class World implements ChunkManager{ /** @var int */ private static $worldIdCounter = 1; public const Y_MASK = 0xFF; public const Y_MAX = 0x100; //256 public const HALF_Y_MAX = self::Y_MAX / 2; public const TIME_DAY = 0; public const TIME_SUNSET = 12000; public const TIME_NIGHT = 14000; public const TIME_SUNRISE = 23000; public const TIME_FULL = 24000; public const DIFFICULTY_PEACEFUL = 0; public const DIFFICULTY_EASY = 1; public const DIFFICULTY_NORMAL = 2; public const DIFFICULTY_HARD = 3; /** @var Player[] */ private $players = []; /** @var Entity[] */ private $entities = []; /** @var Entity[] */ public $updateEntities = []; /** @var Block[][] */ private $blockCache = []; /** @var int */ private $sendTimeTicker = 0; /** @var Server */ private $server; /** @var int */ private $worldId; /** @var WritableWorldProvider */ private $provider; /** @var int */ private $providerGarbageCollectionTicker = 0; /** @var int */ private $worldHeight; /** @var ChunkLoader[] */ private $loaders = []; /** @var int[] */ private $loaderCounter = []; /** @var ChunkLoader[][] */ private $chunkLoaders = []; /** @var Player[][] */ private $playerLoaders = []; /** @var ChunkListener[][] */ private $chunkListeners = []; /** @var ClientboundPacket[][] */ private $chunkPackets = []; /** @var float[] */ private $unloadQueue = []; /** @var int */ private $time; /** @var bool */ public $stopTime = false; /** @var float */ private $sunAnglePercentage = 0.0; /** @var int */ private $skyLightReduction = 0; /** @var string */ private $folderName; /** @var string */ private $displayName; /** @var Chunk[] */ private $chunks = []; /** @var Vector3[][] */ private $changedBlocks = []; /** @var ReversePriorityQueue */ private $scheduledBlockUpdateQueue; /** @var int[] */ private $scheduledBlockUpdateQueueIndex = []; /** @var \SplQueue */ private $neighbourBlockUpdateQueue; /** @var bool[] blockhash => dummy */ private $neighbourBlockUpdateQueueIndex = []; /** @var bool[] */ private $chunkPopulationQueue = []; /** @var bool[] */ private $chunkLock = []; /** @var int */ private $chunkPopulationQueueSize = 2; /** @var bool[] */ private $generatorRegisteredWorkers = []; /** @var bool */ private $autoSave = true; /** @var Position */ private $temporalPosition; /** @var Vector3 */ private $temporalVector; /** @var int */ private $sleepTicks = 0; /** @var int */ private $chunkTickRadius; /** @var int */ private $chunksPerTick; /** @var bool[] */ private $randomTickBlocks = []; /** @var WorldTimings */ public $timings; /** @var float */ public $tickRateTime = 0; /** @var bool */ private $doingTick = false; /** @var string|Generator */ private $generator; /** @var bool */ private $closed = false; /** * @var \Closure[] * @phpstan-var array */ private $unloadCallbacks = []; /** @var BlockLightUpdate|null */ private $blockLightUpdate = null; /** @var SkyLightUpdate|null */ private $skyLightUpdate = null; /** @var \Logger */ private $logger; public static function chunkHash(int $x, int $z) : int{ return (($x & 0xFFFFFFFF) << 32) | ($z & 0xFFFFFFFF); } public static function blockHash(int $x, int $y, int $z) : int{ $shiftedY = $y - self::HALF_Y_MAX; if($shiftedY < -512 or $shiftedY >= 512){ throw new \InvalidArgumentException("Y coordinate $y is out of range!"); } return (($x & 0x7ffffff) << 37) | (($shiftedY & 0x3ff) << 27) | ($z & 0x7ffffff); } /** * Computes a small index relative to chunk base from the given coordinates. */ public static function chunkBlockHash(int $x, int $y, int $z) : int{ return ($y << 8) | (($z & 0xf) << 4) | ($x & 0xf); } public static function getBlockXYZ(int $hash, ?int &$x, ?int &$y, ?int &$z) : void{ $x = $hash >> 37; $y = ($hash << 27 >> 54) + self::HALF_Y_MAX; $z = $hash << 37 >> 37; } public static function getXZ(int $hash, ?int &$x, ?int &$z) : void{ $x = $hash >> 32; $z = ($hash & 0xFFFFFFFF) << 32 >> 32; } public static function getDifficultyFromString(string $str) : int{ switch(strtolower(trim($str))){ case "0": case "peaceful": case "p": return World::DIFFICULTY_PEACEFUL; case "1": case "easy": case "e": return World::DIFFICULTY_EASY; case "2": case "normal": case "n": return World::DIFFICULTY_NORMAL; case "3": case "hard": case "h": return World::DIFFICULTY_HARD; } return -1; } /** * Init the default world data */ public function __construct(Server $server, string $name, WritableWorldProvider $provider){ $this->worldId = static::$worldIdCounter++; $this->server = $server; $this->provider = $provider; $this->displayName = $this->provider->getWorldData()->getName(); $this->logger = new \PrefixedLogger($server->getLogger(), "World: $this->displayName"); $this->worldHeight = $this->provider->getWorldHeight(); $this->server->getLogger()->info($this->server->getLanguage()->translateString("pocketmine.level.preparing", [$this->displayName])); $this->generator = GeneratorManager::getGenerator($this->provider->getWorldData()->getGenerator(), true); //TODO: validate generator options $this->folderName = $name; $this->scheduledBlockUpdateQueue = new ReversePriorityQueue(); $this->scheduledBlockUpdateQueue->setExtractFlags(\SplPriorityQueue::EXTR_BOTH); $this->neighbourBlockUpdateQueue = new \SplQueue(); $this->time = $this->provider->getWorldData()->getTime(); $this->chunkTickRadius = min($this->server->getViewDistance(), max(1, (int) $this->server->getProperty("chunk-ticking.tick-radius", 4))); $this->chunksPerTick = (int) $this->server->getProperty("chunk-ticking.per-tick", 40); $this->chunkPopulationQueueSize = (int) $this->server->getProperty("chunk-generation.population-queue-size", 2); $dontTickBlocks = array_fill_keys($this->server->getProperty("chunk-ticking.disable-block-ticking", []), true); foreach(BlockFactory::getInstance()->getAllKnownStates() as $state){ if(!isset($dontTickBlocks[$state->getId()]) and $state->ticksRandomly()){ $this->randomTickBlocks[$state->getFullId()] = true; } } $this->timings = new WorldTimings($this); $this->temporalPosition = new Position(0, 0, 0, $this); $this->temporalVector = new Vector3(0, 0, 0); } public function getTickRateTime() : float{ return $this->tickRateTime; } public function registerGeneratorToWorker(int $worker) : void{ $this->generatorRegisteredWorkers[$worker] = true; $this->server->getAsyncPool()->submitTaskToWorker(new GeneratorRegisterTask($this, $this->generator, $this->provider->getWorldData()->getGeneratorOptions()), $worker); } public function unregisterGenerator() : void{ $pool = $this->server->getAsyncPool(); foreach($pool->getRunningWorkers() as $i){ if(isset($this->generatorRegisteredWorkers[$i])){ $pool->submitTaskToWorker(new GeneratorUnregisterTask($this), $i); } } $this->generatorRegisteredWorkers = []; } public function getServer() : Server{ return $this->server; } public function getLogger() : \Logger{ return $this->logger; } final public function getProvider() : WritableWorldProvider{ return $this->provider; } /** * Returns the unique world identifier */ final public function getId() : int{ return $this->worldId; } public function isClosed() : bool{ return $this->closed; } /** * @internal */ public function close() : void{ if($this->closed){ throw new \InvalidStateException("Tried to close a world which is already closed"); } foreach($this->unloadCallbacks as $callback){ $callback(); } $this->unloadCallbacks = []; foreach($this->chunks as $chunk){ $this->unloadChunk($chunk->getX(), $chunk->getZ(), false); } $this->save(); $this->unregisterGenerator(); $this->provider->close(); $this->provider = null; $this->blockCache = []; $this->temporalPosition = null; $this->closed = true; } public function addOnUnloadCallback(\Closure $callback) : void{ $this->unloadCallbacks[spl_object_id($callback)] = $callback; } public function removeOnUnloadCallback(\Closure $callback) : void{ unset($this->unloadCallbacks[spl_object_id($callback)]); } /** * @param Player[]|null $players */ public function addSound(Vector3 $pos, Sound $sound, ?array $players = null) : void{ $pk = $sound->encode($pos); if(!is_array($pk)){ $pk = [$pk]; } if(count($pk) > 0){ if($players === null){ foreach($pk as $e){ $this->broadcastPacketToViewers($pos, $e); } }else{ $this->server->broadcastPackets($players, $pk); } } } /** * @param Player[]|null $players */ public function addParticle(Vector3 $pos, Particle $particle, ?array $players = null) : void{ $pk = $particle->encode($pos); if(!is_array($pk)){ $pk = [$pk]; } if(count($pk) > 0){ if($players === null){ foreach($pk as $e){ $this->broadcastPacketToViewers($pos, $e); } }else{ $this->server->broadcastPackets($players, $pk); } } } public function getAutoSave() : bool{ return $this->autoSave; } public function setAutoSave(bool $value) : void{ $this->autoSave = $value; } /** * @deprecated WARNING: This function has a misleading name. Contrary to what the name might imply, this function * DOES NOT return players who are IN a chunk, rather, it returns players who can SEE the chunk. * * Returns a list of players who have the target chunk within their view distance. * * @return Player[] */ public function getChunkPlayers(int $chunkX, int $chunkZ) : array{ return $this->playerLoaders[World::chunkHash($chunkX, $chunkZ)] ?? []; } /** * Gets the chunk loaders being used in a specific chunk * * @return ChunkLoader[] */ public function getChunkLoaders(int $chunkX, int $chunkZ) : array{ return $this->chunkLoaders[World::chunkHash($chunkX, $chunkZ)] ?? []; } /** * Returns an array of players who have the target position within their view distance. * * @return Player[] */ public function getViewersForPosition(Vector3 $pos) : array{ return $this->getChunkPlayers($pos->getFloorX() >> 4, $pos->getFloorZ() >> 4); } /** * Broadcasts a packet to every player who has the target position within their view distance. */ public function broadcastPacketToViewers(Vector3 $pos, ClientboundPacket $packet) : void{ if(!isset($this->chunkPackets[$index = World::chunkHash($pos->getFloorX() >> 4, $pos->getFloorZ() >> 4)])){ $this->chunkPackets[$index] = [$packet]; }else{ $this->chunkPackets[$index][] = $packet; } } public function registerChunkLoader(ChunkLoader $loader, int $chunkX, int $chunkZ, bool $autoLoad = true) : void{ $loaderId = spl_object_id($loader); if(!isset($this->chunkLoaders[$chunkHash = World::chunkHash($chunkX, $chunkZ)])){ $this->chunkLoaders[$chunkHash] = []; $this->playerLoaders[$chunkHash] = []; }elseif(isset($this->chunkLoaders[$chunkHash][$loaderId])){ return; } $this->chunkLoaders[$chunkHash][$loaderId] = $loader; if($loader instanceof Player){ $this->playerLoaders[$chunkHash][$loaderId] = $loader; } if(!isset($this->loaders[$loaderId])){ $this->loaderCounter[$loaderId] = 1; $this->loaders[$loaderId] = $loader; }else{ ++$this->loaderCounter[$loaderId]; } $this->cancelUnloadChunkRequest($chunkX, $chunkZ); if($autoLoad){ $this->loadChunk($chunkX, $chunkZ); } } public function unregisterChunkLoader(ChunkLoader $loader, int $chunkX, int $chunkZ) : void{ $chunkHash = World::chunkHash($chunkX, $chunkZ); $loaderId = spl_object_id($loader); if(isset($this->chunkLoaders[$chunkHash][$loaderId])){ unset($this->chunkLoaders[$chunkHash][$loaderId]); unset($this->playerLoaders[$chunkHash][$loaderId]); if(count($this->chunkLoaders[$chunkHash]) === 0){ unset($this->chunkLoaders[$chunkHash]); unset($this->playerLoaders[$chunkHash]); $this->unloadChunkRequest($chunkX, $chunkZ, true); } if(--$this->loaderCounter[$loaderId] === 0){ unset($this->loaderCounter[$loaderId]); unset($this->loaders[$loaderId]); } } } /** * Registers a listener to receive events on a chunk. */ public function registerChunkListener(ChunkListener $listener, int $chunkX, int $chunkZ) : void{ $hash = World::chunkHash($chunkX, $chunkZ); if(isset($this->chunkListeners[$hash])){ $this->chunkListeners[$hash][spl_object_id($listener)] = $listener; }else{ $this->chunkListeners[$hash] = [spl_object_id($listener) => $listener]; } } /** * Unregisters a chunk listener previously registered. * * @see World::registerChunkListener() */ public function unregisterChunkListener(ChunkListener $listener, int $chunkX, int $chunkZ) : void{ $hash = World::chunkHash($chunkX, $chunkZ); if(isset($this->chunkListeners[$hash])){ unset($this->chunkListeners[$hash][spl_object_id($listener)]); if(count($this->chunkListeners[$hash]) === 0){ unset($this->chunkListeners[$hash]); } } } /** * Unregisters a chunk listener from all chunks it is listening on in this World. */ public function unregisterChunkListenerFromAll(ChunkListener $listener) : void{ $id = spl_object_id($listener); foreach($this->chunkListeners as $hash => $listeners){ if(isset($listeners[$id])){ unset($this->chunkListeners[$hash][$id]); if(count($this->chunkListeners[$hash]) === 0){ unset($this->chunkListeners[$hash]); } } } } /** * Returns all the listeners attached to this chunk. * * @return ChunkListener[] */ public function getChunkListeners(int $chunkX, int $chunkZ) : array{ return $this->chunkListeners[World::chunkHash($chunkX, $chunkZ)] ?? []; } /** * @internal * * @param Player ...$targets If empty, will send to all players in the world. */ public function sendTime(Player ...$targets) : void{ if(count($targets) === 0){ $targets = $this->players; } foreach($targets as $player){ $player->getNetworkSession()->syncWorldTime($this->time); } } public function isDoingTick() : bool{ return $this->doingTick; } /** * @internal */ public function doTick(int $currentTick) : void{ if($this->closed){ throw new \InvalidStateException("Attempted to tick a world which has been closed"); } $this->timings->doTick->startTiming(); $this->doingTick = true; try{ $this->actuallyDoTick($currentTick); }finally{ $this->doingTick = false; $this->timings->doTick->stopTiming(); } } protected function actuallyDoTick(int $currentTick) : void{ if(!$this->stopTime){ //this simulates an overflow, as would happen in any language which doesn't do stupid things to var types if($this->time === PHP_INT_MAX){ $this->time = PHP_INT_MIN; }else{ $this->time++; } } $this->sunAnglePercentage = $this->computeSunAnglePercentage(); //Sun angle depends on the current time $this->skyLightReduction = $this->computeSkyLightReduction(); //Sky light reduction depends on the sun angle if(++$this->sendTimeTicker === 200){ $this->sendTime(); $this->sendTimeTicker = 0; } $this->unloadChunks(); if(++$this->providerGarbageCollectionTicker >= 6000){ $this->provider->doGarbageCollection(); $this->providerGarbageCollectionTicker = 0; } //Do block updates $this->timings->doTickPending->startTiming(); //Delayed updates while($this->scheduledBlockUpdateQueue->count() > 0 and $this->scheduledBlockUpdateQueue->current()["priority"] <= $currentTick){ /** @var Vector3 $vec */ $vec = $this->scheduledBlockUpdateQueue->extract()["data"]; unset($this->scheduledBlockUpdateQueueIndex[World::blockHash($vec->x, $vec->y, $vec->z)]); if(!$this->isInLoadedTerrain($vec)){ continue; } $block = $this->getBlock($vec); $block->onScheduledUpdate(); } //Normal updates while($this->neighbourBlockUpdateQueue->count() > 0){ $index = $this->neighbourBlockUpdateQueue->dequeue(); World::getBlockXYZ($index, $x, $y, $z); $block = $this->getBlockAt($x, $y, $z); $block->readStateFromWorld(); //for blocks like fences, force recalculation of connected AABBs $ev = new BlockUpdateEvent($block); $ev->call(); if(!