class Level implements ChunkManager, Metadatable{ private static $levelIdCounter = 1; private static $chunkLoaderCounter = 1; public static $COMPRESSION_LEVEL = 8; const Y_MASK = 0xFF; const Y_MAX = 0x100; //256 const BLOCK_UPDATE_NORMAL = 1; const BLOCK_UPDATE_RANDOM = 2; const BLOCK_UPDATE_SCHEDULED = 3; const BLOCK_UPDATE_WEAK = 4; const BLOCK_UPDATE_TOUCH = 5; const TIME_DAY = 0; const TIME_SUNSET = 12000; const TIME_NIGHT = 14000; const TIME_SUNRISE = 23000; const TIME_FULL = 24000; /** @var Tile[] */ private $tiles = []; /** @var Player[] */ private $players = []; /** @var Entity[] */ private $entities = []; /** @var Entity[] */ public $updateEntities = []; /** @var Tile[] */ public $updateTiles = []; private $blockCache = []; /** @var BatchPacket[] */ private $chunkCache = []; private $cacheChunks = false; private $sendTimeTicker = 0; /** @var Server */ private $server; /** @var int */ private $levelId; /** @var LevelProvider */ private $provider; /** @var ChunkLoader[] */ private $loaders = []; /** @var int[] */ private $loaderCounter = []; /** @var ChunkLoader[][] */ private $chunkLoaders = []; /** @var Player[][] */ private $playerLoaders = []; /** @var DataPacket[][] */ private $chunkPackets = []; /** @var float[] */ private $unloadQueue = []; /** @var int */ private $time; public $stopTime; private $folderName; /** @var Chunk[] */ private $chunks = []; /** @var Vector3[][] */ private $changedBlocks = []; /** @var ReversePriorityQueue */ private $scheduledBlockUpdateQueue; private $scheduledBlockUpdateQueueIndex = []; /** @var \SplQueue */ private $neighbourBlockUpdateQueue; /** @var Player[][] */ private $chunkSendQueue = []; private $chunkSendTasks = []; private $chunkPopulationQueue = []; private $chunkPopulationLock = []; private $chunkGenerationQueue = []; private $chunkGenerationQueueSize = 8; private $chunkPopulationQueueSize = 2; private $autoSave = true; /** @var BlockMetadataStore */ private $blockMetadata; /** @var Position */ private $temporalPosition; /** @var Vector3 */ private $temporalVector; /** @var \SplFixedArray */ private $blockStates; public $sleepTicks = 0; private $chunkTickRadius; private $chunkTickList = []; private $chunksPerTick; private $clearChunksOnTick; /** @var \SplFixedArray */ private $randomTickBlocks = null; /** @var LevelTimings */ public $timings; private $tickRate; public $tickRateTime = 0; public $tickRateCounter = 0; /** @var Generator */ private $generator; /** @var Generator */ private $generatorInstance; private $closed = false; public static function chunkHash(int $x, int $z){ return (($x & 0xFFFFFFFF) << 32) | ($z & 0xFFFFFFFF); } public static function blockHash(int $x, int $y, int $z){ if($y < 0 or $y >= Level::Y_MAX){ throw new \InvalidArgumentException("Y coordinate $y is out of range!"); } return (($x & 0xFFFFFFF) << 36) | (($y & Level::Y_MASK) << 28) | ($z & 0xFFFFFFF); } public static function getBlockXYZ($hash, &$x, &$y, &$z){ $x = $hash >> 36; $y = ($hash >> 28) & Level::Y_MASK; //it's always positive $z = ($hash & 0xFFFFFFF) << 36 >> 36; } /** * @param string|int $hash * @param int|null $x * @param int|null $z */ public static function getXZ($hash, &$x, &$z){ $x = $hash >> 32; $z = ($hash & 0xFFFFFFFF) << 32 >> 32; } public static function generateChunkLoaderId(ChunkLoader $loader) : int{ if($loader->getLoaderId() === 0){ return self::$chunkLoaderCounter++; }else{ throw new \InvalidStateException("ChunkLoader has a loader id already assigned: " . $loader->getLoaderId()); } } /** * Init the default level data * * @param Server $server * @param string $name * @param string $path * @param string $provider Class that extends LevelProvider * * @throws \Exception */ public function __construct(Server $server, string $name, string $path, string $provider){ $this->blockStates = BlockFactory::getBlockStatesArray(); $this->levelId = static::$levelIdCounter++; $this->blockMetadata = new BlockMetadataStore($this); $this->server = $server; $this->autoSave = $server->getAutoSave(); /** @var LevelProvider $provider */ if(is_subclass_of($provider, LevelProvider::class, true)){ $this->provider = new $provider($this, $path); }else{ throw new LevelException("Provider is not a subclass of LevelProvider"); } $this->server->getLogger()->info($this->server->getLanguage()->translateString("pocketmine.level.preparing", [$this->provider->getName()])); $this->generator = Generator::getGenerator($this->provider->getGenerator()); $this->folderName = $name; $this->scheduledBlockUpdateQueue = new ReversePriorityQueue(); $this->scheduledBlockUpdateQueue->setExtractFlags(\SplPriorityQueue::EXTR_BOTH); $this->neighbourBlockUpdateQueue = new \SplQueue(); $this->time = $this->provider->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->chunkGenerationQueueSize = (int) $this->server->getProperty("chunk-generation.queue-size", 8); $this->chunkPopulationQueueSize = (int) $this->server->getProperty("chunk-generation.population-queue-size", 2); $this->chunkTickList = []; $this->clearChunksOnTick = (bool) $this->server->getProperty("chunk-ticking.clear-tick-list", true); $this->cacheChunks = (bool) $this->server->getProperty("chunk-sending.cache-chunks", false); $dontTickBlocks = $this->server->getProperty("chunk-ticking.disable-block-ticking", []); $this->randomTickBlocks = new \SplFixedArray(256); foreach($this->randomTickBlocks as $id => $null){ $block = BlockFactory::get($id); //Make sure it's a copy if(!isset($dontTickBlocks[$id]) and $block->ticksRandomly()){ $this->randomTickBlocks[$id] = $block; } } $this->timings = new LevelTimings($this); $this->temporalPosition = new Position(0, 0, 0, $this); $this->temporalVector = new Vector3(0, 0, 0); $this->tickRate = 1; } public function getTickRate() : int{ return $this->tickRate; } public function getTickRateTime() : float{ return $this->tickRateTime; } public function setTickRate(int $tickRate){ $this->tickRate = $tickRate; } public function initLevel(){ $generator = $this->generator; $this->generatorInstance = new $generator($this->provider->getGeneratorOptions()); $this->generatorInstance->init($this, new Random($this->getSeed())); $this->registerGenerator(); } public function registerGenerator(){ $size = $this->server->getScheduler()->getAsyncTaskPoolSize(); for($i = 0; $i < $size; ++$i){ $this->server->getScheduler()->scheduleAsyncTaskToWorker(new GeneratorRegisterTask($this, $this->generatorInstance), $i); } } public function unregisterGenerator(){ $size = $this->server->getScheduler()->getAsyncTaskPoolSize(); for($i = 0; $i < $size; ++$i){ $this->server->getScheduler()->scheduleAsyncTaskToWorker(new GeneratorUnregisterTask($this), $i); } } public function getBlockMetadata() : BlockMetadataStore{ return $this->blockMetadata; } public function getServer() : Server{ return $this->server; } final public function getProvider() : LevelProvider{ return $this->provider; } /** * Returns the unique level identifier */ final public function getId() : int{ return $this->levelId; } public function isClosed() : bool{ return $this->closed; } public function close(){ if($this->closed){ throw new \InvalidStateException("Tried to close a level which is already closed"); } if($this->getAutoSave()){ $this->save(); } foreach($this->chunks as $chunk){ $this->unloadChunk($chunk->getX(), $chunk->getZ(), false); } $this->unregisterGenerator(); $this->provider->close(); $this->provider = null; $this->blockMetadata = null; $this->blockCache = []; $this->temporalPosition = null; $this->closed = true; } public function addSound(Sound $sound, array $players = null){ $pk = $sound->encode(); if(!is_array($pk)){ $pk = [$pk]; } if($players === null){ foreach($pk as $e){ $this->addChunkPacket($sound->x >> 4, $sound->z >> 4, $e); } }else{ $this->server->batchPackets($players, $pk, false); } } public function addParticle(Particle $particle, array $players = null){ $pk = $particle->encode(); if(!is_array($pk)){ $pk = [$pk]; } if($players === null){ foreach($pk as $e){ $this->addChunkPacket($particle->x >> 4, $particle->z >> 4, $e); } }else{ $this->server->batchPackets($players, $pk, false); } } /** * Broadcasts a LevelEvent to players in the area. This could be