315962c12c
Added __clone() for Chunk and SubChunk
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we need this because the flatworld generator uses clone to produce new chunks, so we don't want the chunks getting fucked up.
2020-11-01 16:14:25 +00:00
1d551af54a
Merge remote-tracking branch 'origin/stable'
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# 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
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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
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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
73a8c90bee
Merge remote-tracking branch 'origin/stable'
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# Conflicts:
# resources/vanilla
# src/world/Explosion.php
# tests/phpunit/item/ItemTest.php
# tests/phpunit/world/format/io/region/RegionLoaderTest.php
# tests/plugins/TesterPlugin/src/pmmp/TesterPlugin/tests/AsyncTaskMainLoggerTest.php
# tests/plugins/TesterPlugin/src/pmmp/TesterPlugin/tests/AsyncTaskMemoryLeakTest.php
2020-11-01 14:21:47 +00:00
c1a451f3b1
SubChunkExplorer: ditch subChunkChangeFunc
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this is better implemented by checking the moveTo() result, which also won't have circular dependencies.
2020-10-31 23:46:27 +00:00
817372c55b
SkyLightUpdate: make heightmap calculation routines pure
2020-10-31 23:42:32 +00:00
c39a1407a2
Move heightmap calculation logic to SkyLightUpdate
2020-10-31 23:34:04 +00:00
59a3e8c096
BiomeArray: added ::fill()
2020-10-31 23:22:42 +00:00
4549522289
Rename Chunk::getSubChunkChecked() -> getSubChunk()
2020-10-31 23:12:03 +00:00
e09d78238f
Removed EmptySubChunk and SubChunkInterface
2020-10-31 23:10:31 +00:00
13d7b7ee1a
Removed final remaining usages of Chunk::getSubChunk()
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this clears the way to get rid of EmptySubChunk.
2020-10-31 23:07:36 +00:00
f50be1ba63
Chunk: Use getSubChunkChecked() in getFullBlock()
2020-10-31 23:06:12 +00:00
bacfcf258e
World: remove unused function
2020-10-31 23:00:27 +00:00
8ee70dc30a
SimpleChunkManager: fix missing mask in getBlockAt()
2020-10-31 22:55:56 +00:00
01001dca74
Use Chunk::getSubChunkChecked() in places where we know that an invalid coordinate cannot be requested
2020-10-31 22:48:41 +00:00
b270029161
Rename Chunk::getWritableSubChunk() -> Chunk::getSubChunkChecked()
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this is not specific to 'writable', it's just an opt-in to checked bounds so that an EmptySubChunk will never be received.
2020-10-31 22:46:33 +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
d0470a80ab
SimpleChunkManager: remove post-mature optimisation
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these methods are not used in hot paths and are inherently slow anyway, not to mention the introduction of morton codes eliminating the hashtable indexing problem.
2020-10-31 22:02:36 +00:00
ddda2d1e64
Remove $create parameter from ChunkManager::getChunk()
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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
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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
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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
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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
68f5eada32
added fire extinguishing sound, closes #2777
2020-10-31 20:18:06 +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()
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this is the same as its 'non-real' counterpart, but it accounts for time of day.
2020-10-31 16:44:42 +00:00
66edf5a165
Particle::encode() now always returns ClientboundPacket[]
2020-10-31 15:51:17 +00:00
5a320f22b7
Sound::encode() now always returns an array
2020-10-31 15:48:46 +00:00
0cbc5c9a4a
region: harden handling of ByteArrayTag
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previously this would just explode if the wrong length of data was given.
2020-10-31 15:37:06 +00:00
058bb3a91a
World: do not execute neighbour block updates on unloaded chunks
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we might also need to delay this if any adjacent chunk is also not loaded, in case the block wants to access adjacent blocks during its neighbour update.
2020-10-29 13:37:14 +00:00
cfb9cc8999
fix build failure
2020-10-29 13:22:35 +00:00
b079772d32
World: do not include unloaded or unlit chunks in getHighestAdjacentBlock(Sky)Light()
2020-10-29 13:05:25 +00:00
3c892182fd
World: change some usages of getOrLoadChunk() to getChunk()
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these usages don't require getOrLoadChunk() because they already check for unloaded chunks anyway.
2020-10-29 12:57:33 +00:00
3e1263eb79
Chunk: remove all proxy APIs to lighting information
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these aren't used by internals and they shouldn't be used by plugins either.
2020-10-29 12:11:06 +00:00
797e0996f4
PopulationTask: Do not include light when serializing chunks (either way)
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non-populated chunks shouldn't be light-populated anyway, but in some cases they are (bug or plugin interference).
chunks which were already populated might get modified by adjacent chunk populations, which should invalidate their lighting because generation doesn't track which blocks were changed, so the whole chunk should be recalculated.
2020-10-27 18:42:30 +00:00
1859dac789
Implemented self-contained (pass 1) chunk relighting
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this doesn't handle propagating light across chunk borders yet, since that's much more complex to implement.
2020-10-27 18:29:32 +00:00
0ecd68e4a7
LightUpdate: remove premature optimisation which breaks when mass-update lighting is used
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when setBlockSkyLightArray/setBlockLightArray was used, currentLightArray would retain a reference to the old light array, which would cause false readings if SubChunkExplorer didn't move away from that subchunk and back.
This causes a small degradation of performance, but I think it can be implemented differently anyway.
This also fixes #3816 .
2020-10-27 18:01:31 +00:00
05ab75b5ce
PopulationTask: do not calculate lighting for chunks
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we do this ondemand now, which means this is just wasting CPU for the vast majority of generated chunks.
2020-10-27 17:03:57 +00:00
31c2c3abb5
SubChunkExplorer::moveTo() now returns a status
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this can be used by SubChunkExplorer subclasses to implement specialized logic.
2020-10-26 16:25:21 +00:00
390bc631c8
SubChunk: added moveToChunk()
2020-10-26 16:04:31 +00:00
8bab9cc108
RegionWorldProvider: use morton2d directly instead of abusing chunkHash()
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while these currently do the same thing, it's very confusing and creates an unnecessary dependency on World.
2020-10-26 15:34:32 +00:00
d6ed542fcd
Merge remote-tracking branch 'origin/stable' into master
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# Conflicts:
# composer.json
# composer.lock
# src/CrashDump.php
# src/pocketmine/Server.php
# src/pocketmine/level/format/io/region/McRegion.php
# tests/phpstan/configs/check-explicit-mixed-baseline.neon
# tests/phpstan/configs/l7-baseline.neon
# tests/phpstan/configs/l8-baseline.neon
# tests/travis/setup-php.yml
2020-10-26 16:18:53 +00:00
4c0c2ebd24
CS cleanup
2020-10-26 15:56:30 +00:00
286ac2a975
Rework World::blockHash() to use morton3d
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this uses the unused bits on the Y component to expand the X/Z axes to 2^27 blocks long instead of 2^21 permitted by a regular morton3d code. It does require the sacrifice of an additional bit on the Y axis, but the performance advantages are more than worth it.
I'm exploring how realistic it would be to just eliminate blockHash global usage (currently in lighting updates and explosions). This would allow scaling up to 2^32 without larger hashes (morton2d for chunks).
2020-10-20 20:31:10 +01:00
9a282e2646
Noise: Improve fastNoise3D performance by ~25-30%
2020-10-17 20:03:19 +01:00
095449e86a
Normal (generator): micro optimisations (and readability improvements)
2020-10-17 19:24:01 +01:00
0f9d5f7011
ext-morton is now required and used for World::chunkHash() and World::chunkBlockHash()
2020-10-17 16:09:30 +01:00