$ev->isCancelled()){ foreach($this->getNearbyEntities(AxisAlignedBB::one()->offset($x, $y, $z)) as $entity){ $entity->onNearbyBlockChange(); } $block->onNearbyBlockChange(); } unset($this->neighbourBlockUpdateQueueIndex[$index]); } $this->timings->doTickPending->stopTiming(); $this->timings->entityTick->startTiming(); //Update entities that need update Timings::$tickEntityTimer->startTiming(); foreach($this->updateEntities as $id => $entity){ if($entity->isClosed() or !$entity->onUpdate($currentTick)){ unset($this->updateEntities[$id]); } if($entity->isFlaggedForDespawn()){ $entity->close(); } } Timings::$tickEntityTimer->stopTiming(); $this->timings->entityTick->stopTiming(); $this->timings->doTickTiles->startTiming(); $this->tickChunks(); $this->timings->doTickTiles->stopTiming(); $this->executeQueuedLightUpdates(); if(count($this->changedBlocks) > 0){ if(count($this->players) > 0){ foreach($this->changedBlocks as $index => $blocks){ if(count($blocks) === 0){ //blocks can be set normally and then later re-set with direct send continue; } World::getXZ($index, $chunkX, $chunkZ); if(count($blocks) > 512){ $chunk = $this->getChunk($chunkX, $chunkZ); foreach($this->getChunkPlayers($chunkX, $chunkZ) as $p){ $p->onChunkChanged($chunk); } }else{ $this->sendBlocks($this->getChunkPlayers($chunkX, $chunkZ), $blocks); } } } $this->changedBlocks = []; } foreach($this->players as $p){ $p->doChunkRequests(); } if($this->sleepTicks > 0 and --$this->sleepTicks <= 0){ $this->checkSleep(); } foreach($this->chunkPackets as $index => $entries){ World::getXZ($index, $chunkX, $chunkZ); $chunkPlayers = $this->getChunkPlayers($chunkX, $chunkZ); if(count($chunkPlayers) > 0){ $this->server->broadcastPackets($chunkPlayers, $entries); } } $this->chunkPackets = []; } public function checkSleep() : void{ if(count($this->players) === 0){ return; } $resetTime = true; foreach($this->getPlayers() as $p){ if(!$p->isSleeping()){ $resetTime = false; break; } } if($resetTime){ $time = $this->getTimeOfDay(); if($time >= World::TIME_NIGHT and $time < World::TIME_SUNRISE){ $this->setTime($this->getTime() + World::TIME_FULL - $time); foreach($this->getPlayers() as $p){ $p->stopSleep(); } } } } public function setSleepTicks(int $ticks) : void{ $this->sleepTicks = $ticks; } /** * @param Player[] $target * @param Vector3[] $blocks */ public function sendBlocks(array $target, array $blocks) : void{ $packets = []; foreach($blocks as $b){ if(!($b instanceof Vector3)){ throw new \TypeError("Expected Vector3 in blocks array, got " . (is_object($b) ? get_class($b) : gettype($b))); } $fullBlock = $this->getBlockAt($b->x, $b->y, $b->z); $packets[] = UpdateBlockPacket::create($b->x, $b->y, $b->z, $fullBlock->getRuntimeId()); $tile = $this->getTileAt($b->x, $b->y, $b->z); if($tile instanceof Spawnable){ $packets[] = BlockActorDataPacket::create($b->x, $b->y, $b->z, $tile->getSerializedSpawnCompound()); } } $this->server->broadcastPackets($target, $packets); } public function clearCache(bool $force = false) : void{ if($force){ $this->blockCache = []; }else{ $count = 0; foreach($this->blockCache as $list){ $count += count($list); if($count > 2048){ $this->blockCache = []; break; } } } } /** * @return bool[] fullID => bool */ public function getRandomTickedBlocks() : array{ return $this->randomTickBlocks; } public function addRandomTickedBlock(Block $block) : void{ if($block instanceof UnknownBlock){ throw new \InvalidArgumentException("Cannot do random-tick on unknown block"); } $this->randomTickBlocks[$block->getFullId()] = true; } public function removeRandomTickedBlock(Block $block) : void{ unset($this->randomTickBlocks[$block->getFullId()]); } private function tickChunks() : void{ if($this->chunksPerTick <= 0 or count($this->loaders) === 0){ return; } /** @var bool[] $chunkTickList chunkhash => dummy */ $chunkTickList = []; $chunksPerLoader = min(200, max(1, (int) ((($this->chunksPerTick - count($this->loaders)) / count($this->loaders)) + 0.5))); $randRange = 3 + $chunksPerLoader / 30; $randRange = (int) ($randRange > $this->chunkTickRadius ? $this->chunkTickRadius : $randRange); foreach($this->loaders as $loader){ $chunkX = (int) floor($loader->getX()) >> 4; $chunkZ = (int) floor($loader->getZ()) >> 4; for($chunk = 0; $chunk < $chunksPerLoader; ++$chunk){ $dx = mt_rand(-$randRange, $randRange); $dz = mt_rand(-$randRange, $randRange); $hash = World::chunkHash($dx + $chunkX, $dz + $chunkZ); if(!isset($chunkTickList[$hash]) and isset($this->chunks[$hash])){ //check adjacent chunks are loaded for($cx = -1; $cx <= 1; ++$cx){ for($cz = -1; $cz <= 1; ++$cz){ if(!isset($this->chunks[World::chunkHash($chunkX + $dx + $cx, $chunkZ + $dz + $cz)])){ continue 3; } } } $chunkTickList[$hash] = true; } } } foreach($chunkTickList as $index => $_){ World::getXZ($index, $chunkX, $chunkZ); $chunk = $this->chunks[$index]; foreach($chunk->getEntities() as $entity){ $entity->scheduleUpdate(); } foreach($chunk->getSubChunks() as $Y => $subChunk){ if(!$subChunk->isEmptyFast()){ $k = mt_rand(0, 0xfffffffff); //36 bits for($i = 0; $i < 3; ++$i){ $x = $k & 0x0f; $y = ($k >> 4) & 0x0f; $z = ($k >> 8) & 0x0f; $k >>= 12; $state = $subChunk->getFullBlock($x, $y, $z); if(isset($this->randomTickBlocks[$state])){ /** @var Block $block */ $block = BlockFactory::getInstance()->fromFullBlock($state); $block->position($this, $chunkX * 16 + $x, ($Y << 4) + $y, $chunkZ * 16 + $z); $block->onRandomTick(); } } } } } } /** * @return mixed[] */ public function __debugInfo() : array{ return []; } public function save(bool $force = false) : bool{ if(!$this->getAutoSave() and !$force){ return false; } (new WorldSaveEvent($this))->call(); $this->provider->getWorldData()->setTime($this->time); $this->saveChunks(); $this->provider->getWorldData()->save(); return true; } public function saveChunks() : void{ $this->timings->syncChunkSaveTimer->startTiming(); try{ foreach($this->chunks as $chunk){ if($chunk->isDirty() and $chunk->isGenerated()){ $this->provider->saveChunk($chunk); $chunk->clearDirtyFlags(); } } }finally{ $this->timings->syncChunkSaveTimer->stopTiming(); } } /** * Schedules a block update to be executed after the specified number of ticks. * Blocks will be updated with the scheduled update type. */ public function scheduleDelayedBlockUpdate(Vector3 $pos, int $delay) : void{ if( !