sound, particles, weather changes, etc. * * @param Vector3 $pos * @param int $evid * @param int $data */ public function broadcastLevelEvent(Vector3 $pos, int $evid, int $data = 0){ $pk = new LevelEventPacket(); $pk->evid = $evid; $pk->data = $data; $pk->position = $pos->asVector3(); $this->addChunkPacket($pos->x >> 4, $pos->z >> 4, $pk); } /** * Broadcasts a LevelSoundEvent to players in the area. * * @param Vector3 $pos * @param int $soundId * @param int $pitch * @param int $extraData * @param bool $unknown * @param bool $disableRelativeVolume If true, all players receiving this sound-event will hear the sound at full volume regardless of distance */ public function broadcastLevelSoundEvent(Vector3 $pos, int $soundId, int $pitch = 1, int $extraData = -1, bool $unknown = false, bool $disableRelativeVolume = false){ $pk = new LevelSoundEventPacket(); $pk->sound = $soundId; $pk->pitch = $pitch; $pk->extraData = $extraData; $pk->unknownBool = $unknown; $pk->disableRelativeVolume = $disableRelativeVolume; $pk->position = $pos->asVector3(); $this->addChunkPacket($pos->x >> 4, $pos->z >> 4, $pk); } public function getAutoSave() : bool{ return $this->autoSave; } public function setAutoSave(bool $value){ $this->autoSave = $value; } /** * Unloads the current level from memory safely * * @param bool $force default false, force unload of default level * * @return bool */ public function unload(bool $force = false) : bool{ $ev = new LevelUnloadEvent($this); if($this === $this->server->getDefaultLevel() and $force !== true){ $ev->setCancelled(true); } $this->server->getPluginManager()->callEvent($ev); if(!$force and $ev->isCancelled()){ return false; } $this->server->getLogger()->info($this->server->getLanguage()->translateString("pocketmine.level.unloading", [$this->getName()])); $defaultLevel = $this->server->getDefaultLevel(); foreach($this->getPlayers() as $player){ if($this === $defaultLevel or $defaultLevel === null){ $player->close($player->getLeaveMessage(), "Forced default level unload"); }elseif($defaultLevel instanceof Level){ $player->teleport($this->server->getDefaultLevel()->getSafeSpawn()); } } if($this === $defaultLevel){ $this->server->setDefaultLevel(null); } $this->close(); return true; } /** * Gets the players being used in a specific chunk * * @param int $chunkX * @param int $chunkZ * * @return Player[] */ public function getChunkPlayers(int $chunkX, int $chunkZ) : array{ return $this->playerLoaders[Level::chunkHash($chunkX, $chunkZ)] ?? []; } /** * Gets the chunk loaders being used in a specific chunk * * @param int $chunkX * @param int $chunkZ * * @return ChunkLoader[] */ public function getChunkLoaders(int $chunkX, int $chunkZ) : array{ return $this->chunkLoaders[Level::chunkHash($chunkX, $chunkZ)] ?? []; } public function addChunkPacket(int $chunkX, int $chunkZ, DataPacket $packet){ if(!isset($this->chunkPackets[$index = Level::chunkHash($chunkX, $chunkZ)])){ $this->chunkPackets[$index] = [$packet]; }else{ $this->chunkPackets[$index][] = $packet; } } public function registerChunkLoader(ChunkLoader $loader, int $chunkX, int $chunkZ, bool $autoLoad = true){ $hash = $loader->getLoaderId(); if(!isset($this->chunkLoaders[$index = Level::chunkHash($chunkX, $chunkZ)])){ $this->chunkLoaders[$index] = []; $this->playerLoaders[$index] = []; }elseif(isset($this->chunkLoaders[$index][$hash])){ return; } $this->chunkLoaders[$index][$hash] = $loader; if($loader instanceof Player){ $this->playerLoaders[$index][$hash] = $loader; } if(!isset($this->loaders[$hash])){ $this->loaderCounter[$hash] = 1; $this->loaders[$hash] = $loader; }else{ ++$this->loaderCounter[$hash]; } $this->cancelUnloadChunkRequest($chunkX, $chunkZ); if($autoLoad){ $this->loadChunk($chunkX, $chunkZ); } } public function unregisterChunkLoader(ChunkLoader $loader, int $chunkX, int $chunkZ){ if(isset($this->chunkLoaders[$index = Level::chunkHash($chunkX, $chunkZ)][$hash = $loader->getLoaderId()])){ unset($this->chunkLoaders[$index][$hash]); unset($this->playerLoaders[$index][$hash]); if(count($this->chunkLoaders[$index]) === 0){ unset($this->chunkLoaders[$index]); unset($this->playerLoaders[$index]); $this->unloadChunkRequest($chunkX, $chunkZ, true); } if(--$this->loaderCounter[$hash] === 0){ unset($this->loaderCounter[$hash]); unset($this->loaders[$hash]); } } } /** * WARNING: Do not use this, it's only for internal use. * Changes to this function won't be recorded on the version. */ public function checkTime(){ if($this->stopTime === true){ return; }else{ $this->time += 1; } } /** * WARNING: Do not use this, it's only for internal use. * Changes to this function won't be recorded on the version. * * @param Player[] ...$targets If empty, will send to all players in the level. */ public function sendTime(Player ...$targets){ $pk = new SetTimePacket(); $pk->time = $this->time; $this->server->broadcastPacket(count($targets) > 0 ? $targets : $this->players, $pk); } /** * WARNING: Do not use this, it's only for internal use. * Changes to this function won't be recorded on the version. * * @param int $currentTick * */ public function doTick(int $currentTick){ if($this->closed){ throw new \InvalidStateException("Attempted to tick a Level which has been closed"); } $this->timings->doTick->startTiming(); $this->checkTime(); if(++$this->sendTimeTicker === 200){ $this->sendTime(); $this->sendTimeTicker = 0; } $this->unloadChunks(); //Do block updates $this->timings->doTickPending->startTiming(); //Delayed updates while($this->scheduledBlockUpdateQueue->count() > 0 and $this->scheduledBlockUpdateQueue->current()["priority"] <= $currentTick){ $block = $this->getBlock($this->scheduledBlockUpdateQueue->extract()["data"]); unset($this->scheduledBlockUpdateQueueIndex[Level::blockHash($block->x, $block->y, $block->z)]); $block->onUpdate(self::BLOCK_UPDATE_SCHEDULED); } //Normal updates while($this->neighbourBlockUpdateQueue->count() > 0){ $index = $this->neighbourBlockUpdateQueue->dequeue(); Level::getBlockXYZ($index, $x, $y, $z); $this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($x, $y, $z)))); if(!$ev->isCancelled()){ $ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL); } } $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]); } } Timings::$tickEntityTimer->stopTiming(); $this->timings->entityTick->stopTiming(); $this->timings->tileEntityTick->startTiming(); Timings::$tickTileEntityTimer->startTiming(); //Update tiles that need update if(count($this->updateTiles) > 0){ foreach($this->updateTiles as $id => $tile){ if($tile->onUpdate() !== true){ unset($this->updateTiles[$id]); } } } Timings::$tickTileEntityTimer->stopTiming(); $this->timings->tileEntityTick->stopTiming(); $this->timings->doTickTiles->startTiming(); $this->tickChunks(); $this->timings->doTickTiles->stopTiming(); if(count($this->changedBlocks) > 0){ if(count($this->players) > 0){ foreach($this->changedBlocks as $index => $blocks){ unset($this->chunkCache[$index]); Level::getXZ($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, UpdateBlockPacket::FLAG_ALL); } } }else{ $this->chunkCache = []; } $this->changedBlocks = []; } $this->processChunkRequest(); if($this->sleepTicks > 0 and --$this->sleepTicks <= 0){ $this->checkSleep(); } foreach($this->chunkPackets as $index => $entries){ Level::getXZ($index, $chunkX, $chunkZ); $chunkPlayers = $this->getChunkPlayers($chunkX, $chunkZ); if(count($chunkPlayers) > 0){ $this->server->batchPackets($chunkPlayers, $entries, false, false); } } $this->chunkPackets = []; $this->timings->doTick->stopTiming(); } public function checkSleep(){ if(count($this->players) === 0){ return; } $resetTime = true; foreach($this->getPlayers() as $p){ if(!