Commit Graph

138 Commits

Author SHA1 Message Date
1e737644de World: split populateChunk() into two functions
requestChunkPopulation() respects the queue size, orderChunkPopulation() does not.
requestChunkPopulation() should be used for non-essential generation (which mainly includes generation for player use).
orderChunkPopulation() should probably be used by plugins.
2020-12-17 23:49:37 +00:00
48623f4e79 World: add additional checks to addEntity() and removeEntity() 2020-12-14 18:55:52 +00:00
dd58a95ae5 Move last-known-position tracking to World instead of Entity 2020-12-10 18:28:40 +00:00
e925423749 Entity: fix chunk tracking consistency issues, fixed attempted chunk loading in origin world when teleporting to a different position in a different world 2020-12-10 18:13:18 +00:00
59cb11dc83 ChunkManager->setChunk() no longer accepts NULL 2020-12-05 18:54:30 +00:00
b6df5b974d World->getHighestBlockAt() may still return -1 if the queried column of blocks is all air 2020-12-05 18:14:38 +00:00
1f330c0f50 World: ignore entities calling onEntityMoved() who aren't members of the world
this can happen if movement or teleportation occurs during the creation of an entity.
2020-12-05 17:49:34 +00:00
d728160a77 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.
2020-12-05 00:59:16 +00:00
1c49cedc8c World: disallow block placement and breaking in unloaded, ungenerated and locked chunks 2020-12-04 15:49:35 +00:00
bacdb7bde5 Make sure generator gets preemptively registered when a worker restart is detected
if a PopulationTask took place after the target worker was garbage collected, the population would fail and the chunks it used would be copied for nothing.
This change marks workers as having unregistered generators when detecting that a worker that previously had a generator registered is restarted.
2020-12-04 15:44:17 +00:00
b9cd633cee Chunks no longer exist in un-generated state
a non-generated chunk is now always represented by NULL. This forces the case of ungenerated chunks to be handled by all code, which is necessary because ungenerated chunks cannot be interacted with or modified in any meaningful way.
2020-12-03 22:28:43 +00:00
05ab44f768 PopulationTask no longer creates chunks if they don't exist
creating a throwaway empty chunk on the main thread is pointless.
2020-12-03 22:12:42 +00:00
c808095978 Chunks no longer contain their own coordinates 2020-12-03 21:59:30 +00:00
999defd20d World: remove create params from loadChunk() and loadChunkAtPosition() 2020-12-03 18:49:14 +00:00
a67f0d1f75 World->registerChunkLoader() no longer causes creation of an empty chunk
this only made sense to work around the server crashing when creating a player in ungenerated terrain, but spawning at y=256 is hardly preferable, and it'll crash since fd99445c5b anyway ...
2020-12-03 18:41:53 +00:00
ec2feeffcb World->populateChunk() no longer causes ChunkLoadEvent to fire with an empty chunk
instead, it will fire when the chunk comes out of PopulationTask and is set into the world using setChunk().
There is still one place left where auto-creation of empty chunks is used by the core, and that's an issue i'm still deciding how to deal with.
2020-12-03 18:23:03 +00:00
fa9be2477d World: do not fire ChunkListener->onChunkChanged() when a new chunk is set
the documentation expressly describes a chunk being _replaced_ by a new chunk. This doesn't fit when the chunk didn't exist to begin with.
2020-12-03 18:20:43 +00:00
74744fd498 World: fire ChunkLoadEvent in setChunk() if the chunk did not previously exist
I'm of two minds whether this should continue to fire onChunkChanged() on chunk loaders or not, since the chunks won't be referenced by any chunk loader anyway by virtue of not existing ...
2020-12-03 18:15:09 +00:00
10067c1043 Improve painting performance
these really shouldn't hit the CPU at all considering they are simply static objects ...
2020-12-01 23:31:38 +00:00
4ea5401d72 World->getHighestBlockAt() now throws an exception instead of returning -1 in ungenerated terrain 2020-11-26 19:44:22 +00:00
fd99445c5b World->getSafeSpawn() now throws if the target is in ungenerated terrain, instead of silently returning the default
this WILL cause crashes in some cases on slower machines (#2724), but it's
better than randomly spawning at the top of the map.
2020-11-26 19:36:37 +00:00
6cf875ca3a Item: rename onActivate() to onInteractBlock() 2020-11-09 19:33:13 +00:00
66955d4b99 World: make loadChunk() more useful, drop useless proxy function getOrLoadChunk() 2020-11-09 13:41:46 +00:00
64afb6f2e2 Move responsibility of firing chunk requests from World to NetworkSession
this is, after all, all about sending chunks ...
