bool{
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return $this->success !== null;
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}
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}
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@ -238,6 +238,16 @@ class World implements ChunkManager{
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private $chunkLock = [];
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/** @var int */
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private $maxConcurrentChunkPopulationTasks = 2;
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/**
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* @var ChunkPopulationPromise[] chunkHash => promise
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* @phpstan-var array<int, ChunkPopulationPromise>
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*/
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private array $chunkPopulationRequestMap = [];
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/**
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* @var \SplQueue (queue of chunkHashes)
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* @phpstan-var \SplQueue<int>
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*/
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private \SplQueue $chunkPopulationRequestQueue;
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/** @var bool[] */
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private $generatorRegisteredWorkers = [];
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@ -390,6 +400,20 @@ class World implements ChunkManager{
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$this->server->getLogger()->info($this->server->getLanguage()->translateString("pocketmine.level.preparing", [$this->displayName]));
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$this->generator = GeneratorManager::getInstance()->getGenerator($this->provider->getWorldData()->getGenerator(), true);
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//TODO: validate generator options
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$this->chunkPopulationRequestQueue = new \SplQueue();
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$this->addOnUnloadCallback(function() : void{
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$this->logger->debug("Cancelling unfulfilled generation requests");
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foreach($this->chunkPopulationRequestMap as $chunkHash => $promise){
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$promise->reject();
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unset($this->chunkPopulationRequestMap[$chunkHash]);
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}
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if(count($this->chunkPopulationRequestMap) !== 0){
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//TODO: this might actually get hit because generation rejection callbacks might try to schedule new
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//requests, and we can't prevent that right now because there's no way to detect "unloading" state
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throw new AssumptionFailedError("New generation requests scheduled during unload");
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}
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});
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$this->folderName = $name;
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@ -626,6 +650,10 @@ class World implements ChunkManager{
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if(count($this->chunkLoaders[$chunkHash]) === 0){
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unset($this->chunkLoaders[$chunkHash]);
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$this->unloadChunkRequest($chunkX, $chunkZ, true);
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if(isset($this->chunkPopulationRequestMap[$chunkHash]) && !isset($this->activeChunkPopulationTasks[$chunkHash])){
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$this->chunkPopulationRequestMap[$chunkHash]->reject();
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unset($this->chunkPopulationRequestMap[$chunkHash]);
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}
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}
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if(--$this->loaderCounter[$loaderId] === 0){
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@ -2005,9 +2033,33 @@ class World implements ChunkManager{
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return isset($this->chunkLock[World::chunkHash($chunkX, $chunkZ)]);
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}
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private function drainPopulationRequestQueue() : void{
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$failed = [];
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while(count($this->activeChunkPopulationTasks) < $this->maxConcurrentChunkPopulationTasks && !$this->chunkPopulationRequestQueue->isEmpty()){
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$nextChunkHash = $this->chunkPopulationRequestQueue->dequeue();
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World::getXZ($nextChunkHash, $nextChunkX, $nextChunkZ);
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if(isset($this->chunkPopulationRequestMap[$nextChunkHash])){
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assert(!isset($this->activeChunkPopulationTasks[$nextChunkHash]), "Population for chunk $nextChunkX $nextChunkZ already running");
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$this->logger->debug("Fulfilling population request for chunk $nextChunkX $nextChunkZ");
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$this->orderChunkPopulation($nextChunkX, $nextChunkZ, null);
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if(!isset($this->activeChunkPopulationTasks[$nextChunkHash])){
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$failed[] = $nextChunkHash;
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}
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}else{
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$this->logger->debug("Population request for chunk $nextChunkX $nextChunkZ was discarded before it could be fulfilled");
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}
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}
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//these requests failed even though they weren't rate limited; we can't directly re-add them to the back of the
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//queue because it would result in an infinite loop
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foreach($failed as $hash){
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$this->chunkPopulationRequestQueue->enqueue($hash);
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}
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}