$p->isSleeping()){ $resetTime = false; break; } } if($resetTime){ $time = $this->getTime() % Level::TIME_FULL; if($time >= Level::TIME_NIGHT and $time < Level::TIME_SUNRISE){ $this->setTime($this->getTime() + Level::TIME_FULL - $time); foreach($this->getPlayers() as $p){ $p->stopSleep(); } } } } public function sendBlockExtraData(int $x, int $y, int $z, int $id, int $data, array $targets = null){ $pk = new LevelEventPacket; $pk->evid = LevelEventPacket::EVENT_SET_DATA; $pk->position = new Vector3($x, $y, $z); $pk->data = ($data << 8) | $id; $this->server->broadcastPacket($targets ?? $this->getChunkPlayers($x >> 4, $z >> 4), $pk); } /** * @param Player[] $target * @param Block[] $blocks * @param int $flags * @param bool $optimizeRebuilds */ public function sendBlocks(array $target, array $blocks, $flags = UpdateBlockPacket::FLAG_NONE, bool $optimizeRebuilds = false){ $packets = []; if($optimizeRebuilds){ $chunks = []; foreach($blocks as $b){ $pk = new UpdateBlockPacket(); if($b === null){ continue; } $first = false; if(!isset($chunks[$index = Level::chunkHash($b->x >> 4, $b->z >> 4)])){ $chunks[$index] = true; $first = true; } $pk->x = $b->x; $pk->y = $b->y; $pk->z = $b->z; if($b instanceof Block){ $pk->blockId = $b->getId(); $pk->blockData = $b->getDamage(); }else{ $fullBlock = $this->getFullBlock($b->x, $b->y, $b->z); $pk->blockId = $fullBlock >> 4; $pk->blockData = $fullBlock & 0xf; } $pk->flags = $first ? $flags : UpdateBlockPacket::FLAG_NONE; $packets[] = $pk; } }else{ foreach($blocks as $b){ $pk = new UpdateBlockPacket(); if($b === null){ continue; } $pk->x = $b->x; $pk->y = $b->y; $pk->z = $b->z; if($b instanceof Block){ $pk->blockId = $b->getId(); $pk->blockData = $b->getDamage(); }else{ $fullBlock = $this->getFullBlock($b->x, $b->y, $b->z); $pk->blockId = $fullBlock >> 4; $pk->blockData = $fullBlock & 0xf; } $pk->flags = $flags; $packets[] = $pk; } } $this->server->batchPackets($target, $packets, false, false); } public function clearCache(bool $force = false){ if($force){ $this->chunkCache = []; $this->blockCache = []; }else{ if(count($this->blockCache) > 2048){ $this->blockCache = []; } } } public function clearChunkCache(int $chunkX, int $chunkZ){ unset($this->chunkCache[Level::chunkHash($chunkX, $chunkZ)]); } public function addRandomTickedBlock(int $id){ $this->randomTickBlocks[$id] = BlockFactory::get($id); } public function removeRandomTickedBlock(int $id){ $this->randomTickBlocks[$id] = null; } private function tickChunks(){ if($this->chunksPerTick <= 0 or count($this->loaders) === 0){ $this->chunkTickList = []; return; } $chunksPerLoader = min(200, max(1, (int) ((($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 = $loader->getX() >> 4; $chunkZ = $loader->getZ() >> 4; $index = Level::chunkHash($chunkX, $chunkZ); $existingLoaders = max(0, $this->chunkTickList[$index] ?? 0); $this->chunkTickList[$index] = $existingLoaders + 1; for($chunk = 0; $chunk < $chunksPerLoader; ++$chunk){ $dx = mt_rand(-$randRange, $randRange); $dz = mt_rand(-$randRange, $randRange); $hash = Level::chunkHash($dx + $chunkX, $dz + $chunkZ); if(!isset($this->chunkTickList[$hash]) and isset($this->chunks[$hash])){ $this->chunkTickList[$hash] = -1; } } } foreach($this->chunkTickList as $index => $loaders){ Level::getXZ($index, $chunkX, $chunkZ); if(!isset($this->chunks[$index]) or ($chunk = $this->getChunk($chunkX, $chunkZ, false)) === null){ unset($this->chunkTickList[$index]); continue; }elseif($loaders <= 0){ unset($this->chunkTickList[$index]); } foreach($chunk->getEntities() as $entity){ $entity->scheduleUpdate(); } foreach($chunk->getSubChunks() as $Y => $subChunk){ if(!$subChunk->isEmpty()){ for($i = 0; $i < 3; ++$i){ $k = mt_rand(0, 0xfff); $x = $k & 0x0f; $y = ($k >> 4) & 0x0f; $z = ($k >> 8) & 0x0f; $blockId = $subChunk->getBlockId($x, $y, $z); if($this->randomTickBlocks[$blockId] !== null){ /** @var Block $block */ $block = clone $this->randomTickBlocks[$blockId]; $block->setDamage($subChunk->getBlockData($x, $y, $z)); $block->x = $chunkX * 16 + $x; $block->y = ($Y << 4) + $y; $block->z = $chunkZ * 16 + $z; $block->level = $this; $block->onUpdate(self::BLOCK_UPDATE_RANDOM); } } } } } if($this->clearChunksOnTick){ $this->chunkTickList = []; } } public function __debugInfo() : array{ return []; } /** * @param bool $force * * @return bool */ public function save(bool $force = false) : bool{ if(!$this->getAutoSave() and !$force){ return false; } $this->server->getPluginManager()->callEvent(new LevelSaveEvent($this)); $this->provider->setTime($this->time); $this->saveChunks(); if($this->provider instanceof BaseLevelProvider){ $this->provider->saveLevelData(); } return true; } public function saveChunks(){ foreach($this->chunks as $chunk){ if($chunk->hasChanged() and $chunk->isGenerated()){ $this->provider->setChunk($chunk->getX(), $chunk->getZ(), $chunk); $this->provider->saveChunk($chunk->getX(), $chunk->getZ()); $chunk->setChanged(false); } } } /** * @param Vector3 $pos */ public function updateAround(Vector3 $pos){ $pos = $pos->floor(); $this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($pos->x, $pos->y - 1, $pos->z)))); if(!$ev->isCancelled()){ $ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL); } $this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($pos->x, $pos->y + 1, $pos->z)))); if(!$ev->isCancelled()){ $ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL); } $this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($pos->x - 1, $pos->y, $pos->z)))); if(!$ev->isCancelled()){ $ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL); } $this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($pos->x + 1, $pos->y, $pos->z)))); if(!$ev->isCancelled()){ $ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL); } $this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($pos->x, $pos->y, $pos->z - 1)))); if(!$ev->isCancelled()){ $ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL); } $this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($pos->x, $pos->y, $pos->z + 1)))); if(!$ev->isCancelled()){ $ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL); } } /** * @deprecated This method will be removed in the future due to misleading/ambiguous name. Use {@link Level#scheduleDelayedBlockUpdate} instead. * * @param Vector3 $pos * @param int $delay */ public function scheduleUpdate(Vector3 $pos, int $delay){ $this->scheduleDelayedBlockUpdate($pos, $delay); } /** * Schedules a block update to be executed after the specified number of ticks. * Blocks will be updated with the scheduled update type. * * @param Vector3 $pos * @param int $delay */ public function scheduleDelayedBlockUpdate(Vector3 $pos, int $delay){ if( !$this->isInWorld($pos->x, $pos->y, $pos->z) or (isset($this->scheduledBlockUpdateQueueIndex[$index = Level::blockHash($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()); } /** * Schedules the blocks around the specified position to be updated at the end of this tick. * Blocks will be updated with the normal update type. * * @param Vector3 $pos */ public function scheduleNeighbourBlockUpdates(Vector3 $pos){ $pos = $pos->floor(); for($i = 0; $i <= 5; ++$i){ $side = $pos->getSide($i); if($this->isInWorld($side->x, $side->y, $side->z)){ $this->neighbourBlockUpdateQueue->enqueue(Level::blockHash($side->x, $side->y, $side->z)); } } } /** * @param AxisAlignedBB $bb * @param bool $targetFirst * * @return Block[] */ public function getCollisionBlocks(AxisAlignedBB $bb, bool $targetFirst = false) : array{ $minX = Math::floorFloat($bb->minX); $minY = Math::floorFloat($bb->minY); $minZ = Math::floorFloat($bb->minZ); $maxX = Math::ceilFloat($bb->maxX); $maxY = Math::ceilFloat($bb->maxY); $maxZ = Math::ceilFloat($bb->maxZ); $collides = []; if($targetFirst){ for($z = $minZ; $z <= $maxZ; ++$z){ for($x = $minX; $x <= $maxX; ++$x){ for($y = $minY; $y <= $maxY; ++$y){ $block = $this->getBlock($this->temporalVector->setComponents($x, $y, $z)); if($block->getId() !== 0 and $block->collidesWithBB($bb)){ return [$block]; } } } } }else{ for($z = $minZ; $z <= $maxZ; ++$z){ for($x = $minX; $x <= $maxX; ++$x){ for($y = $minY; $y <= $maxY; ++$y){ $block = $this->getBlock($this->temporalVector->setComponents($x, $y, $z)); if($block->getId() !== 0 and $block->collidesWithBB($bb)){ $collides[] = $block; } } } } } return $collides; } /** * @param Vector3 $pos * * @return bool */ public function isFullBlock(Vector3 $pos) : bool{ if($pos instanceof Block){ if($pos->isSolid()){ return true; } $bb = $pos->getBoundingBox(); }else{ $bb = $this->getBlock($pos)->getBoundingBox(); } return $bb !