Commit Graph

47 Commits

Author SHA1 Message Date
0356716e8e PopulationTask: do not expose internal fields as public
this code dates back to pthreads v2, when visibility on Threaded object fields meant different things (wtf, krakjoe??)
2021-11-03 15:23:43 +00:00
5c81b04813 PopulationTask: use typed properties 2021-11-03 15:22:49 +00:00
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
65ef9f786a Use standard chunkHash() to index population chunks 2021-11-02 15:25:03 +00:00
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
faad2365e2 World: Register a temporary chunk loader on chunks used by PopulationTask
fixes #3839
2021-10-30 22:17:06 +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
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
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
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
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
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
2fe03757d5 PopulationTask: fixed PHPStan errors 2021-08-30 00:26:54 +01:00
0289b45202 Chunk: Drop dirty flags for tiles and entities
instead, just ungate this and allow the provider to decide what to do.
Any chunk that contains entities or tiles is already always considered dirty, so the only thing the flags are good for is flagging chunks that previously had tiles and/or entities but no longer do.
In those cases, it's just removing keys from LevelDB anyway, so it's already very cheap.
Avoiding these redundant deletions is not worth the extra complexity and fragility of relying on flags to track this stuff.
2021-08-30 00:09:36 +01:00
02fab77e55 World: change 'closed' to 'unloaded'
this makes more sense overall from a reader's perspective.
and also provide a rug-jerk for any idiots using World->close() when they aren't supposed to? ....
2021-06-26 21:54:18 +01:00
eb9a68edee Further refactors to prepare for y=-64 lower limit 2021-03-18 00:08:16 +00:00
1de5fc86c4 PopulationTask: assume that generator has been initialized 2020-12-13 20:00:57 +00:00
5ba09b6a25 fix PopulationTask crash 2020-12-03 23:48:40 +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
1f5998d24c FastChunkSerializer no longer encodes chunk coordinates
in cases like PopulationTask it makes more sense to store the coordinates separately where they can be stored more efficiently (once instead of 9 times)
In addition, PopulationTask shouldn't need to serialize an empty chunk just to copy coordinates.

I've made changes like this in other areas already in preparation for the day when chunks no longer contain their coordinates, so this brings us one step closer to that goal.
2020-12-03 20:52:33 +00:00
7edfa3713b Do not persist SimpleChunkManager between async tasks
this is just asking for memory leaks.
2020-12-03 19:46:23 +00:00
dde2e7e66f generation: drop AsyncWorker thread-local storage in favour of a more specialized storage 2020-12-03 19:28:22 +00:00
f991961d9a Generator no longer requires a ChunkManager to construct
this allows injection of arbitrary ChunkManagers into a single Generator instance.
The objective here was to remove the requirement to cache a SimpleChunkManager instance in worker-local storage, because that requires that the chunks it stores be manually removed to avoid memory leaks. However, there are some other obstacles, primarily the worldHeight which is not retained anywhere else.
2020-11-01 16:34:56 +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
797e0996f4 PopulationTask: Do not include light when serializing chunks (either way)
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
05ab75b5ce PopulationTask: do not calculate lighting for chunks
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
03de2bcc67 Chunk: simplify heightmap calculation 2020-09-08 23:03:52 +01:00
c7070788f9 Rename and repurpose Block->diffusesSkyLight to blocksDirectSkyLight
this new form allows skipping some useless checks during sky light calculation and also allows getting rid of the last hard dependency on core Block classes.
We're getting real close to native light now.
2020-09-08 22:40:05 +01:00
78c270a96e PopulationTask: check the correct instance 2020-06-28 18:45:51 +01:00
13d784cd0c Convert BlockFactory to singleton 2020-04-23 23:45:13 +01:00
accc0da0cb Chunk no longer depends on BlockFactory
really this light population crap shouldn't be in the chunk to begin with, but that's a bit more complicated.
2020-04-23 21:31:28 +01:00
cd71a6204f Revert "PopulationTask: do not populate light in chunks out of the gate"
This reverts commit 42148f0d15.
2020-02-11 19:43:25 +00:00
42148f0d15 PopulationTask: do not populate light in chunks out of the gate
this is a relic from when we needed to store light on disk. Now we can just calculate lighting as-needed instead.
2020-02-11 19:14:01 +00:00
9b6fa8c25b Merge branch 'stable' 2020-02-11 19:12:39 +00:00
fb1126797a Merge branch 'stable' 2020-02-07 18:13:55 +00:00
cda1143a79 Merge branch 'stable' 2020-01-09 17:17:42 +00:00
a9c09e4517 Merge branch 'next-minor' 2019-12-12 13:52:14 +00:00
c533f6a0bd Implemented partial chunk saving on LevelDB (#3078) 2019-08-07 17:39:36 +01:00
5499ac620c Removed pocketmine subdirectory, map PSR-4 style 2019-07-30 19:14:57 +01:00