$this->isInWorld($pos->x, $pos->y, $pos->z) or (isset($this->scheduledBlockUpdateQueueIndex[$index = World::blockHash($pos->x, $pos->y, $pos->z)]) and $this->scheduledBlockUpdateQueueIndex[$index] <= $delay) ){ return; } $this->scheduledBlockUpdateQueueIndex[$index] = $delay; $this->scheduledBlockUpdateQueue->insert(new Vector3((int) $pos->x, (int) $pos->y, (int) $pos->z), $delay + $this->server->getTick()); } private function tryAddToNeighbourUpdateQueue(Vector3 $pos) : void{ if($this->isInWorld($pos->x, $pos->y, $pos->z)){ $hash = World::blockHash($pos->x, $pos->y, $pos->z); if(!isset($this->neighbourBlockUpdateQueueIndex[$hash])){ $this->neighbourBlockUpdateQueue->enqueue($hash); $this->neighbourBlockUpdateQueueIndex[$hash] = true; } } } /** * @return Block[] */ public function getCollisionBlocks(AxisAlignedBB $bb, bool $targetFirst = false) : array{ $minX = (int) floor($bb->minX - 1); $minY = (int) floor($bb->minY - 1); $minZ = (int) floor($bb->minZ - 1); $maxX = (int) floor($bb->maxX + 1); $maxY = (int) floor($bb->maxY + 1); $maxZ = (int) floor($bb->maxZ + 1); $collides = []; if($targetFirst){ for($z = $minZ; $z <= $maxZ; ++$z){ for($x = $minX; $x <= $maxX; ++$x){ for($y = $minY; $y <= $maxY; ++$y){ $block = $this->getBlockAt($x, $y, $z); if($block->collidesWithBB($bb)){ return [$block]; } } } } }else{ for($z = $minZ; $z <= $maxZ; ++$z){ for($x = $minX; $x <= $maxX; ++$x){ for($y = $minY; $y <= $maxY; ++$y){ $block = $this->getBlockAt($x, $y, $z); if($block->collidesWithBB($bb)){ $collides[] = $block; } } } } } return $collides; } /** * @return AxisAlignedBB[] */ public function getCollisionBoxes(Entity $entity, AxisAlignedBB $bb, bool $entities = true) : array{ $minX = (int) floor($bb->minX - 1); $minY = (int) floor($bb->minY - 1); $minZ = (int) floor($bb->minZ - 1); $maxX = (int) floor($bb->maxX + 1); $maxY = (int) floor($bb->maxY + 1); $maxZ = (int) floor($bb->maxZ + 1); $collides = []; for($z = $minZ; $z <= $maxZ; ++$z){ for($x = $minX; $x <= $maxX; ++$x){ for($y = $minY; $y <= $maxY; ++$y){ $block = $this->getBlockAt($x, $y, $z); foreach($block->getCollisionBoxes() as $blockBB){ if($blockBB->intersectsWith($bb)){ $collides[] = $blockBB; } } } } } if($entities){ foreach($this->getCollidingEntities($bb->expandedCopy(0.25, 0.25, 0.25), $entity) as $ent){ $collides[] = clone $ent->boundingBox; } } return $collides; } public function getFullLight(Vector3 $pos) : int{ return $this->getFullLightAt($pos->x, $pos->y, $pos->z); } public function getFullLightAt(int $x, int $y, int $z) : int{ $skyLight = $this->getRealBlockSkyLightAt($x, $y, $z); if($skyLight < 15){ return max($skyLight, $this->getBlockLightAt($x, $y, $z)); }else{ return $skyLight; } } /** * Computes the percentage of a circle away from noon the sun is currently at. This can be multiplied by 2 * M_PI to * get an angle in radians, or by 360 to get an angle in degrees. */ public function computeSunAnglePercentage() : float{ $timeProgress = ($this->time % 24000) / 24000; //0.0 needs to be high noon, not dusk $sunProgress = $timeProgress + ($timeProgress < 0.25 ? 0.75 : -0.25); //Offset the sun progress to be above the horizon longer at dusk and dawn //this is roughly an inverted sine curve, which pushes the sun progress back at dusk and forwards at dawn $diff = (((1 - ((cos($sunProgress * M_PI) + 1) / 2)) - $sunProgress) / 3); return $sunProgress + $diff; } /** * Returns the percentage of a circle away from noon the sun is currently at. */ public function getSunAnglePercentage() : float{ return $this->sunAnglePercentage; } /** * Returns the current sun angle in radians. */ public function getSunAngleRadians() : float{ return $this->sunAnglePercentage * 2 * M_PI; } /** * Returns the current sun angle in degrees. */ public function getSunAngleDegrees() : float{ return $this->sunAnglePercentage * 360.0; } /** * Computes how many points of sky light is subtracted based on the current time. Used to offset raw chunk sky light * to get a real light value. */ public function computeSkyLightReduction() : int{ $percentage = max(0, min(1, -(cos($this->getSunAngleRadians()) * 2 - 0.5))); //TODO: check rain and thunder level return (int) ($percentage * 11); } /** * Returns how many points of sky light is subtracted based on the current time. */ public function getSkyLightReduction() : int{ return $this->skyLightReduction; } /** * Returns the sky light level at the specified coordinates, offset by the current time and weather. * * @return int 0-15 */ public function getRealBlockSkyLightAt(int $x, int $y, int $z) : int{ $light = $this->getBlockSkyLightAt($x, $y, $z) - $this->skyLightReduction; return $light < 0 ? 0 : $light; } public function updateAllLight(int $x, int $y, int $z) : void{ $this->timings->doBlockSkyLightUpdates->startTiming(); if($this->skyLightUpdate === null){ $this->skyLightUpdate = new SkyLightUpdate($this); } $this->skyLightUpdate->recalculateNode($x, $y, $z); $this->timings->doBlockSkyLightUpdates->stopTiming(); $this->timings->doBlockLightUpdates->startTiming(); if($this->blockLightUpdate === null){ $this->blockLightUpdate = new BlockLightUpdate($this); } $this->blockLightUpdate->recalculateNode($x, $y, $z); $this->timings->doBlockLightUpdates->stopTiming(); } /** * Returns the highest block light level available in the positions adjacent to the specified block coordinates. */ public function getHighestAdjacentBlockSkyLight(int $x, int $y, int $z) : int{ $max = 0; foreach([ [$x + 1, $y, $z], [$x - 1, $y, $z], [$x, $y + 1, $z], [$x, $y - 1, $z], [$x, $y, $z + 1], [$x, $y, $z - 1] ] as [$x1, $y1, $z1]){ if(!$this->isInWorld($x1, $y1, $z1)){ continue; } $max = max($max, $this->getBlockSkyLightAt($x1, $y1, $z1)); } return $max; } /** * Returns the highest block light level available in the positions adjacent to the specified block coordinates. */ public function getHighestAdjacentBlockLight(int $x, int $y, int $z) : int{ $max = 0; foreach([ [$x + 1, $y, $z], [$x - 1, $y, $z], [$x, $y + 1, $z], [$x, $y - 1, $z], [$x, $y, $z + 1], [$x, $y, $z - 1] ] as [$x1, $y1, $z1]){ if(!$this->isInWorld($x1, $y1, $z1)){ continue; } $max = max($max, $this->getBlockLightAt($x1, $y1, $z1)); } return $max; } private function executeQueuedLightUpdates() : void{ if($this->blockLightUpdate !== null){ $this->timings->doBlockLightUpdates->startTiming(); $this->blockLightUpdate->execute(); $this->blockLightUpdate = null; $this->timings->doBlockLightUpdates->stopTiming(); } if($this->skyLightUpdate !== null){ $this->timings->doBlockSkyLightUpdates->startTiming(); $this->skyLightUpdate->execute(); $this->skyLightUpdate = null; $this->timings->doBlockSkyLightUpdates->stopTiming(); } } /** * @return int bitmap, (id << 4) | data */ public function getFullBlock(int $x, int $y, int $z) : int{ return $this->getChunk($x >> 4, $z >> 4, false)->getFullBlock($x & 0x0f, $y, $z & 0x0f); } public function isInWorld(int $x, int $y, int $z) : bool{ return ( $x <= Limits::INT32_MAX and $x >= Limits::INT32_MIN and $y < $this->worldHeight and $y >= 0 and $z <= Limits::INT32_MAX and $z >= Limits::INT32_MIN ); } /** * Gets the Block object at the Vector3 location. This method wraps around {@link getBlockAt}, converting the * vector components to integers. * * Note: If you're using this for performance-sensitive code, and you're guaranteed to be supplying ints in the * specified vector, consider using {@link getBlockAt} instead for better performance. * * @param bool $cached Whether to use the block cache for getting the block (faster, but may be inaccurate) * @param bool $addToCache Whether to cache the block object created by this method call. */ public function getBlock(Vector3 $pos, bool $cached = true, bool $addToCache = true) : Block{ return $this->getBlockAt((int) floor($pos->x), (int) floor($pos->y), (int) floor($pos->z), $cached, $addToCache); } /** * Gets the Block object at the specified coordinates. * * Note for plugin developers: If you are using this method a lot (thousands of times for many positions for * example), you may want to set addToCache to false to avoid using excessive amounts of memory. * * @param bool $cached Whether to use the block cache for getting the block (faster, but may be inaccurate) * @param bool $addToCache Whether to cache the block object created by this method call. */ public function getBlockAt(int $x, int $y, int $z, bool $cached = true, bool $addToCache = true) : Block{ $fullState = 0; $relativeBlockHash = null; $chunkHash = World::chunkHash($x >> 4, $z >> 4); if($this->isInWorld($x, $y, $z)){ $relativeBlockHash = World::chunkBlockHash($x, $y, $z); if($cached and isset($this->blockCache[$chunkHash][$relativeBlockHash])){ return $this->blockCache[$chunkHash][$relativeBlockHash]; } $chunk = $this->chunks[$chunkHash] ?? null; if($chunk !