== null and $bb->getAverageEdgeLength() >= 1; } /** * @param Entity $entity * @param AxisAlignedBB $bb * @param bool $entities * * @return AxisAlignedBB[] */ public function getCollisionCubes(Entity $entity, AxisAlignedBB $bb, bool $entities = true) : array{ $minX = Math::floorFloat($bb->minX); $minY = Math::floorFloat($bb->minY); $minZ = Math::floorFloat($bb->minZ); $maxX = Math::ceilFloat($bb->maxX); $maxY = Math::ceilFloat($bb->maxY); $maxZ = Math::ceilFloat($bb->maxZ); $collides = []; for($z = $minZ; $z <= $maxZ; ++$z){ for($x = $minX; $x <= $maxX; ++$x){ for($y = $minY; $y <= $maxY; ++$y){ $block = $this->getBlock($this->temporalVector->setComponents($x, $y, $z)); if(!$block->canPassThrough() and $block->collidesWithBB($bb)){ $collides[] = $block->getBoundingBox(); } } } } if($entities){ foreach($this->getCollidingEntities($bb->grow(0.25, 0.25, 0.25), $entity) as $ent){ $collides[] = clone $ent->boundingBox; } } return $collides; } /* public function rayTraceBlocks(Vector3 $pos1, Vector3 $pos2, $flag = false, $flag1 = false, $flag2 = false){ if(!is_nan($pos1->x) and !is_nan($pos1->y) and !is_nan($pos1->z)){ if(!is_nan($pos2->x) and !is_nan($pos2->y) and !is_nan($pos2->z)){ $x1 = (int) $pos1->x; $y1 = (int) $pos1->y; $z1 = (int) $pos1->z; $x2 = (int) $pos2->x; $y2 = (int) $pos2->y; $z2 = (int) $pos2->z; $block = $this->getBlock(Vector3::createVector($x1, $y1, $z1)); if(!$flag1 or $block->getBoundingBox() !== null){ $ob = $block->calculateIntercept($pos1, $pos2); if($ob !== null){ return $ob; } } $movingObjectPosition = null; $k = 200; while($k-- >= 0){ if(is_nan($pos1->x) or is_nan($pos1->y) or is_nan($pos1->z)){ return null; } if($x1 === $x2 and $y1 === $y2 and $z1 === $z2){ return $flag2 ? $movingObjectPosition : null; } $flag3 = true; $flag4 = true; $flag5 = true; $i = 999; $j = 999; $k = 999; if($x1 > $x2){ $i = $x2 + 1; }elseif($x1 < $x2){ $i = $x2; }else{ $flag3 = false; } if($y1 > $y2){ $j = $y2 + 1; }elseif($y1 < $y2){ $j = $y2; }else{ $flag4 = false; } if($z1 > $z2){ $k = $z2 + 1; }elseif($z1 < $z2){ $k = $z2; }else{ $flag5 = false; } //TODO } } } } */ 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{ //TODO: decrease light level by time of day $skyLight = $this->getBlockSkyLightAt($x, $y, $z); if($skyLight < 15){ return max($skyLight, $this->getBlockLightAt($x, $y, $z)); }else{ return $skyLight; } } /** * @param $x * @param $y * @param $z * * @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(float $x, float $y, float $z) : bool{ return ( $x <= INT32_MAX and $x >= INT32_MIN and $y < $this->getWorldHeight() and $y >= 0 and $z <= INT32_MAX and $z >= INT32_MIN ); } /** * Gets the Block object at the Vector3 location * * 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 Vector3 $pos * @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. * * @return Block */ public function getBlock(Vector3 $pos, bool $cached = true, bool $addToCache = true) : Block{ $pos = $pos->floor(); $fullState = 0; $index = null; if($this->isInWorld($pos->x, $pos->y, $pos->z)){ $index = Level::blockHash($pos->x, $pos->y, $pos->z); if($cached and isset($this->blockCache[$index])){ return $this->blockCache[$index]; }elseif(isset($this->chunks[$chunkIndex = Level::chunkHash($pos->x >> 4, $pos->z >> 4)])){ $fullState = $this->chunks[$chunkIndex]->getFullBlock($pos->x & 0x0f, $pos->y, $pos->z & 0x0f); } } $block = clone $this->blockStates[$fullState & 0xfff]; $block->x = $pos->x; $block->y = $pos->y; $block->z = $pos->z; $block->level = $this; if($addToCache and $index !== null){ $this->blockCache[$index] = $block; } return $block; } public function updateAllLight(Vector3 $pos){ $this->updateBlockSkyLight($pos->x, $pos->y, $pos->z); $this->updateBlockLight($pos->x, $pos->y, $pos->z); } /** * Returns the highest block light level available in the positions adjacent to the specified block coordinates. * * @param int $x * @param int $y * @param int $z * * @return int */ public function getHighestAdjacentBlockSkyLight(int $x, int $y, int $z) : int{ return max([ $this->getBlockSkyLightAt($x + 1, $y, $z), $this->getBlockSkyLightAt($x - 1, $y, $z), $this->getBlockSkyLightAt($x, $y + 1, $z), $this->getBlockSkyLightAt($x, $y - 1, $z), $this->getBlockSkyLightAt($x, $y, $z + 1), $this->getBlockSkyLightAt($x, $y, $z - 1) ]); } public function updateBlockSkyLight(int $x, int $y, int $z){ $this->timings->doBlockSkyLightUpdates->startTiming(); $oldHeightMap = $this->getHeightMap($x, $z); $sourceId = $this->getBlockIdAt($x, $y, $z); $yPlusOne = $y + 1; if($yPlusOne === $oldHeightMap){ //Block changed directly beneath the heightmap. Check if a block was removed or changed to a different light-filter. $newHeightMap = $this->getChunk($x >> 4, $z >> 4)->recalculateHeightMapColumn($x & 0x0f, $z & 0x0f); }elseif($yPlusOne > $oldHeightMap){ //Block changed above the heightmap. if(BlockFactory::$lightFilter[$sourceId] > 1 or BlockFactory::$diffusesSkyLight[$sourceId]){ $this->setHeightMap($x, $z, $yPlusOne); $newHeightMap = $yPlusOne; }else{ //Block changed which has no effect on direct sky light, for example placing or removing glass. $this->timings->doBlockSkyLightUpdates->stopTiming(); return; } }else{ //Block changed below heightmap $newHeightMap = $oldHeightMap; } $update = new SkyLightUpdate($this); if($newHeightMap > $oldHeightMap){ //Heightmap increase, block placed, remove sky light for($i = $y; $i >= $oldHeightMap; --$i){ $update->setAndUpdateLight($x, $i, $z, 0); //Remove all light beneath, adjacent recalculation will handle the rest. } }elseif($newHeightMap < $oldHeightMap){ //Heightmap decrease, block changed or removed, add sky light for($i = $y; $i >= $newHeightMap; --$i){ $update->setAndUpdateLight($x, $i, $z, 15); } }else{ //No heightmap change, block changed "underground" $update->setAndUpdateLight($x, $y, $z, max(0, $this->getHighestAdjacentBlockSkyLight($x, $y, $z) - BlockFactory::$lightFilter[$sourceId])); } $update->execute(); $this->timings->doBlockSkyLightUpdates->stopTiming(); } /** * Returns the highest block light level available in the positions adjacent to the specified block coordinates. * * @param int $x * @param int $y * @param int $z * * @return int */ public function getHighestAdjacentBlockLight(int $x, int $y, int $z) : int{ return max([ $this->getBlockLightAt($x + 1, $y, $z), $this->getBlockLightAt($x - 1, $y, $z), $this->getBlockLightAt($x, $y + 1, $z), $this->getBlockLightAt($x, $y - 1, $z), $this->getBlockLightAt($x, $y, $z + 1), $this->getBlockLightAt($x, $y, $z - 1) ]); } public function updateBlockLight(int $x, int $y, int $z){ $this->timings->doBlockLightUpdates->startTiming(); $id = $this->getBlockIdAt($x, $y, $z); $newLevel = max(BlockFactory::$light[$id], $this->getHighestAdjacentBlockLight($x, $y, $z) - BlockFactory::$lightFilter[$id]); $update = new BlockLightUpdate($this); $update->setAndUpdateLight($x, $y, $z, $newLevel); $update->execute(); $this->timings->doBlockLightUpdates->stopTiming(); } /** * Sets on Vector3 the data from a Block object, * does block updates and puts the changes to the send queue. * * If $direct is true, it'll send changes directly to players. if false, it'll be queued * and the best way to send queued changes will be done in the next tick. * This way big changes can be sent on a single chunk update packet instead of thousands of packets. * * If $update is true, it'll get the neighbour blocks (6 sides) and update them. * If you are doing big changes, you might want to set this to false, then update manually. * * @param Vector3 $pos * @param Block $block * @param bool $direct @deprecated * @param bool $update * * @return bool Whether the block has been updated or not */ public function setBlock(Vector3 $pos, Block $block, bool $direct = false, bool $update = true) : bool{ $pos = $pos->floor(); if(!$this->isInWorld($pos->x, $pos->y, $pos->z)){ return false; } $this->timings->setBlock->startTiming(); if($this->getChunk($pos->x >> 4, $pos->z >> 4, true)->setBlock($pos->x & 0x0f, $pos->y, $pos->z & 0x0f, $block->getId(), $block->getDamage())){ if(!