Commit Graph

174 Commits

Author SHA1 Message Date
d96fc17339 World: Check placed block collision boxes after place()
since we write these into a transaction instead of actually modifying the world directly, we can use the transaction to verify that the placement location is OK before setting the blocks.
closes #4248
2021-06-18 19:07:38 +01:00
e7b21cf9dc World: remove obsolete TODO comment
[ci skip]
2021-05-21 13:10:48 +01:00
2ab751f985 World: fixed potential bug scheduling async light updates multiple times 2021-05-21 13:09:38 +01:00
7217ff5ff5 World: added an extra subtiming for random chunk updates 2021-05-17 23:18:56 +01:00
4736b5968d WorldTimings: change some idiotic timer names 2021-05-17 23:14:30 +01:00
cdaf734470 World: Clean up ticking chunk loader tracking 2021-05-17 23:07:48 +01:00
643c3ed14e World: Require all adjacent chunks to a ticking chunk candidate to be unlocked, generated, loaded and light-populated
this should address the remaining problems with grass spread/death.
2021-05-17 20:59:40 +01:00
7abf50f503 World: Extracted a tickChunk() method from tickChunks()
most of what's left in tickChunks() is just selecting the chunks, rather than actually ticking them.
2021-05-17 20:54:51 +01:00
bab76f4a6e World: extract some blocks of logic from tickChunks() into their own methods
the amount of nested loops, cx/dx/chunkx/etc clusterfuck in this code makes it very difficult to work with...
2021-05-17 20:50:46 +01:00
b2e806e2fa World: Harden chunk loading against bad data in entity/tile NBT 2021-05-12 12:26:41 +01:00
0ff21557e4 World: fixed generation requests being rejected during resolution
when a chunk population is ordered, its only chunk loader is the one that the World installed to keep the chunk loaded while it was generated. So, when the resolver removes its chunk loader from the chunk, it triggers the chunk unloading mechanism, which causes the promise to directly be rejected.
2021-05-10 17:20:04 +01:00
624495f4d3 Added a generic Promise type
I anticipate increasing demand for promises, and since all the libraries I could find suck, we'll stick to our own impl for now.
2021-05-08 15:57:30 +01:00
998a583815 World: Fixed inverted completion callbacks for chunk population
this would have caused any chunk populated by a plugin to remain loaded forever.
2021-05-07 23:39:44 +01:00
742f86e022 Rename DestroyBlockParticle -> BlockBreakParticle
closes #3461

literally every other particle/sound has the subject first, followed by the (optional) verb, and finally Particle (or Sound).
In addition, we refer to breaking blocks as 'break' everywhere except here, where we refer to it as 'destroy'.
2021-05-06 18:33:18 +01:00
7b2c6c5ceb Avoid more $this refs on long-life closures 2021-05-06 14:27:56 +01:00
4f4069d403 World: remove another noisy debug message 2021-04-19 00:55:42 +01:00
caf3ec1b54 World: improve documentation of World::getPotentialBlockSkyLightAt() 2021-04-18 20:31:42 +01:00
53ebe4f9f9 World: added getHighestAdjacentFullLightAt() 2021-04-18 20:20:08 +01:00
51b0685881 World: document getFullLight() and getFullLightAt() 2021-04-18 20:14:16 +01:00
f29ababf8d World: Rearrange some light-related methods
these things are all over the place ...
2021-04-18 20:07:36 +01:00
b31b097b8e LightPopulationTask no longer hard-depends on Server 2021-04-16 15:41:14 +01:00
e6ecacbb2b World: do not access chunks for light if they aren't yet light-populated 2021-04-15 21:21:34 +01:00
ab9615fb9c World: fixed documentation for getHighestAdjacentPotentialBlockSkyLight()
[ci skip]
2021-04-15 21:19:58 +01:00
9655cb819d World: Remove duplicated code 2021-04-15 19:41:03 +01:00
203cc7fcef World: Removed noisy debug message 2021-04-13 22:32:00 +01:00
f047ecfd2d Fixed player spawning in ungenerated terrain (#4087)
fixes #4044
fixes #2724

this is significantly more complex than I hoped for, but it's a start... and it works.
2021-03-26 21:36:27 +00:00
a515b5e1b8 World: remove dead constant Y_MASK 2021-03-19 21:13:56 +00:00
5dd0b3ac35 OOOPS
it's a bit too early for this
2021-03-19 21:12:46 +00:00
c092a2e836 Separate TickingChunkLoader from ChunkLoader
this makes it possible to keep chunks loaded without ticking them.
2021-03-18 23:19:27 +00:00
d1387ebd0a World: assume that the primary active chunk is not NULL in generateChunkCallback() 2021-03-18 21:56:17 +00:00
34bb225566 World: rename some poorly-named fields 2021-03-18 21:33:17 +00:00
eb9a68edee Further refactors to prepare for y=-64 lower limit 2021-03-18 00:08:16 +00:00
b844c4266d Added World::Y_MIN
preparation for Y axis expansion in 1.17
2021-03-17 23:19:49 +00:00
a49ee0d6b0 World: mark addTile() and removeTile() as @internal 2021-02-24 23:42:09 +00:00
bbae02264d Merge branch 'stable' 2021-01-27 20:04:13 +00:00
bcc3e87730 Timings: rename core timers to remove 'timer' from the names
this makes them shorter and more consistent.
2020-12-23 17:52:25 +00:00
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