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public function generateChunkCallback(int $x, int $z, ?Chunk $chunk) : void{
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Timings::$generationCallback->startTiming();
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if(isset($this->activeChunkPopulationTasks[$index = World::chunkHash($x, $z)])){
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if(isset($this->chunkPopulationRequestMap[$index = World::chunkHash($x, $z)]) && isset($this->activeChunkPopulationTasks[$index])){
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if($chunk === null){
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throw new AssumptionFailedError("Primary chunk should never be NULL");
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}
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@ -2016,7 +2068,6 @@ class World implements ChunkManager{
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$this->unlockChunk($x + $xx, $z + $zz);
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}
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}
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unset($this->activeChunkPopulationTasks[$index]);
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$oldChunk = $this->loadChunk($x, $z);
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$this->setChunk($x, $z, $chunk, false);
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@ -2027,11 +2078,17 @@ class World implements ChunkManager{
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$listener->onChunkPopulated($x, $z, $chunk);
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}
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}
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unset($this->activeChunkPopulationTasks[$index]);
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$this->chunkPopulationRequestMap[$index]->resolve();
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unset($this->chunkPopulationRequestMap[$index]);
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$this->drainPopulationRequestQueue();
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}elseif($this->isChunkLocked($x, $z)){
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$this->unlockChunk($x, $z);
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if($chunk !== null){
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$this->setChunk($x, $z, $chunk, false);
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}
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$this->drainPopulationRequestQueue();
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}elseif($chunk !== null){
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$this->setChunk($x, $z, $chunk, false);
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}
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@ -2464,6 +2521,11 @@ class World implements ChunkManager{
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unset($this->blockCache[$chunkHash]);
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unset($this->changedBlocks[$chunkHash]);
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if(array_key_exists($chunkHash, $this->chunkPopulationRequestMap)){
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$this->chunkPopulationRequestMap[$chunkHash]->reject();
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unset($this->chunkPopulationRequestMap[$chunkHash]);
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}
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$this->timings->doChunkUnload->stopTiming();
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return true;
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@ -2605,43 +2667,64 @@ class World implements ChunkManager{
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}
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}
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private function enqueuePopulationRequest(int $chunkX, int $chunkZ, ?ChunkLoader $associatedChunkLoader) : ChunkPopulationPromise{
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$chunkHash = World::chunkHash($chunkX, $chunkZ);
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$this->chunkPopulationRequestQueue->enqueue($chunkHash);
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$promise = $this->chunkPopulationRequestMap[$chunkHash] = new ChunkPopulationPromise();
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if($associatedChunkLoader === null){
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$temporaryLoader = new class implements ChunkLoader{};
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$this->registerChunkLoader($temporaryLoader, $chunkX, $chunkZ);
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$promise->onCompletion(
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static function() : void{},
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fn() => $this->unregisterChunkLoader($temporaryLoader, $chunkX, $chunkZ)
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);
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}
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return $promise;
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}
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/**
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* Attempts to initiate asynchronous generation/population of the target chunk, if it's currently reasonable to do
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* so (and if it isn't already generated/populated).
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* If the generator is busy, the request will be put into a queue and delayed until a better time.
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*
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* This method can fail for the following reasons:
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* - The generation queue for this world is currently full (intended to prevent CPU overload with non-essential generation)
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* - The target chunk is already being generated/populated
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* - The target chunk is locked for use by another async operation (usually population)
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*
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* @return bool whether the chunk has been successfully populated already
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* TODO: the return values don't make a lot of sense, but currently stuff depends on them :<
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* A ChunkLoader can be associated with the generation request to ensure that the generation request is cancelled if
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* no loaders are attached to the target chunk. If no loader is provided, one will be assigned (and automatically
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* removed when the generation request completes).