($pos instanceof Position)){ $pos = $this->temporalPosition->setComponents($pos->x, $pos->y, $pos->z); } $block->position($pos); unset($this->blockCache[Level::blockHash($pos->x, $pos->y, $pos->z)]); $index = Level::chunkHash($pos->x >> 4, $pos->z >> 4); if($direct === true){ $this->sendBlocks($this->getChunkPlayers($pos->x >> 4, $pos->z >> 4), [$block], UpdateBlockPacket::FLAG_ALL_PRIORITY); unset($this->chunkCache[$index]); }else{ if(!isset($this->changedBlocks[$index])){ $this->changedBlocks[$index] = []; } $this->changedBlocks[$index][Level::blockHash($block->x, $block->y, $block->z)] = clone $block; } foreach($this->getChunkLoaders($pos->x >> 4, $pos->z >> 4) as $loader){ $loader->onBlockChanged($block); } if($update === true){ $this->updateAllLight($block); $this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($block)); if(!$ev->isCancelled()){ foreach($this->getNearbyEntities(new AxisAlignedBB($block->x - 1, $block->y - 1, $block->z - 1, $block->x + 2, $block->y + 2, $block->z + 2)) as $entity){ $entity->setForceMovementUpdate(); $entity->scheduleUpdate(); } $ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL); $this->scheduleNeighbourBlockUpdates($pos); } } $this->timings->setBlock->stopTiming(); return true; } $this->timings->setBlock->stopTiming(); return false; } /** * @param Vector3 $source * @param Item $item * @param Vector3 $motion * @param int $delay * * @return DroppedItem|null */ public function dropItem(Vector3 $source, Item $item, Vector3 $motion = null, int $delay = 10){ $motion = $motion ?? new Vector3(lcg_value() * 0.2 - 0.1, 0.2, lcg_value() * 0.2 - 0.1); $itemTag = $item->nbtSerialize(); $itemTag->setName("Item"); if($item->getId() > 0 and $item->getCount() > 0){ $itemEntity = Entity::createEntity("Item", $this, new CompoundTag("", [ new ListTag("Pos", [ new DoubleTag("", $source->getX()), new DoubleTag("", $source->getY()), new DoubleTag("", $source->getZ()) ]), new ListTag("Motion", [ new DoubleTag("", $motion->x), new DoubleTag("", $motion->y), new DoubleTag("", $motion->z) ]), new ListTag("Rotation", [ new FloatTag("", lcg_value() * 360), new FloatTag("", 0) ]), new ShortTag("Health", 5), $itemTag, new ShortTag("PickupDelay", $delay) ])); $itemEntity->spawnToAll(); return $itemEntity; } return null; } /** * Checks if the level spawn protection radius will prevent the player from using items or building at the specified * Vector3 position. * * @param Player $player * @param Vector3 $vector * * @return bool false if spawn protection cancelled the action, true if not. */ protected function checkSpawnProtection(Player $player, Vector3 $vector) : bool{ if(!$player->hasPermission("pocketmine.spawnprotect.bypass") and ($distance = $this->server->getSpawnRadius()) > -1){ $t = new Vector2($vector->x, $vector->z); $s = new Vector2($this->getSpawnLocation()->x, $this->getSpawnLocation()->z); if(count($this->server->getOps()->getAll()) > 0 and $t->distance($s) <= $distance){ return true; } } return false; } /** * 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 Vector3 $vector * @param Item &$item (if null, can break anything) * @param Player $player * @param bool $createParticles * * @return bool */ public function useBreakOn(Vector3 $vector, Item &$item = null, Player $player = null, bool $createParticles = false) : bool{ $target = $this->getBlock($vector); if($item === null){ $item = ItemFactory::get(Item::AIR, 0, 0); } if($player !== null){ $ev = new BlockBreakEvent($player, $target, $item, $player->isCreative() or $player->allowInstaBreak()); if(($player->isSurvival() and $item instanceof Item and !$target->isBreakable($item)) or $player->isSpectator()){ $ev->setCancelled(); }elseif($this->checkSpawnProtection($player, $target)){ $ev->setCancelled(); //set it to cancelled so plugins can bypass this } if($player->isAdventure(true) and !$ev->isCancelled()){ $tag = $item->getNamedTagEntry("CanDestroy"); $canBreak = false; if($tag instanceof ListTag){ foreach($tag as $v){ if($v instanceof StringTag){ $entry = ItemFactory::fromString($v->getValue()); if($entry->getId() > 0 and $entry->getBlock() !== null and $entry->getBlock()->getId() === $target->getId()){ $canBreak = true; break; } } } } $ev->setCancelled(!$canBreak); } $this->server->getPluginManager()->callEvent($ev); if($ev->isCancelled()){ return false; } $breakTime = ceil($target->getBreakTime($item) * 20); if($player->isCreative() and $breakTime > 3){ $breakTime = 3; } if($player->hasEffect(Effect::HASTE)){ $breakTime *= 1 - (0.2 * $player->getEffect(Effect::HASTE)->getEffectLevel()); } if($player->hasEffect(Effect::MINING_FATIGUE)){ $breakTime *= 1 + (0.3 * $player->getEffect(Effect::MINING_FATIGUE)->getEffectLevel()); } $breakTime -= 1; //1 tick compensation if(!$ev->getInstaBreak() and (ceil($player->lastBreak * 20) + $breakTime) > ceil(microtime(true) * 20)){ return false; } $player->lastBreak = PHP_INT_MAX; $drops = $ev->getDrops(); }elseif($item !== null and !$target->isBreakable($item)){ return false; }else{ $drops = $target->getDrops($item); //Fixes tile entities being deleted before getting drops } $above = $this->getBlock(new Vector3($target->x, $target->y + 1, $target->z)); if($above->getId() === Item::FIRE){ $this->setBlock($above, BlockFactory::get(Block::AIR), true); } if($createParticles){ $this->addParticle(new DestroyBlockParticle($target->add(0.5, 0.5, 0.5), $target)); } $target->onBreak($item, $player); $tile = $this->getTile($target); if($tile !== null){ if($tile instanceof InventoryHolder){ if($tile instanceof Chest){ $tile->unpair(); } foreach($tile->getInventory()->getContents() as $chestItem){ $this->dropItem($target, $chestItem); } } $tile->close(); } if($item !== null){ $item->useOn($target); if($item->isTool() and $item->getDamage() >= $item->getMaxDurability()){ $item = ItemFactory::get(Item::AIR, 0, 0); } } if($player === null or $player->isSurvival()){ foreach($drops as $drop){ if($drop->getCount() > 0){ $this->dropItem($vector->add(0.5, 0.5, 0.5), $drop); } } } return true; } /** * Uses a item on a position and face, placing it or activating the block * * @param Vector3 $vector * @param Item $item * @param int $face * @param Vector3|null $facePos * @param Player|null $player default null * @param bool $playSound Whether to play a block-place sound if the block was placed successfully. * * @return bool */ public function useItemOn(Vector3 $vector, Item &$item, int $face, Vector3 $facePos = null, Player $player = null, bool $playSound = false) : bool{ $blockClicked = $this->getBlock($vector); $blockReplace = $blockClicked->getSide($face); if($facePos === null){ $facePos = new Vector3(0.0, 0.0, 0.0); } if($blockReplace->y >= $this->provider->getWorldHeight() or $blockReplace->y < 0){ //TODO: build height limit messages for custom world heights and mcregion cap return false; } if($blockClicked->getId() === Item::AIR){ return false; } if($player !== null){ $ev = new PlayerInteractEvent($player, $item, $blockClicked, $face, $blockClicked->getId() === 0 ? PlayerInteractEvent::RIGHT_CLICK_AIR : PlayerInteractEvent::RIGHT_CLICK_BLOCK); if($this->checkSpawnProtection($player, $blockClicked)){ $ev->setCancelled(); //set it to cancelled so plugins can bypass this } if($player->isAdventure(true) and !$ev->isCancelled()){ $canPlace = false; $tag = $item->getNamedTagEntry("CanPlaceOn"); if($tag instanceof ListTag){ foreach($tag as $v){ if($v instanceof StringTag){ $entry = ItemFactory::fromString($v->getValue()); if($entry->getId() > 0 and $entry->getBlock() !== null and $entry->getBlock()->getId() === $blockClicked->getId()){ $canPlace = true; break; } } } } $ev->setCancelled(!$canPlace); } $this->server->getPluginManager()->callEvent($ev); if(!$ev->isCancelled()){ $blockClicked->onUpdate(self::BLOCK_UPDATE_TOUCH); if(!$player->isSneaking() and $blockClicked->onActivate($item, $player) === true){ return true; } if(!$player->isSneaking() and $item->onActivate($this, $player, $blockReplace, $blockClicked, $face, $facePos)){ if($item->getCount() <= 0){ $item = ItemFactory::get(Item::AIR, 0, 0); return true; } } }else{ return false; } }elseif($blockClicked->onActivate($item, $player) === true){ return true; } if(!$item->canBePlaced()){ return false; } $hand = $item->getBlock(); if($blockClicked->canBeReplaced($hand)){ $blockReplace = $blockClicked; }elseif(!$blockReplace->canBeReplaced($hand)){ return false; } $hand->position($blockReplace); if($hand->isSolid() === true and $hand->getBoundingBox() !