Commit Graph

826 Commits

Author SHA1 Message Date
0f78a2b5ef Advisory chunk locking for chunk population (#4513)
this allows chunks locked for population to be modified. If the PopulationTask detects that the chunk was modified during the onCompletion(), the result of the population will be discarded and rescheduled, so that it includes user modifications.
2021-10-31 21:11:20 +00:00
f1a791ef75 Improved Promise API - separate resolver and consumer APIs
this makes creating a promise slightly more cumbersome, but I'm more concerned about people who might try to call 'new Promise' directly.
2021-10-31 19:49:57 +00:00
4fe3f69702 World: eliminate final remaining 'no loaders attached' debug message on player creation 2021-10-31 14:33:27 +00:00
fbb91d123d World::unregisterChunkListenerFromAll(): go through unregisterChunkListener()
this ensures that everything gets cleaned up properly (e.g. player chunk listeners).
2021-10-31 14:03:40 +00:00
3dc75644d9 World: avoid duplicated logger code in initChunk() 2021-10-31 14:02:25 +00:00
1cabe4baf3 World: do not crash on duplicate tiles loaded from disk
closes #4049
2021-10-31 13:58:32 +00:00
faad2365e2 World: Register a temporary chunk loader on chunks used by PopulationTask
fixes #3839
2021-10-30 22:17:06 +01:00
465a509858 World: remove spammy debug message 2021-10-30 16:13:01 +01:00
a4eda9a8f5 World: call nearby entities' onNearbyBlockChange() in setChunk()
fixes #2779 in all known cases.
2021-10-28 23:59:32 +01:00
eb75df6f8e World: Intelligently perform automatic transfer or deletion of tiles in setChunk(), depending on the context
tiles may be deleted in the following circumstances:
1) the target block in the new chunk doesn't expect a tile
2) the target block in the new chunk expects a different type of tile (responsibility of the plugin developer to create the new tile)
3) there's already a tile in the target chunk which conflicts with the old one

In all other cases, the tile will be transferred.

This resolves a large number of unintentional bugs caused by world editors replacing chunks without setting the deleteTilesAndEntities parameter to false (even the core itself does it).

closes #4520
2021-10-28 23:48:17 +01:00
c66790b6a6 World: never delete entities in setChunk()
entities exist completely independently from chunks now, so there is no need to interact with them whatsoever.
As I wrote in #4520, there's no sense in deleting entities here, since a chunk replacement is essentially just a mass block update.

On that theme, it might be a good idea to call Entity->onNearbyBlockChange() for all entities in the target and adjacent chunks when replacing a chunk, to ensure that they get the proper movement updates.
2021-10-28 23:42:28 +01:00
d78801b9d5 World: fixed tiles and entities getting deleted when adjacent chunks are modified during population 2021-10-28 22:24:47 +01:00
d410db4302 Chunk: rename DIRTY_FLAG_TERRAIN to DIRTY_FLAG_BLOCKS
we use the word 'terrain' elsewhere to refer to the combination of blocks and biomes, so using TERRAIN here is misleading.
2021-10-28 22:11:07 +01:00
a62ce64fdd Revert "Chunk: added modification counter"
This reverts commit a5418a019d.

The more I assessed this, the more I realized that this implementation
doesn't actually offer any value. Since modcounters don't persist after
chunk unload + reload, they can't be reliably used to detect changes in
chunks without additional event subscriptions.
For the purpose I actually intended to use them for (population task
cancellation) there's a) another solution, and b) modcounts are
unreliable for that too, because of the aforementioned potential for
chunks to get unloaded and reloaded.
For the case of detecting dirty chunks within PopulationTask itself,
they are also unnecessary, since the dirty flags are sufficient within
there, since FastChunkSerializer doesn't copy dirty flags.

