238 Commits

Author SHA1 Message Date
Dylan K. Taylor
1ebb206762
World: fixed yet another edge case in drainPopulationRequestQueue() leading to assertion failure
really had to go fucking nuclear on it :(
2021-11-03 14:58:58 +00:00
Dylan K. Taylor
d184838ba0
Move Promise classes to their own namespace 2021-11-02 17:10:07 +00:00
Dylan K. Taylor
38f97bed52
World: fixed PopulationTask failed assumption that generator is always registered
if the worker selected previously had a generator registered, but has since been shutdown, the workerStartHook that cleans up generatorRegisteredWorkers won't yet have been called.
This results in the worker being started by the submission of PopulationTask, and the generator doesn't get preemptively registered.
2021-11-02 16:58:14 +00:00
Dylan K. Taylor
e34364412b
Replace InvalidStateException usages with InvalidArgument or LogicException 2021-11-02 16:05:54 +00:00
Dylan K. Taylor
8b3565b75d
PopulationTask no longer depends on a World object
this means it's now possible to test generation offline without too much hassle.
World::generateChunkCallback() has been removed from public API.
2021-11-02 15:40:51 +00:00
Dylan K. Taylor
facfd7c04a
sanity check 2021-11-02 15:26:54 +00:00
Dylan K. Taylor
65ef9f786a
Use standard chunkHash() to index population chunks 2021-11-02 15:25:03 +00:00
Dylan K. Taylor
34ea199fb0
World: fixed additional edge case - population promise rejected before task completion
if this happened, the index would stay set in activeChunkPopulationTasks, eventually causing the generation queue to jam up completely and non-forced generation to come to a standstill.
2021-11-02 14:30:23 +00:00
Dylan K. Taylor
1775699f05
World: make sure that chunks locked by PopulationTask always get unlocked, no matter what
fixes #4527
2021-11-02 14:20:42 +00:00
Dylan K. Taylor
c17587d436
World: use new Vector3() instead of Block->getPosition()
When profiling this, I noticed that we spend a stupidly large amount of time creating useless Position objects in the case of update=true, because Vector3->sides() calls Position->getSide(), which calls Position::fromObject(parent::getSide()). This is stupid because the update logic doesn't require Positions anywhere (as evidenced by this change needing no other alterations.

A rough profile shows that this improves setBlock() performance by about 25% in the update=true case, which is a pretty big margin.
As an added bonus, it gets rid of some unrealized cyclic dependencies in World->changedBlocks.
2021-11-02 03:00:00 +00:00
Dylan K. Taylor
616eb0050d
World: remove premature optimisation of setBlockAt() introduced by ece28e5d7b0d4c8d12a9477cdd1d3337277e892d
closes #4531
it turns out that letting the light updates themselves handle this is faster than trying to get in the way.
2021-11-01 02:34:44 +00:00
Dylan K. Taylor
9d30bc8b95
World: fixed assertion failure when requesting, cancelling, and then re-requesting chunks via requestChunkPopulation()
if the request/cancel/re-request happens all in the time before the queue gets drained, chunk hashes may appear multiple times in the queue. We don't want to process them twice if this happens (although it's mostly harmless anyway).
2021-11-01 02:17:11 +00:00
Dylan K. Taylor
c781efcf90
World: avoid calling the same logic twice in requestChunkPopulation()
orderChunkPopulation() checks the preconditions too. Have them both call an internal function that doesn't.
2021-11-01 00:36:57 +00:00
Dylan K. Taylor
e4a54f5b6a
World: deduplicate code in request/orderChunkPopulation 2021-11-01 00:33:18 +00:00
Dylan K. Taylor
afb54f1ae4
World: flip orderChunkPopulation() condition around
this makes it more obvious that the code is similar to requestChunkPopulation() barring one distinct difference.
2021-11-01 00:25:30 +00:00
Dylan K. Taylor
8f803df511
World: check population locks _after_ checking if the chunk is already populated, not before
this led to another case where a population request would be queued up for an already-populated chunk for no reason.
2021-10-31 23:54:27 +00:00
Dylan K. Taylor
f4a3c40b5c
World: use better variable names in orderChunkPopulation() 2021-10-31 23:48:00 +00:00
Dylan K. Taylor
9dec82cdbc
World: fixed requestChunkPopulation() queuing requests for chunks which are already populated
this led to chunk sending getting bogged down if there were more than population-queue-size chunks waiting to be generated.
2021-10-31 23:40:34 +00:00
Dylan K. Taylor
74031d2fbe
World: remove the fulfilled promise from the population request map
fixes crash when unregistering chunk loaders
2021-10-31 23:05:12 +00:00
Dylan K. Taylor
96cfdc79b8
World: fixed original promise not getting fulfilled if the chunk became populated=true after a promise was already made (but not fulfilled) to populate it
this could happen if a plugin calls setPopulated(true) on a chunk after a request for its population landed in the queue, but before it actually got processed. In that case, the promise would never get fulfilled.
2021-10-31 22:54:37 +00:00
Dylan K. Taylor
2fa0a914ff
World::orderChunkPopulation() may return a pre-resolved promise
this does not indicate a failure; it indicates that the chunk has already been successfully populated.
In this case, we shouldn't be putting the task back on the queue.