== null){ $entities = $this->getCollidingEntities($hand->getBoundingBox()); $realCount = 0; foreach($entities as $e){ if($e instanceof Arrow or $e instanceof DroppedItem){ continue; } ++$realCount; } if($player !== null){ if(($diff = $player->getNextPosition()->subtract($player->getPosition())) and $diff->lengthSquared() > 0.00001){ $bb = $player->getBoundingBox()->getOffsetBoundingBox($diff->x, $diff->y, $diff->z); if($hand->getBoundingBox()->intersectsWith($bb)){ ++$realCount; } } } if($realCount > 0){ return false; //Entity in block } } if($player !== null){ $ev = new BlockPlaceEvent($player, $hand, $blockReplace, $blockClicked, $item); if($this->checkSpawnProtection($player, $blockClicked)){ $ev->setCancelled(); } $this->server->getPluginManager()->callEvent($ev); if($ev->isCancelled()){ return false; } } if(!$hand->place($item, $blockReplace, $blockClicked, $face, $facePos, $player)){ return false; } if($playSound){ $this->broadcastLevelSoundEvent($hand, LevelSoundEventPacket::SOUND_PLACE, 1, $hand->getId()); } $item->setCount($item->getCount() - 1); if($item->getCount() <= 0){ $item = ItemFactory::get(Item::AIR, 0, 0); } return true; } /** * @param int $entityId * * @return Entity|null */ public function getEntity(int $entityId){ return $this->entities[$entityId] ?? null; } /** * Gets the list of all the entities in this level * * @return Entity[] */ public function getEntities() : array{ return $this->entities; } /** * Returns the entities colliding the current one inside the AxisAlignedBB * * @param AxisAlignedBB $bb * @param Entity|null $entity * * @return Entity[] */ public function getCollidingEntities(AxisAlignedBB $bb, Entity $entity = null) : array{ $nearby = []; if($entity === null or $entity->canCollide){ $minX = Math::floorFloat(($bb->minX - 2) / 16); $maxX = Math::ceilFloat(($bb->maxX + 2) / 16); $minZ = Math::floorFloat(($bb->minZ - 2) / 16); $maxZ = Math::ceilFloat(($bb->maxZ + 2) / 16); for($x = $minX; $x <= $maxX; ++$x){ for($z = $minZ; $z <= $maxZ; ++$z){ foreach($this->getChunkEntities($x, $z) as $ent){ /** @var Entity|null $entity */ if(($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 * * @param AxisAlignedBB $bb * @param Entity $entity * * @return Entity[] */ public function getNearbyEntities(AxisAlignedBB $bb, Entity $entity = null) : array{ $nearby = []; $minX = Math::floorFloat(($bb->minX - 2) / 16); $maxX = Math::ceilFloat(($bb->maxX + 2) / 16); $minZ = Math::floorFloat(($bb->minZ - 2) / 16); $maxZ = Math::ceilFloat(($bb->maxZ + 2) / 16); for($x = $minX; $x <= $maxX; ++$x){ for($z = $minZ; $z <= $maxZ; ++$z){ foreach($this->getChunkEntities($x, $z) as $ent){ if($ent !== $entity and $ent->boundingBox->intersectsWith($bb)){ $nearby[] = $ent; } } } } return $nearby; } /** * Returns a list of the Tile entities in this level * * @return Tile[] */ public function getTiles() : array{ return $this->tiles; } /** * @param $tileId * * @return Tile|null */ public function getTileById(int $tileId){ return $this->tiles[$tileId] ?? null; } /** * Returns a list of the players in this level * * @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 * * @param Vector3 $pos * * @return Tile|null */ public function getTile(Vector3 $pos){ $chunk = $this->getChunk($pos->x >> 4, $pos->z >> 4, false); if($chunk !== null){ return $chunk->getTile($pos->x & 0x0f, $pos->y, $pos->z & 0x0f); } return null; } /** * Returns a list of the entities on a given chunk * * @param int $X * @param int $Z * * @return Entity[] */ public function getChunkEntities($X, $Z) : array{ return ($chunk = $this->getChunk($X, $Z)) !== null ? $chunk->getEntities() : []; } /** * Gives a list of the Tile entities on a given chunk * * @param int $X * @param int $Z * * @return Tile[] */ public function getChunkTiles($X, $Z) : array{ return ($chunk = $this->getChunk($X, $Z)) !== null ? $chunk->getTiles() : []; } /** * Gets the raw block id. * * @param int $x * @param int $y * @param int $z * * @return int 0-255 */ public function getBlockIdAt(int $x, int $y, int $z) : int{ return $this->getChunk($x >> 4, $z >> 4, true)->getBlockId($x & 0x0f, $y, $z & 0x0f); } /** * Sets the raw block id. * * @param int $x * @param int $y * @param int $z * @param int $id 0-255 */ public function setBlockIdAt(int $x, int $y, int $z, int $id){ unset($this->blockCache[Level::blockHash($x, $y, $z)]); $this->getChunk($x >> 4, $z >> 4, true)->setBlockId($x & 0x0f, $y, $z & 0x0f, $id & 0xff); if(!isset($this->changedBlocks[$index = Level::chunkHash($x >> 4, $z >> 4)])){ $this->changedBlocks[$index] = []; } $this->changedBlocks[$index][Level::blockHash($x, $y, $z)] = $v = new Vector3($x, $y, $z); foreach($this->getChunkLoaders($x >> 4, $z >> 4) as $loader){ $loader->onBlockChanged($v); } } /** * Gets the raw block extra data * * @param int $x * @param int $y * @param int $z * * @return int 16-bit */ public function getBlockExtraDataAt(int $x, int $y, int $z) : int{ return $this->getChunk($x >> 4, $z >> 4, true)->getBlockExtraData($x & 0x0f, $y, $z & 0x0f); } /** * Sets the raw block metadata. * * @param int $x * @param int $y * @param int $z * @param int $id * @param int $data */ public function setBlockExtraDataAt(int $x, int $y, int $z, int $id, int $data){ $this->getChunk($x >> 4, $z >> 4, true)->setBlockExtraData($x & 0x0f, $y, $z & 0x0f, ($data << 8) | $id); $this->sendBlockExtraData($x, $y, $z, $id, $data); } /** * Gets the raw block metadata * * @param int $x * @param int $y * @param int $z * * @return int 0-15 */ public function getBlockDataAt(int $x, int $y, int $z) : int{ return $this->getChunk($x >> 4, $z >> 4, true)->getBlockData($x & 0x0f, $y, $z & 0x0f); } /** * Sets the raw block metadata. * * @param int $x * @param int $y * @param int $z * @param int $data 0-15 */ public function setBlockDataAt(int $x, int $y, int $z, int $data){ unset($this->blockCache[Level::blockHash($x, $y, $z)]); $this->getChunk($x >> 4, $z >> 4, true)->setBlockData($x & 0x0f, $y, $z & 0x0f, $data & 0x0f); if(!isset($this->changedBlocks[$index = Level::chunkHash($x >> 4, $z >> 4)])){ $this->changedBlocks[$index] = []; } $this->changedBlocks[$index][Level::blockHash($x, $y, $z)] = $v = new Vector3($x, $y, $z); foreach($this->getChunkLoaders($x >> 4, $z >> 4) as $loader){ $loader->onBlockChanged($v); } } /** * Gets the raw block skylight level * * @param int $x * @param int $y * @param int $z * * @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); } /** * Sets the raw block skylight level. * * @param int $x * @param int $y * @param int $z * @param int $level 0-15 */ public function setBlockSkyLightAt(int $x, int $y, int $z, int $level){ $this->getChunk($x >> 4, $z >> 4, true)->setBlockSkyLight($x & 0x0f, $y, $z & 0x0f, $level & 0x0f); } /** * Gets the raw block light level * * @param int $x * @param int $y * @param int $z * * @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); } /** * Sets the raw block light level. * * @param int $x * @param int $y * @param int $z * @param int $level 0-15 */ public function setBlockLightAt(int $x, int $y, int $z, int $level){ $this->getChunk($x >> 4, $z >> 4, true)->setBlockLight($x & 0x0f, $y, $z & 0x0f, $level & 0x0f); } /** * @param int $x * @param int $z * * @return int */ public function getBiomeId(int $x, int $z) : int{ return $this->getChunk($x >> 4, $z >> 4, true)->getBiomeId($x & 0x0f, $z & 0x0f); } /** * @param int $x * @param int $z * * @return int */ public function getHeightMap(int $x, int $z) : int{ return $this->getChunk($x >> 4, $z >> 4, true)->getHeightMap($x & 0x0f, $z & 0x0f); } /** * @param int $x * @param int $z * @param int $biomeId */ public function setBiomeId(int $x, int $z, int $biomeId){ $this->getChunk($x >> 4, $z >> 4, true)->setBiomeId($x & 0x0f, $z & 0x0f, $biomeId); } /** * @param int $x * @param int $z * @param int $value */ public function setHeightMap(int $x, int $z, int $value){ $this->getChunk($x >> 4, $z >> 4, true)->setHeightMap($x & 0x0f, $z & 0x0f, $value); } /** * @return Chunk[] */ public function getChunks() : array{ return $this->chunks; } /** * Gets the Chunk object * * @param int $x * @param int $z * @param bool $create Whether to generate the chunk if it does not exist * * @return Chunk|null */ public function getChunk(int $x, int $z, bool $create = false){ if(isset($this->chunks[$index = Level::chunkHash($x, $z)])){ return $this->chunks[$index]; }elseif($this->loadChunk($x, $z, $create)){ return $this->chunks[$index]; } return null; } /** * Returns the chunks adjacent to the specified chunk. * * @param int $x * @param int $z * * @return Chunk[] */ 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 generateChunkCallback(int $x, int $z, Chunk $chunk){ Timings::$generationCallbackTimer->startTiming(); if(isset($this->chunkPopulationQueue[$index = Level::chunkHash($x, $z)])){ $oldChunk = $this->getChunk($x, $z, false); for($xx = -1; $xx <= 1; ++$xx){ for($zz = -1; $zz <= 1; ++$zz){ unset($this->chunkPopulationLock[Level::chunkHash($x + $xx, $z + $zz)]); } } unset($this->chunkPopulationQueue[$index]); $this->setChunk($x, $z, $chunk, false); $chunk = $this->getChunk($x, $z, false); if($chunk !