== null){ $fullState = $chunk->getFullBlock($x & 0x0f, $y, $z & 0x0f); }else{ $addToCache = false; } } $block = BlockFactory::getInstance()->fromFullBlock($fullState); $block->position($this, $x, $y, $z); static $dynamicStateRead = false; if($dynamicStateRead){ //this call was generated by a parent getBlock() call calculating dynamic stateinfo //don't calculate dynamic state and don't add to block cache (since it won't have dynamic state calculated). //this ensures that it's impossible for dynamic state properties to recursively depend on each other. $addToCache = false; }else{ $dynamicStateRead = true; $block->readStateFromWorld(); $dynamicStateRead = false; } if($addToCache and $relativeBlockHash !== null){ $this->blockCache[$chunkHash][$relativeBlockHash] = $block; } return $block; } /** * Sets the block at the given Vector3 coordinates. * * @throws \InvalidArgumentException if the position is out of the world bounds */ public function setBlock(Vector3 $pos, Block $block, bool $update = true) : void{ $this->setBlockAt((int) floor($pos->x), (int) floor($pos->y), (int) floor($pos->z), $block, $update); } /** * Sets the block at the given coordinates. * * If $update is true, it'll get the neighbour blocks (6 sides) and update them, and also update local lighting. * If you are doing big changes, you might want to set this to false, then update manually. * * @throws \InvalidArgumentException if the position is out of the world bounds */ public function setBlockAt(int $x, int $y, int $z, Block $block, bool $update = true) : void{ if(!$this->isInWorld($x, $y, $z)){ throw new \InvalidArgumentException("Pos x=$x,y=$y,z=$z is outside of the world bounds"); } $this->timings->setBlock->startTiming(); $oldBlock = $this->getBlockAt($x, $y, $z, true, false); $block = clone $block; $block->position($this, $x, $y, $z); $block->writeStateToWorld(); $pos = $block->getPos(); $chunkHash = World::chunkHash($x >> 4, $z >> 4); $relativeBlockHash = World::chunkBlockHash($x, $y, $z); unset($this->blockCache[$chunkHash][$relativeBlockHash]); if(!isset($this->changedBlocks[$chunkHash])){ $this->changedBlocks[$chunkHash] = []; } $this->changedBlocks[$chunkHash][$relativeBlockHash] = $pos; foreach($this->getChunkListeners($x >> 4, $z >> 4) as $listener){ $listener->onBlockChanged($pos); } if($update){ if($oldBlock->getLightFilter() !== $block->getLightFilter() or $oldBlock->getLightLevel() !== $block->getLightLevel()){ $this->updateAllLight($x, $y, $z); } $this->tryAddToNeighbourUpdateQueue($pos); foreach($pos->sides() as $side){ $this->tryAddToNeighbourUpdateQueue($side); } } $this->timings->setBlock->stopTiming(); } public function dropItem(Vector3 $source, Item $item, ?Vector3 $motion = null, int $delay = 10) : ?ItemEntity{ if($item->isNull()){ return null; } $motion = $motion ?? new Vector3(lcg_value() * 0.2 - 0.1, 0.2, lcg_value() * 0.2 - 0.1); $nbt = EntityFactory::createBaseNBT($source, $motion, lcg_value() * 360, 0); $nbt->setShort("Health", 5); $nbt->setShort("PickupDelay", $delay); $nbt->setTag("Item", $item->nbtSerialize()); /** @var ItemEntity $itemEntity */ $itemEntity = EntityFactory::getInstance()->create(ItemEntity::class, $this, $nbt); $itemEntity->spawnToAll(); return $itemEntity; } /** * Drops XP orbs into the world for the specified amount, splitting the amount into several orbs if necessary. * * @return ExperienceOrb[] */ public function dropExperience(Vector3 $pos, int $amount) : array{ /** @var ExperienceOrb[] $orbs */ $orbs = []; foreach(ExperienceOrb::splitIntoOrbSizes($amount) as $split){ $nbt = EntityFactory::createBaseNBT( $pos, $this->temporalVector->setComponents((lcg_value() * 0.2 - 0.1) * 2, lcg_value() * 0.4, (lcg_value() * 0.2 - 0.1) * 2), lcg_value() * 360, 0 ); $nbt->setShort(ExperienceOrb::TAG_VALUE_PC, $split); /** @var ExperienceOrb $orb */ $orb = EntityFactory::getInstance()->create(ExperienceOrb::class, $this, $nbt); $orb->spawnToAll(); $orbs[] = $orb; } return $orbs; } /** * Tries to break a block using a item, including Player time checks if available * It'll try to lower the durability if Item is a tool, and set it to Air if broken. * * @param Item $item reference parameter (if null, can break anything) */ public function useBreakOn(Vector3 $vector, Item &$item = null, ?Player $player = null, bool $createParticles = false) : bool{ $vector = $vector->floor(); $target = $this->getBlock($vector); $affectedBlocks = $target->getAffectedBlocks(); if($item === null){ $item = ItemFactory::air(); } $drops = []; if($player === null or $player->hasFiniteResources()){ $drops = array_merge(...array_map(function(Block $block) use ($item) : array{ return $block->getDrops($item); }, $affectedBlocks)); } $xpDrop = 0; if($player !== null and $player->hasFiniteResources()){ $xpDrop = array_sum(array_map(function(Block $block) use ($item) : int{ return $block->getXpDropForTool($item); }, $affectedBlocks)); } if($player !== null){ $ev = new BlockBreakEvent($player, $target, $item, $player->isCreative(), $drops, $xpDrop); if($target instanceof Air or ($player->isSurvival() and !$target->getBreakInfo()->isBreakable()) or $player->isSpectator()){ $ev->setCancelled(); } if($player->isAdventure(true) and !$ev->isCancelled()){ $canBreak = false; $itemFactory = ItemFactory::getInstance(); foreach($item->getCanDestroy() as $v){ $entry = $itemFactory->fromString($v); if($entry->getBlock()->isSameType($target)){ $canBreak = true; break; } } $ev->setCancelled(!$canBreak); } $ev->call(); if($ev->isCancelled()){ return false; } $drops = $ev->getDrops(); $xpDrop = $ev->getXpDropAmount(); }elseif(!$target->getBreakInfo()->isBreakable()){ return false; } foreach($affectedBlocks as $t){ $this->destroyBlockInternal($t, $item, $player, $createParticles); } $item->onDestroyBlock($target); if(count($drops) > 0){ $dropPos = $vector->add(0.5, 0.5, 0.5); foreach($drops as $drop){ if(!$drop->isNull()){ $this->dropItem($dropPos, $drop); } } } if($xpDrop > 0){ $this->dropExperience($vector->add(0.5, 0.5, 0.5), $xpDrop); } return true; } private function destroyBlockInternal(Block $target, Item $item, ?Player $player = null, bool $createParticles = false) : void{ if($createParticles){ $this->addParticle($target->getPos()->add(0.5, 0.5, 0.5), new DestroyBlockParticle($target)); } $target->onBreak($item, $player); $tile = $this->getTile($target->getPos()); if($tile !== null){ $tile->onBlockDestroyed(); } } /** * Uses a item on a position and face, placing it or activating the block * * @param Player|null $player default null * @param bool $playSound Whether to play a block-place sound if the block was placed successfully. */ public function useItemOn(Vector3 $vector, Item &$item, int $face, ?Vector3 $clickVector = null, ?Player $player = null, bool $playSound = false) : bool{ $blockClicked = $this->getBlock($vector); $blockReplace = $blockClicked->getSide($face); if($clickVector === null){ $clickVector = new Vector3(0.0, 0.0, 0.0); } if(!$this->isInWorld($blockReplace->getPos()->x, $blockReplace->getPos()->y, $blockReplace->getPos()->z)){ //TODO: build height limit messages for custom world heights and mcregion cap return false; } if($blockClicked->getId() === BlockLegacyIds::AIR){ return false; } if($player !== null){ $ev = new PlayerInteractEvent($player, $item, $blockClicked, $clickVector, $face, PlayerInteractEvent::RIGHT_CLICK_BLOCK); $ev->call(); if(!$ev->isCancelled()){ if((!