In conclusion, this was a misbegotten addition with little real value,
but does impact performance in hot paths.
2021-10-28 21:02:04 +01:00
a7d8a598e1 World: reduce code duplication for chunk coordinate calculation 2021-10-26 22:58:17 +01:00
51fbff204b World: make PhpStorm understand return type of getAdjacentChunks() 2021-10-26 20:32:09 +01:00
1873457840 PopulationTask: stop using dynamic properties 2021-10-26 20:21:58 +01:00
fca70efbb1 World: move chunk population related methods to be in the same overall place 2021-10-26 16:44:08 +01:00
8f88393184 World: Specialize generateChunkCallback() for PopulationTask
this allows us to also set the adjacent chunks before calling ChunkPopulateEvent, to give a more accurate picture of what changed.
2021-10-26 15:28:00 +01:00
94f4ef5862 PopulationTask: Throw AssumptionFailedError if center chunk is null for some reason 2021-10-25 21:07:03 +01:00
2e2515354c PopulationTask: fixed undefined method call
fuck you PhpStorm! fuck you PhpStorm! fuck you PhpStorm!
2021-10-25 20:57:43 +01:00
359d0835f3 CS 2021-10-25 20:54:39 +01:00
d4cbde6f10 PopulationTask: use modification counters to detect changed chunks
instead of using terrain dirty flags, which aren't suitable for this purpose
2021-10-25 20:53:50 +01:00
a5418a019d Chunk: added modification counter
this is independent from the terrain dirty flags (which are specifically used to track state of chunks needing to be saved).
2021-10-25 20:53:11 +01:00
baba25953f Chunk: make all parameters of __construct() mandatory and non-nullable
having the constructor fill in defaults for these invariably causes bugs.
2021-10-25 20:22:50 +01:00
d53347454b Chunk: use HeightArray::fill() 2021-10-25 20:17:30 +01:00
401e8d117b Flat: use a less dumb way to build biome array 2021-10-25 20:15:33 +01:00
9835d75f65 Chunk: removed heighArray parameter from constructor
we don't pass this anywhere, and really it should be dynamically initialized anyway, just like light.
2021-10-25 20:13:50 +01:00
b8519d1af4 World: fixed every chunk having terrain saved at least once, even if unmodified
setPopulated() sets dirty flags on the chunk, causing the autosave sweep
to think they've been changed when they haven't. We now pass
terrainPopulated to the constructor to avoid this ambiguity recurring in
the future.
2021-10-25 19:53:47 +01:00
04aedc6494 Updated BedrockProtocol 2021-10-23 23:54:49 +01:00
701a71a4ee Sound::encode() position is no longer nullable
making this nullable was based on the invalid assumption that global sounds have no position, but it turns out they _do_ still use the position to make the sound come from the correct direction.
2021-10-23 02:01:26 +01:00
c77829f4ad Migrate packet creation to use ::create() methods in all but one case
MovePlayerPacket doesn't yet have a ::create() due to a complication with fields that aren't always present.
2021-10-23 01:46:01 +01:00
c773e43eda Updated BedrockProtocol to pmmp/BedrockProtocol@97fa88e9ef 2021-10-23 01:16:45 +01:00
d73ea8efe4 FlatGeneratorOptions: Do not hardcode biome ID 2021-10-11 21:32:20 +01:00
8fd475f87b WorldManager: Check generator options of worlds before loading them, too 2021-10-11 17:44:38 +01:00
34f54750c8 Added support for creation-time validation of generator options, closes #2717 2021-10-11 17:37:47 +01:00
092aabeb97 fix CS 2021-10-11 17:21:19 +01:00
70deea0ef9 Flat: Move preset handling to a FlatGeneratorOptions unit 2021-10-11 16:53:08 +01:00
859cdfa5d2 GeneratorManager: removed unused parameter from getGenerator() 2021-10-11 16:18:38 +01:00
7b6632941d GeneratorManager::getGenerator() now returns null for unknown generator aliases
instead of returning Normal::class (indistinguishable from successful match) or throwing an exception (pain in the ass to handle).
2021-10-11 16:04:36 +01:00
308d7c126a Fixed world data ::generate() functions putting level.dat in the wrong place if the world path didn't end with a / 2021-10-08 23:39:25 +01:00
d63b9d1648 WorldManager: localize strings for world loading, generation and conversion 2021-10-02 20:33:32 +01:00
f5266ec816 World: remove dead code leftover from 34f01a3ce3
fixes #4486
2021-10-02 12:33:46 +01:00
c7e9138994 PopulationTask: reduce code duplication 2021-10-01 23:18:56 +01:00
88f799da2c more AssumptionFailedError hacks for PHPStan :(
the code in this class is really horrible
2021-10-01 23:05:48 +01:00
8de30e8162 FastChunkSerializer no longer serializes light by default
the core doesn't use this anywhere.
serializeWithoutLight() has been renamed to serializeTerrain() to more accurately describe what it does.
2021-10-01 22:57:22 +01:00
e6f6a036ef LightPopulationTask: do not copy existing light arrays
this task wipes out the light arrays and recalculates them from scratch, so it's pointless to copy any preexisting light arrays anyway.
2021-10-01 22:34:11 +01:00
5b818827db Chunk: stop exposing SplFixedArray<SubChunk> to the API
this fixes a large number of PHPStan errors, and also brings us a step closer to negative-build-height readiness.
2021-10-01 22:17:28 +01:00
42bf9578ce Remove unused constants 2021-10-01 22:05:03 +01:00
6cf181b579 LevelDB: Use arrow functions for better readability 2021-09-16 14:44:56 +01:00