== null and ($oldChunk === null or $oldChunk->isPopulated() === false) and $chunk->isPopulated()){ $this->server->getPluginManager()->callEvent(new ChunkPopulateEvent($this, $chunk)); foreach($this->getChunkLoaders($x, $z) as $loader){ $loader->onChunkPopulated($chunk); } } }elseif(isset($this->chunkGenerationQueue[$index]) or isset($this->chunkPopulationLock[$index])){ unset($this->chunkGenerationQueue[$index]); unset($this->chunkPopulationLock[$index]); $this->setChunk($x, $z, $chunk, false); }else{ $this->setChunk($x, $z, $chunk, false); } Timings::$generationCallbackTimer->stopTiming(); } /** * @param int $chunkX * @param int $chunkZ * @param Chunk|null $chunk * @param bool $unload */ public function setChunk(int $chunkX, int $chunkZ, Chunk $chunk = null, bool $unload = true){ if($chunk === null){ return; } $index = Level::chunkHash($chunkX, $chunkZ); $oldChunk = $this->getChunk($chunkX, $chunkZ, false); if($unload and $oldChunk !== null){ $this->unloadChunk($chunkX, $chunkZ, false, false); $this->provider->setChunk($chunkX, $chunkZ, $chunk); $this->chunks[$index] = $chunk; }else{ $oldEntities = $oldChunk !== null ? $oldChunk->getEntities() : []; $oldTiles = $oldChunk !== null ? $oldChunk->getTiles() : []; foreach($oldEntities as $entity){ $chunk->addEntity($entity); $oldChunk->removeEntity($entity); $entity->chunk = $chunk; } foreach($oldTiles as $tile){ $chunk->addTile($tile); $oldChunk->removeTile($tile); $tile->chunk = $chunk; } $this->provider->setChunk($chunkX, $chunkZ, $chunk); $this->chunks[$index] = $chunk; } unset($this->chunkCache[$index]); $chunk->setChanged(); if(!$this->isChunkInUse($chunkX, $chunkZ)){ $this->unloadChunkRequest($chunkX, $chunkZ); }else{ foreach($this->getChunkLoaders($chunkX, $chunkZ) as $loader){ $loader->onChunkChanged($chunk); } } } /** * Gets the highest block Y value at a specific $x and $z * * @param int $x * @param int $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); } /** * @param int $x * @param int $z * * @return bool */ public function isChunkLoaded(int $x, int $z) : bool{ return isset($this->chunks[Level::chunkHash($x, $z)]) or $this->provider->isChunkLoaded($x, $z); } /** * @param int $x * @param int $z * * @return bool */ public function isChunkGenerated(int $x, int $z) : bool{ $chunk = $this->getChunk($x, $z); return $chunk !== null ? $chunk->isGenerated() : false; } /** * @param int $x * @param int $z * * @return bool */ public function isChunkPopulated(int $x, int $z) : bool{ $chunk = $this->getChunk($x, $z); return $chunk !== null ? $chunk->isPopulated() : false; } /** * Returns a Position pointing to the spawn * * @return Position */ public function getSpawnLocation() : Position{ return Position::fromObject($this->provider->getSpawn(), $this); } /** * Sets the level spawn location * * @param Vector3 $pos */ public function setSpawnLocation(Vector3 $pos){ $previousSpawn = $this->getSpawnLocation(); $this->provider->setSpawn($pos); $this->server->getPluginManager()->callEvent(new SpawnChangeEvent($this, $previousSpawn)); } public function requestChunk(int $x, int $z, Player $player){ $index = Level::chunkHash($x, $z); if(!isset($this->chunkSendQueue[$index])){ $this->chunkSendQueue[$index] = []; } $this->chunkSendQueue[$index][$player->getLoaderId()] = $player; } private function sendChunkFromCache(int $x, int $z){ if(isset($this->chunkSendTasks[$index = Level::chunkHash($x, $z)])){ foreach($this->chunkSendQueue[$index] as $player){ /** @var Player $player */ if($player->isConnected() and isset($player->usedChunks[$index])){ $player->sendChunk($x, $z, $this->chunkCache[$index]); } } unset($this->chunkSendQueue[$index]); unset($this->chunkSendTasks[$index]); } } private function processChunkRequest(){ if(count($this->chunkSendQueue) > 0){ $this->timings->syncChunkSendTimer->startTiming(); foreach($this->chunkSendQueue as $index => $players){ if(isset($this->chunkSendTasks[$index])){ continue; } Level::getXZ($index, $x, $z); $this->chunkSendTasks[$index] = true; if(isset($this->chunkCache[$index])){ $this->sendChunkFromCache($x, $z); continue; } $this->timings->syncChunkSendPrepareTimer->startTiming(); $task = $this->provider->requestChunkTask($x, $z); $this->server->getScheduler()->scheduleAsyncTask($task); $this->timings->syncChunkSendPrepareTimer->stopTiming(); } $this->timings->syncChunkSendTimer->stopTiming(); } } public function chunkRequestCallback(int $x, int $z, BatchPacket $payload){ $this->timings->syncChunkSendTimer->startTiming(); $index = Level::chunkHash($x, $z); if(!isset($this->chunkCache[$index]) and $this->cacheChunks and $this->server->getMemoryManager()->canUseChunkCache()){ $this->chunkCache[$index] = $payload; $this->sendChunkFromCache($x, $z); $this->timings->syncChunkSendTimer->stopTiming(); return; } if(isset($this->chunkSendTasks[$index])){ foreach($this->chunkSendQueue[$index] as $player){ /** @var Player $player */ if($player->isConnected() and isset($player->usedChunks[$index])){ $player->sendChunk($x, $z, $payload); } } unset($this->chunkSendQueue[$index]); unset($this->chunkSendTasks[$index]); } $this->timings->syncChunkSendTimer->stopTiming(); } /** * Removes the entity from the level index * * @param Entity $entity * * @throws LevelException */ public function removeEntity(Entity $entity){ if($entity->getLevel() !== $this){ throw new LevelException("Invalid Entity level"); } if($entity instanceof Player){ unset($this->players[$entity->getId()]); $this->checkSleep(); }else{ $entity->close(); } unset($this->entities[$entity->getId()]); unset($this->updateEntities[$entity->getId()]); } /** * @param Entity $entity * * @throws LevelException */ public function addEntity(Entity $entity){ if($entity->getLevel() !== $this){ throw new LevelException("Invalid Entity level"); } if($entity instanceof Player){ $this->players[$entity->getId()] = $entity; } $this->entities[$entity->getId()] = $entity; } /** * @param Tile $tile * * @throws LevelException */ public function addTile(Tile $tile){ if($tile->getLevel() !== $this){ throw new LevelException("Invalid Tile level"); } $this->tiles[$tile->getId()] = $tile; $this->clearChunkCache($tile->getX() >> 4, $tile->getZ() >> 4); } /** * @param Tile $tile * * @throws LevelException */ public function removeTile(Tile $tile){ if($tile->getLevel() !== $this){ throw new LevelException("Invalid Tile level"); } unset($this->tiles[$tile->getId()]); unset($this->updateTiles[$tile->getId()]); $this->clearChunkCache($tile->getX() >> 4, $tile->getZ() >> 4); } /** * @param int $x * @param int $z * * @return bool */ public function isChunkInUse(int $x, int $z) : bool{ return isset($this->chunkLoaders[$index = Level::chunkHash($x, $z)]) and count($this->chunkLoaders[$index]) > 0; } /** * @param int $x * @param int $z * @param bool $generate * * @return bool * * @throws \InvalidStateException */ public function loadChunk(int $x, int $z, bool $generate = true) : bool{ if(isset($this->chunks[$index = Level::chunkHash($x, $z)])){ return true; } $this->timings->syncChunkLoadTimer->startTiming(); $this->cancelUnloadChunkRequest($x, $z); $chunk = $this->provider->getChunk($x, $z, $generate); if($chunk === null){ if($generate){ throw new \InvalidStateException("Could not create new Chunk"); } return false; } $this->chunks[$index] = $chunk; $chunk->initChunk($this); $this->server->getPluginManager()->callEvent(new ChunkLoadEvent($this, $chunk, !