This is skirting around the real bug, which is that requestChunkPopulation() doesn't check if the target chunk is already populated before it creates a new promise that it will be.
2021-10-31 22:51:37 +00:00
Dylan T
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
Dylan K. Taylor
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
Dylan K. Taylor
4fe3f69702
World: eliminate final remaining 'no loaders attached' debug message on player creation 2021-10-31 14:33:27 +00:00
Dylan K. Taylor
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
Dylan K. Taylor
3dc75644d9
World: avoid duplicated logger code in initChunk() 2021-10-31 14:02:25 +00:00
Dylan K. Taylor
1cabe4baf3
World: do not crash on duplicate tiles loaded from disk
closes #4049
2021-10-31 13:58:32 +00:00
Dylan K. Taylor
faad2365e2
World: Register a temporary chunk loader on chunks used by PopulationTask
fixes #3839
2021-10-30 22:17:06 +01:00
Dylan K. Taylor
465a509858
World: remove spammy debug message 2021-10-30 16:13:01 +01:00
Dylan K. Taylor
a4eda9a8f5
World: call nearby entities' onNearbyBlockChange() in setChunk()
fixes #2779 in all known cases.
2021-10-28 23:59:32 +01:00
Dylan K. Taylor
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
Dylan K. Taylor
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
Dylan K. Taylor
d78801b9d5
World: fixed tiles and entities getting deleted when adjacent chunks are modified during population 2021-10-28 22:24:47 +01:00
Dylan K. Taylor
a7d8a598e1
World: reduce code duplication for chunk coordinate calculation 2021-10-26 22:58:17 +01:00
Dylan K. Taylor
51fbff204b
World: make PhpStorm understand return type of getAdjacentChunks() 2021-10-26 20:32:09 +01:00
Dylan K. Taylor
fca70efbb1
World: move chunk population related methods to be in the same overall place 2021-10-26 16:44:08 +01:00
Dylan K. Taylor
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
Dylan K. Taylor
c773e43eda
Updated BedrockProtocol to pmmp/BedrockProtocol@97fa88e9ef 2021-10-23 01:16:45 +01:00
Dylan K. Taylor
34f54750c8
Added support for creation-time validation of generator options, closes #2717 2021-10-11 17:37:47 +01:00
Dylan K. Taylor
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
Dylan K. Taylor
f5266ec816
World: remove dead code leftover from 34f01a3ce3c02f41cfebfc81d34b755cfed62811
fixes #4486
2021-10-02 12:33:46 +01:00
Dylan K. Taylor
5ddd94b7e8
Remove redundant World->isChunkGenerated() calls
isChunkGenerated() merely checks if the chunk can be loaded from disk, if it's not in the runtime cache already.
This is pointless in all of these cases, because the check is prefaced by an isChunkLoaded() check, which already limits the possibility anyway. If the chunk is not generated, it'll also be considered not loaded.
2021-09-12 15:21:09 +01:00
Dylan K. Taylor
f0fa561c2f
World: use arrow functions in useBreakOn() 2021-09-12 15:16:55 +01:00
Dylan T
4111d92b98
Stop hardcoding chunk dimensions everywhere (#4443) 2021-09-10 16:13:25 +01:00
Dylan K. Taylor
9d5a86fe53
Revert "World: make the second parameter for getCollidingEntities() mandatory and non-nullable"
This reverts commit e1b7bf31bbbf8a0c679bdf238cf7594881d0842b.

fixes #4447
2021-09-10 16:06:08 +01:00
Dylan K. Taylor
e0e19c67ef
World: do not warn about leaked Player entities during world unload
this raises false-positives during shutdown if players were online.
The fact that the player entity leans on the World to clean up after it is slightly problematic, but I'm not sure what else to do about it for now.
2021-09-09 15:55:37 +01:00
Dylan K. Taylor
34f01a3ce3
World: Track entities separately from chunks
this allows entities to exist outside of generated chunks, with one caveat: they won't be saved in such cases.
Obviously, for player entities, this doesn't matter.

fixes #3947
2021-09-09 01:17:41 +01:00
Dylan K. Taylor
ba2bfe0e11
World: depopulate neighbourBlockUpdateQueueIndex sooner
this fixes 2 problems:
1) Blocks which set themselves to something else during onNearbyBlockChange() would not receive any block update
2) A memory leak when blocks in unloaded chunks were scheduled for an update.

I'm a little uneasy about this change, because there must have been some reason why I put this at the end of the block and not at the start, but whatever it is, I can't reason about it, and there's reasons not to put it at the end too.
2021-09-08 22:11:17 +01:00
Dylan K. Taylor
72fb49b356
World: add notifyNeighbourBlockUpdate() to allow triggering neighbour block updates on blocks manually
this can be useful if blocks were modified asynchronously.
2021-09-07 20:18:53 +01:00
Dylan K. Taylor
e1b7bf31bb
World: make the second parameter for getCollidingEntities() mandatory and non-nullable
the only reason to use getCollidingEntities() instead of getNearbyEntities() is if you have an entity that may or may not be collidable depending on certain conditions.
Really, I don't think this logic belongs in World at all, but for now it has to stay, because some other stuff depends on it.
2021-09-05 15:22:12 +01:00