$player->isSneaking() or $item->isNull()) and $blockClicked->onInteract($item, $face, $clickVector, $player)){ return true; } $result = $item->onActivate($player, $blockReplace, $blockClicked, $face, $clickVector); if(!$result->equals(ItemUseResult::NONE())){ return $result->equals(ItemUseResult::SUCCESS()); } }else{ return false; } }elseif($blockClicked->onInteract($item, $face, $clickVector, $player)){ return true; } if($item->canBePlaced()){ $hand = $item->getBlock(); $hand->position($this, $blockReplace->getPos()->x, $blockReplace->getPos()->y, $blockReplace->getPos()->z); }else{ return false; } if($hand->canBePlacedAt($blockClicked, $clickVector, $face, true)){ $blockReplace = $blockClicked; $hand->position($this, $blockReplace->getPos()->x, $blockReplace->getPos()->y, $blockReplace->getPos()->z); }elseif(!$hand->canBePlacedAt($blockReplace, $clickVector, $face, false)){ return false; } foreach($hand->getCollisionBoxes() as $collisionBox){ if(count($this->getCollidingEntities($collisionBox)) > 0){ return false; //Entity in block } if($player !== null){ if(($diff = $player->getNextPosition()->subtract($player->getPosition())) and $diff->lengthSquared() > 0.00001){ $bb = $player->getBoundingBox()->offsetCopy($diff->x, $diff->y, $diff->z); if($collisionBox->intersectsWith($bb)){ return false; //Inside player BB } } } } if($player !== null){ $ev = new BlockPlaceEvent($player, $hand, $blockReplace, $blockClicked, $item); if($player->isAdventure(true) and !$ev->isCancelled()){ $canPlace = false; $itemFactory = ItemFactory::getInstance(); foreach($item->getCanPlaceOn() as $v){ $entry = $itemFactory->fromString($v); if($entry->getBlock()->isSameType($blockClicked)){ $canPlace = true; break; } } $ev->setCancelled(!$canPlace); } $ev->call(); if($ev->isCancelled()){ return false; } } $tx = new BlockTransaction($this); if(!$hand->place($tx, $item, $blockReplace, $blockClicked, $face, $clickVector, $player) or !$tx->apply()){ return false; } foreach($tx->getBlocks() as [$x, $y, $z, $_]){ $tile = $this->getTileAt($x, $y, $z); if($tile !== null){ //TODO: seal this up inside block placement $tile->copyDataFromItem($item); } $this->getBlockAt($x, $y, $z)->onPostPlace(); } if($playSound){ $this->addSound($hand->getPos(), new BlockPlaceSound($hand)); } $item->pop(); return true; } public function getEntity(int $entityId) : ?Entity{ return $this->entities[$entityId] ?? null; } /** * Gets the list of all the entities in this world * * @return Entity[] */ public function getEntities() : array{ return $this->entities; } /** * Returns the entities colliding the current one inside the AxisAlignedBB * * @return Entity[] */ public function getCollidingEntities(AxisAlignedBB $bb, ?Entity $entity = null) : array{ $nearby = []; if($entity === null or $entity->canCollide){ $minX = ((int) floor($bb->minX - 2)) >> 4; $maxX = ((int) floor($bb->maxX + 2)) >> 4; $minZ = ((int) floor($bb->minZ - 2)) >> 4; $maxZ = ((int) floor($bb->maxZ + 2)) >> 4; for($x = $minX; $x <= $maxX; ++$x){ for($z = $minZ; $z <= $maxZ; ++$z){ if(!$this->isChunkLoaded($x, $z)){ continue; } foreach($this->getChunk($x, $z)->getEntities() as $ent){ /** @var Entity|null $entity */ if($ent->canBeCollidedWith() and ($entity === null or ($ent !== $entity and $entity->canCollideWith($ent))) and $ent->boundingBox->intersectsWith($bb)){ $nearby[] = $ent; } } } } } return $nearby; } /** * Returns the entities near the current one inside the AxisAlignedBB * * @return Entity[] */ public function getNearbyEntities(AxisAlignedBB $bb, ?Entity $entity = null) : array{ $nearby = []; $minX = ((int) floor($bb->minX - 2)) >> 4; $maxX = ((int) floor($bb->maxX + 2)) >> 4; $minZ = ((int) floor($bb->minZ - 2)) >> 4; $maxZ = ((int) floor($bb->maxZ + 2)) >> 4; for($x = $minX; $x <= $maxX; ++$x){ for($z = $minZ; $z <= $maxZ; ++$z){ if(!$this->isChunkLoaded($x, $z)){ continue; } foreach($this->getChunk($x, $z)->getEntities() as $ent){ if($ent !== $entity and $ent->boundingBox->intersectsWith($bb)){ $nearby[] = $ent; } } } } return $nearby; } /** * Returns the closest Entity to the specified position, within the given radius. * * @param string $entityType Class of entity to use for instanceof * @param bool $includeDead Whether to include entitites which are dead * @phpstan-template TEntity of Entity * @phpstan-param class-string $entityType * * @return Entity|null an entity of type $entityType, or null if not found * @phpstan-return TEntity */ public function getNearestEntity(Vector3 $pos, float $maxDistance, string $entityType = Entity::class, bool $includeDead = false) : ?Entity{ assert(is_a($entityType, Entity::class, true)); $minX = ((int) floor($pos->x - $maxDistance)) >> 4; $maxX = ((int) floor($pos->x + $maxDistance)) >> 4; $minZ = ((int) floor($pos->z - $maxDistance)) >> 4; $maxZ = ((int) floor($pos->z + $maxDistance)) >> 4; $currentTargetDistSq = $maxDistance ** 2; /** * @var Entity|null $currentTarget * @phpstan-var TEntity|null $currentTarget */ $currentTarget = null; for($x = $minX; $x <= $maxX; ++$x){ for($z = $minZ; $z <= $maxZ; ++$z){ if(!$this->isChunkLoaded($x, $z)){ continue; } foreach($this->getChunk($x, $z)->getEntities() as $entity){ if(!($entity instanceof $entityType) or $entity->isFlaggedForDespawn() or (!$includeDead and !$entity->isAlive())){ continue; } $distSq = $entity->getPosition()->distanceSquared($pos); if($distSq < $currentTargetDistSq){ $currentTargetDistSq = $distSq; $currentTarget = $entity; } } } } return $currentTarget; } /** * Returns a list of the players in this world * * @return Player[] */ public function getPlayers() : array{ return $this->players; } /** * @return ChunkLoader[] */ public function getLoaders() : array{ return $this->loaders; } /** * Returns the Tile in a position, or null if not found. * * Note: This method wraps getTileAt(). If you're guaranteed to be passing integers, and you're using this method * in performance-sensitive code, consider using getTileAt() instead of this method for better performance. */ public function getTile(Vector3 $pos) : ?Tile{ return $this->getTileAt((int) floor($pos->x), (int) floor($pos->y), (int) floor($pos->z)); } /** * Returns the tile at the specified x,y,z coordinates, or null if it does not exist. */ public function getTileAt(int $x, int $y, int $z) : ?Tile{ return ($chunk = $this->getChunk($x >> 4, $z >> 4)) !== null ? $chunk->getTile($x & 0x0f, $y, $z & 0x0f) : null; } /** * Gets the raw block skylight level * * @return int 0-15 */ public function getBlockSkyLightAt(int $x, int $y, int $z) : int{ return $this->getChunk($x >> 4, $z >> 4, true)->getBlockSkyLight($x & 0x0f, $y, $z & 0x0f); } /** * Gets the raw block light level * * @return int 0-15 */ public function getBlockLightAt(int $x, int $y, int $z) : int{ return $this->getChunk($x >> 4, $z >> 4, true)->getBlockLight($x & 0x0f, $y, $z & 0x0f); } public function getBiomeId(int $x, int $z) : int{ return $this->getChunk($x >> 4, $z >> 4, true)->getBiomeId($x & 0x0f, $z & 0x0f); } public function getBiome(int $x, int $z) : Biome{ return Biome::getBiome($this->getBiomeId($x, $z)); } public function setBiomeId(int $x, int $z, int $biomeId) : void{ $this->getChunk($x >> 4, $z >> 4, true)->setBiomeId($x & 0x0f, $z & 0x0f, $biomeId); } /** * @return Chunk[] */ public function getChunks() : array{ return $this->chunks; } /** * Returns the chunk at the specified X/Z coordinates. If the chunk is not loaded, attempts to (synchronously!!!) * load it. * * @param bool $create Whether to create an empty chunk as a placeholder if the chunk does not exist */ public