$chunk->isGenerated())); if(!$chunk->isLightPopulated() and $chunk->isPopulated() and $this->getServer()->getProperty("chunk-ticking.light-updates", false)){ $this->getServer()->getScheduler()->scheduleAsyncTask(new LightPopulationTask($this, $chunk)); } if($this->isChunkInUse($x, $z)){ foreach($this->getChunkLoaders($x, $z) as $loader){ $loader->onChunkLoaded($chunk); } }else{ $this->unloadChunkRequest($x, $z); } $this->timings->syncChunkLoadTimer->stopTiming(); return true; } private function queueUnloadChunk(int $x, int $z){ $this->unloadQueue[$index = Level::chunkHash($x, $z)] = microtime(true); unset($this->chunkTickList[$index]); } public function unloadChunkRequest(int $x, int $z, bool $safe = true){ if(($safe === true and $this->isChunkInUse($x, $z)) or $this->isSpawnChunk($x, $z)){ return false; } $this->queueUnloadChunk($x, $z); return true; } public function cancelUnloadChunkRequest(int $x, int $z){ unset($this->unloadQueue[Level::chunkHash($x, $z)]); } public function unloadChunk(int $x, int $z, bool $safe = true, bool $trySave = true) : bool{ if($safe === true and $this->isChunkInUse($x, $z)){ return false; } if(!$this->isChunkLoaded($x, $z)){ return true; } $this->timings->doChunkUnload->startTiming(); $index = Level::chunkHash($x, $z); $chunk = $this->chunks[$index] ?? null; if($chunk !== null){ $this->server->getPluginManager()->callEvent($ev = new ChunkUnloadEvent($this, $chunk)); if($ev->isCancelled()){ $this->timings->doChunkUnload->stopTiming(); return false; } } try{ if($chunk !== null){ if($trySave and $this->getAutoSave() and $chunk->isGenerated()){ $entities = 0; foreach($chunk->getEntities() as $e){ if($e instanceof Player){ continue; } ++$entities; } if($chunk->hasChanged() or count($chunk->getTiles()) > 0 or $entities > 0){ $this->provider->setChunk($x, $z, $chunk); $this->provider->saveChunk($x, $z); } } foreach($this->getChunkLoaders($x, $z) as $loader){ $loader->onChunkUnloaded($chunk); } } $this->provider->unloadChunk($x, $z, $safe); }catch(\Throwable $e){ $logger = $this->server->getLogger(); $logger->error($this->server->getLanguage()->translateString("pocketmine.level.chunkUnloadError", [$e->getMessage()])); $logger->logException($e); } unset($this->chunks[$index]); unset($this->chunkTickList[$index]); unset($this->chunkCache[$index]); $this->timings->doChunkUnload->stopTiming(); return true; } /** * Returns whether the chunk at the specified coordinates is a spawn chunk * * @param int $X * @param int $Z * * @return bool */ public function isSpawnChunk(int $X, int $Z) : bool{ $spawnX = $this->provider->getSpawn()->getX() >> 4; $spawnZ = $this->provider->getSpawn()->getZ() >> 4; return abs($X - $spawnX) <= 1 and abs($Z - $spawnZ) <= 1; } /** * @param Vector3 $spawn default null * * @return bool|Position */ public function getSafeSpawn($spawn = null){ if(!($spawn instanceof Vector3) or $spawn->y < 1){ $spawn = $this->getSpawnLocation(); } if($spawn instanceof Vector3){ $max = $this->provider->getWorldHeight(); $v = $spawn->floor(); $chunk = $this->getChunk($v->x >> 4, $v->z >> 4, false); $x = $v->x & 0x0f; $z = $v->z & 0x0f; if($chunk !== null){ $y = (int) min($max - 2, $v->y); $wasAir = ($chunk->getBlockId($x, $y - 1, $z) === 0); for(; $y > 0; --$y){ $b = $chunk->getFullBlock($x, $y, $z); $block = BlockFactory::get($b >> 4, $b & 0x0f); if($this->isFullBlock($block)){ if($wasAir){ $y++; break; } }else{ $wasAir = true; } } for(; $y >= 0 and $y < $max; ++$y){ $b = $chunk->getFullBlock($x, $y + 1, $z); $block = BlockFactory::get($b >> 4, $b & 0x0f); if(!$this->isFullBlock($block)){ $b = $chunk->getFullBlock($x, $y, $z); $block = BlockFactory::get($b >> 4, $b & 0x0f); if(!$this->isFullBlock($block)){ return new Position($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); } return false; } /** * Gets the current time * * @return int */ public function getTime() : int{ return $this->time; } /** * Returns the Level name * * @return string */ public function getName() : string{ return $this->provider->getName(); } /** * Returns the Level folder name * * @return string */ public function getFolderName() : string{ return $this->folderName; } /** * Sets the current time on the level * * @param int $time */ public function setTime(int $time){ $this->time = $time; $this->sendTime(); } /** * Stops the time for the level, will not save the lock state to disk */ public function stopTime(){ $this->stopTime = true; $this->sendTime(); } /** * Start the time again, if it was stopped */ public function startTime(){ $this->stopTime = false; $this->sendTime(); } /** * Gets the level seed * * @return int */ public function getSeed() : int{ return $this->provider->getSeed(); } /** * Sets the seed for the level * * @param int $seed */ public function setSeed(int $seed){ $this->provider->setSeed($seed); } public function getWorldHeight() : int{ return $this->provider->getWorldHeight(); } public function populateChunk(int $x, int $z, bool $force = false) : bool{ if(isset($this->chunkPopulationQueue[$index = Level::chunkHash($x, $z)]) or (count($this->chunkPopulationQueue) >= $this->chunkPopulationQueueSize and !$force)){ return false; } $chunk = $this->getChunk($x, $z, true); if(!$chunk->isPopulated()){ Timings::$populationTimer->startTiming(); $populate = true; for($xx = -1; $xx <= 1; ++$xx){ for($zz = -1; $zz <= 1; ++$zz){ if(isset($this->chunkPopulationLock[Level::chunkHash($x + $xx, $z + $zz)])){ $populate = false; break; } } } if($populate){ if(!isset($this->chunkPopulationQueue[$index])){ $this->chunkPopulationQueue[$index] = true; for($xx = -1; $xx <= 1; ++$xx){ for($zz = -1; $zz <= 1; ++$zz){ $this->chunkPopulationLock[Level::chunkHash($x + $xx, $z + $zz)] = true; } } $task = new PopulationTask($this, $chunk); $this->server->getScheduler()->scheduleAsyncTask($task); } } Timings::$populationTimer->stopTiming(); return false; } return true; } public function generateChunk(int $x, int $z, bool $force = false){ if(count($this->chunkGenerationQueue) >= $this->chunkGenerationQueueSize and !$force){ return; } if(!isset($this->chunkGenerationQueue[$index = Level::chunkHash($x, $z)])){ Timings::$generationTimer->startTiming(); $this->chunkGenerationQueue[$index] = true; $task = new GenerationTask($this, $this->getChunk($x, $z, true)); $this->server->getScheduler()->scheduleAsyncTask($task); Timings::$generationTimer->stopTiming(); } } public function regenerateChunk(int $x, int $z){ $this->unloadChunk($x, $z, false); $this->cancelUnloadChunkRequest($x, $z); $this->generateChunk($x, $z); //TODO: generate & refresh chunk from the generator object } public function doChunkGarbageCollection(){ $this->timings->doChunkGC->startTiming(); foreach($this->chunks as $index => $chunk){ if(!isset($this->unloadQueue[$index])){ Level::getXZ($index, $X, $Z); if(!$this->isSpawnChunk($X, $Z)){ $this->unloadChunkRequest($X, $Z, true); } } } foreach($this->provider->getLoadedChunks() as $chunk){ if(!isset($this->chunks[Level::chunkHash($chunk->getX(), $chunk->getZ())])){ $this->provider->unloadChunk($chunk->getX(), $chunk->getZ(), false); } } $this->provider->doGarbageCollection(); $this->timings->doChunkGC->stopTiming(); } public function unloadChunks(bool $force = false){ if(count($this->unloadQueue) > 0){ $maxUnload = 96; $now = microtime(true); foreach($this->unloadQueue as $index => $time){ Level::getXZ($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; } } } } public function setMetadata(string $metadataKey, MetadataValue $newMetadataValue){ $this->server->getLevelMetadata()->setMetadata($this, $metadataKey, $newMetadataValue); } public function getMetadata(string $metadataKey){ return $this->server->getLevelMetadata()->getMetadata($this, $metadataKey); } public function hasMetadata(string $metadataKey) : bool{ return $this->server->getLevelMetadata()->hasMetadata($this, $metadataKey); } public function removeMetadata(string $metadataKey, Plugin $owningPlugin){ $this->server->getLevelMetadata()->removeMetadata($this, $metadataKey, $owningPlugin); } }