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*/
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public function requestChunkPopulation(int $chunkX, int $chunkZ) : bool{
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if(count($this->activeChunkPopulationTasks) >= $this->maxConcurrentChunkPopulationTasks){
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return false;
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public function requestChunkPopulation(int $chunkX, int $chunkZ, ?ChunkLoader $associatedChunkLoader) : ChunkPopulationPromise{
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$chunkHash = World::chunkHash($chunkX, $chunkZ);
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$promise = $this->chunkPopulationRequestMap[$chunkHash] ?? null;
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if($promise !== null && isset($this->activeChunkPopulationTasks[$chunkHash])){
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//generation is already running
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return $promise;
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}
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return $this->orderChunkPopulation($chunkX, $chunkZ);
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if(count($this->activeChunkPopulationTasks) >= $this->maxConcurrentChunkPopulationTasks){
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//too many chunks are already generating; delay resolution of the request until later
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return $promise ?? $this->enqueuePopulationRequest($chunkX, $chunkZ, $associatedChunkLoader);
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}
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return $this->orderChunkPopulation($chunkX, $chunkZ, $associatedChunkLoader);
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}
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/**
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* Initiates asynchronous generation/population of the target chunk, if it's not already generated/populated.
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* If generation has already been requested for the target chunk, the promise for the already active request will be
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* returned directly.
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*
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* This method can fail for the following reasons:
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* - The target chunk is already being generated/populated
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* - The target chunk is locked for use by another async operation (usually population)
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*
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* @return bool whether the chunk has been successfully populated already
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* TODO: the return values don't make sense, but currently stuff depends on them :<
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* If the chunk is currently locked (for example due to another chunk using it for async generation), the request
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* will be queued and executed at the earliest opportunity.
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*/
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public function orderChunkPopulation(int $x, int $z) : bool{
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if(isset($this->activeChunkPopulationTasks[$index = World::chunkHash($x, $z)])){
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return false;
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public function orderChunkPopulation(int $x, int $z, ?ChunkLoader $associatedChunkLoader) : ChunkPopulationPromise{
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$index = World::chunkHash($x, $z);
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$promise = $this->chunkPopulationRequestMap[$index] ?? null;
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if($promise !== null && isset($this->activeChunkPopulationTasks[$index])){
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//generation is already running
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return $promise;
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}
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for($xx = -1; $xx <= 1; ++$xx){
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for($zz = -1; $zz <= 1; ++$zz){
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if($this->isChunkLocked($x + $xx, $z + $zz)){
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return false;
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//chunk is already in use by another generation request; queue the request for later
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return $promise ?? $this->enqueuePopulationRequest($x, $z, $associatedChunkLoader);
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}
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}
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}
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@ -2651,6 +2734,11 @@ class World implements ChunkManager{
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Timings::$population->startTiming();
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$this->activeChunkPopulationTasks[$index] = true;
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if($promise === null){
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$promise = new ChunkPopulationPromise();
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$this->chunkPopulationRequestMap[$index] = $promise;
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}
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for($xx = -1; $xx <= 1; ++$xx){
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for($zz = -1; $zz <= 1; ++$zz){
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$this->lockChunk($x + $xx, $z + $zz);
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@ -2665,10 +2753,13 @@ class World implements ChunkManager{
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$this->workerPool->submitTaskToWorker($task, $workerId);
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Timings::$population->stopTiming();
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return false;
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return $promise;
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}
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return true;
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//chunk is already populated; return a pre-resolved promise that will directly fire callbacks assigned
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$result = new ChunkPopulationPromise();
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$result->resolve();
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return $result;
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}
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public function doChunkGarbageCollection() : void{
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@ -285,7 +285,7 @@ class WorldManager{
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foreach((new ChunkSelector())->selectChunks(3, $centerX, $centerZ) as $index){
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World::getXZ($index, $chunkX, $chunkZ);
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$world->orderChunkPopulation($chunkX, $chunkZ);
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$world->orderChunkPopulation($chunkX, $chunkZ, null);
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}
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}
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