function getChunk(int $chunkX, int $chunkZ, bool $create = false) : ?Chunk{ if(isset($this->chunks[$index = World::chunkHash($chunkX, $chunkZ)])){ return $this->chunks[$index]; }elseif($this->loadChunk($chunkX, $chunkZ, $create)){ return $this->chunks[$index]; } return null; } /** * Returns the chunk containing the given Vector3 position. */ public function getChunkAtPosition(Vector3 $pos, bool $create = false) : ?Chunk{ return $this->getChunk($pos->getFloorX() >> 4, $pos->getFloorZ() >> 4, $create); } /** * Returns the chunks adjacent to the specified chunk. * * @return (Chunk|null)[] */ public function getAdjacentChunks(int $x, int $z) : array{ $result = []; for($xx = 0; $xx <= 2; ++$xx){ for($zz = 0; $zz <= 2; ++$zz){ $i = $zz * 3 + $xx; if($i === 4){ continue; //center chunk } $result[$i] = $this->getChunk($x + $xx - 1, $z + $zz - 1, false); } } return $result; } public function lockChunk(int $chunkX, int $chunkZ) : void{ $chunkHash = World::chunkHash($chunkX, $chunkZ); if(isset($this->chunkLock[$chunkHash])){ throw new \InvalidArgumentException("Chunk $chunkX $chunkZ is already locked"); } $this->chunkLock[$chunkHash] = true; } public function unlockChunk(int $chunkX, int $chunkZ) : void{ unset($this->chunkLock[World::chunkHash($chunkX, $chunkZ)]); } public function isChunkLocked(int $chunkX, int $chunkZ) : bool{ return isset($this->chunkLock[World::chunkHash($chunkX, $chunkZ)]); } public function generateChunkCallback(int $x, int $z, ?Chunk $chunk) : void{ Timings::$generationCallbackTimer->startTiming(); if(isset($this->chunkPopulationQueue[$index = World::chunkHash($x, $z)])){ for($xx = -1; $xx <= 1; ++$xx){ for($zz = -1; $zz <= 1; ++$zz){ $this->unlockChunk($x + $xx, $z + $zz); } } unset($this->chunkPopulationQueue[$index]); if($chunk !== null){ $oldChunk = $this->getChunk($x, $z, false); $this->setChunk($x, $z, $chunk, false); if(($oldChunk === null or !$oldChunk->isPopulated()) and $chunk->isPopulated()){ (new ChunkPopulateEvent($this, $chunk))->call(); foreach($this->getChunkListeners($x, $z) as $listener){ $listener->onChunkPopulated($chunk); } } } }elseif($this->isChunkLocked($x, $z)){ $this->unlockChunk($x, $z); if($chunk !== null){ $this->setChunk($x, $z, $chunk, false); } }elseif($chunk !== null){ $this->setChunk($x, $z, $chunk, false); } Timings::$generationCallbackTimer->stopTiming(); } /** * @param bool $deleteEntitiesAndTiles Whether to delete entities and tiles on the old chunk, or transfer them to the new one */ public function setChunk(int $chunkX, int $chunkZ, ?Chunk $chunk, bool $deleteEntitiesAndTiles = true) : void{ if($chunk === null){ return; } $chunk->setX($chunkX); $chunk->setZ($chunkZ); $chunkHash = World::chunkHash($chunkX, $chunkZ); $oldChunk = $this->getChunk($chunkX, $chunkZ, false); if($oldChunk !== null and $oldChunk !== $chunk){ if($deleteEntitiesAndTiles){ foreach($oldChunk->getEntities() as $player){ if(!($player instanceof Player)){ continue; } $chunk->addEntity($player); $oldChunk->removeEntity($player); $player->chunk = $chunk; } //TODO: this causes chunkloaders to receive false "unloaded" notifications $this->unloadChunk($chunkX, $chunkZ, false, false); }else{ foreach($oldChunk->getEntities() as $entity){ $chunk->addEntity($entity); $oldChunk->removeEntity($entity); $entity->chunk = $chunk; } foreach($oldChunk->getTiles() as $tile){ $chunk->addTile($tile); $oldChunk->removeTile($tile); } } } $this->chunks[$chunkHash] = $chunk; unset($this->blockCache[$chunkHash]); unset($this->changedBlocks[$chunkHash]); $chunk->setDirty(); if(!$this->isChunkInUse($chunkX, $chunkZ)){ $this->unloadChunkRequest($chunkX, $chunkZ); } foreach($this->getChunkListeners($chunkX, $chunkZ) as $listener){ $listener->onChunkChanged($chunk); } } /** * Gets the highest block Y value at a specific $x and $z * * @return int 0-255 */ public function getHighestBlockAt(int $x, int $z) : int{ return $this->getChunk($x >> 4, $z >> 4, true)->getHighestBlockAt($x & 0x0f, $z & 0x0f); } /** * Returns whether the given position is in a loaded area of terrain. */ public function isInLoadedTerrain(Vector3 $pos) : bool{ return $this->isChunkLoaded($pos->getFloorX() >> 4, $pos->getFloorZ() >> 4); } public function isChunkLoaded(int $x, int $z) : bool{ return isset($this->chunks[World::chunkHash($x, $z)]); } public function isChunkGenerated(int $x, int $z) : bool{ $chunk = $this->getChunk($x, $z); return $chunk !== null ? $chunk->isGenerated() : false; } public function isChunkPopulated(int $x, int $z) : bool{ $chunk = $this->getChunk($x, $z); return $chunk !== null ? $chunk->isPopulated() : false; } /** * Returns a Position pointing to the spawn */ public function getSpawnLocation() : Position{ return Position::fromObject($this->provider->getWorldData()->getSpawn(), $this); } /** * Sets the world spawn location */ public function setSpawnLocation(Vector3 $pos) : void{ $previousSpawn = $this->getSpawnLocation(); $this->provider->getWorldData()->setSpawn($pos); (new SpawnChangeEvent($this, $previousSpawn))->call(); } /** * @throws \InvalidArgumentException */ public function addEntity(Entity $entity) : void{ if($entity->isClosed()){ throw new \InvalidArgumentException("Attempted to add a garbage closed Entity to world"); } if($entity->getWorld() !== $this){ throw new \InvalidArgumentException("Invalid Entity world"); } if($entity instanceof Player){ $this->players[$entity->getId()] = $entity; } $this->entities[$entity->getId()] = $entity; } /** * Removes the entity from the world index * * @throws \InvalidArgumentException */ public function removeEntity(Entity $entity) : void{ if($entity->getWorld() !== $this){ throw new \InvalidArgumentException("Invalid Entity world"); } if($entity instanceof Player){ unset($this->players[$entity->getId()]); $this->checkSleep(); } unset($this->entities[$entity->getId()]); unset($this->updateEntities[$entity->getId()]); } /** * @throws \InvalidArgumentException */ public function addTile(Tile $tile) : void{ if($tile->isClosed()){ throw new \InvalidArgumentException("Attempted to add a garbage closed Tile to world"); } $pos = $tile->getPos(); if($pos->getWorld() !== $this){ throw new \InvalidArgumentException("Invalid Tile world"); } $chunkX = $pos->getFloorX() >> 4; $chunkZ = $pos->getFloorZ() >> 4; if(isset($this->chunks[$hash = World::chunkHash($chunkX, $chunkZ)])){ $this->chunks[$hash]->addTile($tile); }else{ throw new \InvalidStateException("Attempted to create tile " . get_class($tile) . " in unloaded chunk $chunkX $chunkZ"); } //delegate tile ticking to the corresponding block $this->scheduleDelayedBlockUpdate($pos->asVector3(), 1); } /** * @throws \InvalidArgumentException */ public function removeTile(Tile $tile) : void{ $pos = $tile->getPos(); if($pos->getWorld() !