2020-11-08 14:14:43 +00:00
4b46549cd1 fix PHPStan failure
setDirtyFlag has a void return type, so PHPStan assumes it's non-pure and invalidates the type info.
2020-11-05 14:35:23 +00:00
058a3b3fa6 relocate some world-specific logic from Chunk to World 2020-11-05 14:28:36 +00:00
8762d44506 World: skip lighting updates on chunks which are not yet light populated 2020-11-04 17:50:16 +00:00
5cc2a9c3dd World: rename getChunkAtPosition() to getOrLoadChunkAtPosition()
this more accurately reflects what it does.
2020-11-03 14:12:47 +00:00
2e9b2d4aae World: fixed false unload events firing on chunk replacement when tiles and entities are deleted 2020-11-01 17:41:58 +00:00
61112e4912 World: make create params of loadChunk and getOrLoadChunk mandatory
differences in the default values almost caused me to miss some bugs while trying to remove them.
2020-11-01 17:36:56 +00:00
0bb37b5065 World: formalize setBlockAt()'s refusal to modify un-generated chunks
closes #2631
2020-11-01 17:24:09 +00:00
1f2bc8cb69 World: remove rogue import 2020-11-01 17:05:57 +00:00
4231bfdc7e Relocate biome ID constants to pocketmine\data\bedrock package 2020-11-01 16:53:06 +00:00
b176f4c12f Switch to BiomeRegistry
I accidentally committed this in c869a7f099 and didn't notice. I intended to use it and never noticed.
2020-11-01 16:47:13 +00:00
1d551af54a Merge remote-tracking branch 'origin/stable'
# Conflicts:
#	resources/vanilla
#	src/pocketmine/level/Level.php
#	src/pocketmine/level/format/Chunk.php
#	tests/phpstan/configs/l7-baseline.neon
2020-11-01 15:58:16 +00:00
2684ee96f7 World: do not perform base lighting calculation on non-generated chunks
this was causing twice as many light calculations for freshly generated chunks.
2020-11-01 15:53:50 +00:00
ef542880de WorldManager: allow different World instances to have different AsyncPool instances
instead of being forced to use the Server async pool
right now the intent of this is to reduce (and ultimately eliminate) the dependency of World on Server, but it might come in useful for other stuff too, for example a chunkserver-based generator implementation which blocks on network instead of eating CPU (it would just waste CPU for other tasks).
2020-11-01 15:21:15 +00:00
11434f3a27 World::setBiomeId() now bails when trying to modify a non-generated chunk (or chunk locked for generation) 2020-11-01 15:00:48 +00:00
d6d9dde0b2 imports cleanup 2020-11-01 14:23:21 +00:00
4549522289 Rename Chunk::getSubChunkChecked() -> getSubChunk() 2020-10-31 23:12:03 +00:00
13d7b7ee1a Removed final remaining usages of Chunk::getSubChunk()
this clears the way to get rid of EmptySubChunk.
2020-10-31 23:07:36 +00:00
bacfcf258e World: remove unused function 2020-10-31 23:00:27 +00:00
5701e733cc World: fixed a crash in getFullBlock() when used on ungenerated terrain 2020-10-31 22:36:12 +00:00
f5807ac049 World::getBlockAt() now doesn't assume that AIR has a fullStateId of 0 2020-10-31 22:22:02 +00:00
ddda2d1e64 Remove $create parameter from ChunkManager::getChunk()
this restores SimpleChunkManager's behaviour to PM3, removing the need for GeneratorChunkManager (although I'm dubious whether SubChunkExplorer makes any sense in there any more now that we have morton in the mix).
2020-10-31 21:54:51 +00:00
dec235abab World: don't create a new chunk just to read biome info
the chunk won't be generated, so we can provide the default result without creating a new chunk for no reason.
2020-10-31 21:29:39 +00:00
de867f1b86 World: don't create an empty chunk just for accessing the highest block
this is pointless since the chunk will not be generated anyway, so it serves no end to create it.
2020-10-31 21:27:16 +00:00
f0d62cf4ce World: don't try to load chunks to read light levels
sync chunk load is useless here because lighting isn't immediately calculated anyway and it isn't available directly from the chunk when loaded.
2020-10-31 20:38:15 +00:00
5f7b0994b9 World: rename get(HighestAdjacent)BlockSkyLight(At) to make it clear these are **potentials**, not the actual light level 2020-10-31 16:47:34 +00:00
241a50387b World: added getHighestAdjacentRealBlockSkyLight()
this is the same as its 'non-real' counterpart, but it accounts for time of day.
2020-10-31 16:44:42 +00:00