== $this){ throw new \InvalidArgumentException("Invalid Tile world"); } $chunkX = $pos->getFloorX() >> 4; $chunkZ = $pos->getFloorZ() >> 4; if(isset($this->chunks[$hash = World::chunkHash($chunkX, $chunkZ)])){ $this->chunks[$hash]->removeTile($tile); } foreach($this->getChunkListeners($chunkX, $chunkZ) as $listener){ $listener->onBlockChanged($pos->asVector3()); } } public function isChunkInUse(int $x, int $z) : bool{ return isset($this->chunkLoaders[$index = World::chunkHash($x, $z)]) and count($this->chunkLoaders[$index]) > 0; } /** * Attempts to load a chunk from the world provider (if not already loaded). * * @param bool $create Whether to create an empty chunk to load if the chunk cannot be loaded from disk. * * @return bool if loading the chunk was successful * * @throws \InvalidStateException */ public function loadChunk(int $x, int $z, bool $create = true) : bool{ if(isset($this->chunks[$chunkHash = World::chunkHash($x, $z)])){ return true; } $this->timings->syncChunkLoadTimer->startTiming(); $this->cancelUnloadChunkRequest($x, $z); $this->timings->syncChunkLoadDataTimer->startTiming(); $chunk = null; try{ $chunk = $this->provider->loadChunk($x, $z); }catch(CorruptedChunkException $e){ $this->logger->critical("Failed to load chunk x=$x z=$z: " . $e->getMessage()); } if($chunk === null and $create){ $chunk = new Chunk($x, $z); } $this->timings->syncChunkLoadDataTimer->stopTiming(); if($chunk === null){ $this->timings->syncChunkLoadTimer->stopTiming(); return false; } $this->chunks[$chunkHash] = $chunk; unset($this->blockCache[$chunkHash]); $chunk->initChunk($this); (new ChunkLoadEvent($this, $chunk, !$chunk->isGenerated()))->call(); if(!$chunk->isLightPopulated() and $chunk->isPopulated()){ $this->getServer()->getAsyncPool()->submitTask(new LightPopulationTask($this, $chunk)); } if(!$this->isChunkInUse($x, $z)){ $this->logger->debug("Newly loaded chunk $x $z has no loaders registered, will be unloaded at next available opportunity"); $this->unloadChunkRequest($x, $z); } foreach($this->getChunkListeners($x, $z) as $listener){ $listener->onChunkLoaded($chunk); } $this->timings->syncChunkLoadTimer->stopTiming(); return true; } private function queueUnloadChunk(int $x, int $z) : void{ $this->unloadQueue[World::chunkHash($x, $z)] = microtime(true); } public function unloadChunkRequest(int $x, int $z, bool $safe = true) : bool{ if(($safe and $this->isChunkInUse($x, $z)) or $this->isSpawnChunk($x, $z)){ return false; } $this->queueUnloadChunk($x, $z); return true; } public function cancelUnloadChunkRequest(int $x, int $z) : void{ unset($this->unloadQueue[World::chunkHash($x, $z)]); } public function unloadChunk(int $x, int $z, bool $safe = true, bool $trySave = true) : bool{ if($safe and $this->isChunkInUse($x, $z)){ return false; } if(!$this->isChunkLoaded($x, $z)){ return true; } $this->timings->doChunkUnload->startTiming(); $chunkHash = World::chunkHash($x, $z); $chunk = $this->chunks[$chunkHash] ?? null; if($chunk !== null){ $ev = new ChunkUnloadEvent($this, $chunk); $ev->call(); if($ev->isCancelled()){ $this->timings->doChunkUnload->stopTiming(); return false; } if($trySave and $this->getAutoSave() and $chunk->isGenerated() and $chunk->isDirty()){ $this->timings->syncChunkSaveTimer->startTiming(); try{ $this->provider->saveChunk($chunk); }finally{ $this->timings->syncChunkSaveTimer->stopTiming(); } } foreach($this->getChunkListeners($x, $z) as $listener){ $listener->onChunkUnloaded($chunk); } $chunk->onUnload(); } unset($this->chunks[$chunkHash]); unset($this->blockCache[$chunkHash]); unset($this->changedBlocks[$chunkHash]); $this->timings->doChunkUnload->stopTiming(); return true; } /** * Returns whether the chunk at the specified coordinates is a spawn chunk */ public function isSpawnChunk(int $X, int $Z) : bool{ $spawn = $this->getSpawnLocation(); $spawnX = $spawn->x >> 4; $spawnZ = $spawn->z >> 4; return abs($X - $spawnX) <= 1 and abs($Z - $spawnZ) <= 1; } public function getSafeSpawn(?Vector3 $spawn = null) : Position{ if(!($spawn instanceof Vector3) or $spawn->y < 1){ $spawn = $this->getSpawnLocation(); } $max = $this->worldHeight; $v = $spawn->floor(); $chunk = $this->getChunkAtPosition($v, false); $x = (int) $v->x; $z = (int) $v->z; if($chunk !== null and $chunk->isGenerated()){ $y = (int) min($max - 2, $v->y); $wasAir = $this->getBlockAt($x, $y - 1, $z)->getId() === BlockLegacyIds::AIR; //TODO: bad hack, clean up for(; $y > 0; --$y){ if($this->getBlockAt($x, $y, $z)->isFullCube()){ if($wasAir){ $y++; break; } }else{ $wasAir = true; } } for(; $y >= 0 and $y < $max; ++$y){ if(!$this->getBlockAt($x, $y + 1, $z)->isFullCube()){ if(!$this->getBlockAt($x, $y, $z)->isFullCube()){ return new Position($spawn->x, $y === (int) $spawn->y ? $spawn->y : $y, $spawn->z, $this); } }else{ ++$y; } } $v->y = $y; } return new Position($spawn->x, $v->y, $spawn->z, $this); } /** * Gets the current time */ public function getTime() : int{ return $this->time; } /** * Returns the current time of day */ public function getTimeOfDay() : int{ return $this->time % self::TIME_FULL; } /** * Returns the World display name. * WARNING: This is NOT guaranteed to be unique. Multiple worlds at runtime may share the same display name. */ public function getDisplayName() : string{ return $this->displayName; } /** * Returns the World folder name. This will not change at runtime and will be unique to a world per runtime. */ public function getFolderName() : string{ return $this->folderName; } /** * Sets the current time on the world */ public function setTime(int $time) : void{ $this->time = $time; $this->sendTime(); } /** * Stops the time for the world, will not save the lock state to disk */ public function stopTime() : void{ $this->stopTime = true; $this->sendTime(); } /** * Start the time again, if it was stopped */ public function startTime() : void{ $this->stopTime = false; $this->sendTime(); } /** * Gets the world seed */ public function getSeed() : int{ return $this->provider->getWorldData()->getSeed(); } public function getWorldHeight() : int{ return $this->worldHeight; } public function getDifficulty() : int{ return $this->provider->getWorldData()->getDifficulty(); } public function setDifficulty(int $difficulty) : void{ if($difficulty < 0 or $difficulty > 3){ throw new \InvalidArgumentException("Invalid difficulty level $difficulty"); } $this->provider->getWorldData()->setDifficulty($difficulty); foreach($this->players as $player){ $player->getNetworkSession()->syncWorldDifficulty($this->getDifficulty()); } } public function populateChunk(int $x, int $z, bool $force = false) : bool{ if(isset($this->chunkPopulationQueue[$index = World::chunkHash($x, $z)]) or (count($this->chunkPopulationQueue) >= $this->chunkPopulationQueueSize and !$force)){ return false; } for($xx = -1; $xx <= 1; ++$xx){ for($zz = -1; $zz <= 1; ++$zz){ if($this->isChunkLocked($x + $xx, $z + $zz)){ return false; } } } $chunk = $this->getChunk($x, $z, true); if(!$chunk->isPopulated()){ Timings::$populationTimer->startTiming(); $this->chunkPopulationQueue[$index] = true; for($xx = -1; $xx <= 1; ++$xx){ for($zz = -1; $zz <= 1; ++$zz){ $this->lockChunk($x + $xx, $z + $zz); } } $task = new PopulationTask($this, $chunk); $workerId = $this->server->getAsyncPool()->selectWorker(); if(!isset($this->generatorRegisteredWorkers[$workerId])){ $this->registerGeneratorToWorker($workerId); } $this->server->getAsyncPool()->submitTaskToWorker($task, $workerId); Timings::$populationTimer->stopTiming(); return false; } return true; } public function doChunkGarbageCollection() : void{ $this->timings->doChunkGC->startTiming(); foreach($this->chunks as $index => $chunk){ if(!isset($this->unloadQueue[$index])){ World::getXZ($index, $X, $Z); if(!$this->isSpawnChunk($X, $Z)){ $this->unloadChunkRequest($X, $Z, true); } } $chunk->collectGarbage(); } $this->provider->doGarbageCollection(); $this->timings->doChunkGC->stopTiming(); } public function unloadChunks(bool $force = false) : void{ if(count($this->unloadQueue) > 0){ $maxUnload = 96; $now = microtime(true); foreach($this->unloadQueue as $index => $time){ World::getXZ($index, $X, $Z); if(!$force){ if($maxUnload <= 0){ break; }elseif($time > ($now - 30)){ continue; } } //If the chunk can't be unloaded, it stays on the queue if($this->unloadChunk($X, $Z, true)){ unset($this->unloadQueue[$index]); --$maxUnload; } } } } }