class Level implements ChunkManager, Metadatable{ private static $levelIdCounter = 1; private static $chunkLoaderCounter = 1; public const Y_MASK = 0xFF; public const Y_MAX = 0x100; //256 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 Tile[] */ private $tiles = []; /** @var Player[] */ private $players = []; /** @var Entity[] */ private $entities = []; /** @var Entity[] */ public $updateEntities = []; /** @var Tile[] */ public $updateTiles = []; /** @var Block[][] */ private $blockCache = []; /** @var CompressBatchPromise[] */ private $chunkCache = []; /** @var int */ private $sendTimeTicker = 0; /** @var Server */ private $server; /** @var int */ private $levelId; /** @var LevelProvider */ 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 ClientboundPacket[][] */ private $chunkPackets = []; /** @var ClientboundPacket[] */ private $globalPackets = []; /** @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 Player[][] */ private $chunkSendQueue = []; /** @var ChunkRequestTask[] */ private $chunkSendTasks = []; /** @var bool[] */ private $chunkPopulationQueue = []; /** @var bool[] */ private $chunkLock = []; /** @var int */ private $chunkPopulationQueueSize = 2; /** @var bool[] */ private $generatorRegisteredWorkers = []; /** @var bool */ private $autoSave = true; /** @var BlockMetadataStore */ private $blockMetadata; /** @var Position */ private $temporalPosition; /** @var Vector3 */ private $temporalVector; /** @var int */ private $sleepTicks = 0; /** @var int */ private $chunkTickRadius; /** @var int[] */ private $chunkTickList = []; /** @var int */ private $chunksPerTick; /** @var bool */ private $clearChunksOnTick; /** @var \SplFixedArray */ private $randomTickBlocks = null; /** @var LevelTimings */ public $timings; /** @var int */ private $tickRate; /** @var int */ public $tickRateTime = 0; /** @var int */ public $tickRateCounter = 0; /** @var bool */ private $doingTick = false; /** @var string|Generator */ private $generator; /** @var bool */ private $closed = false; /** @var BlockLightUpdate|null */ private $blockLightUpdate = null; /** @var SkyLightUpdate|null */ private $skyLightUpdate = null; public static function chunkHash(int $x, int $z) : int{ return (($x & 0xFFFFFFFF) << 32) | ($z & 0xFFFFFFFF); } public static function blockHash(int $x, int $y, int $z) : int{ if($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); } /** * Computes a small index relative to chunk base from the given coordinates. * * @param int $x * @param int $y * @param int $z * * @return int */ 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 >> 36; $y = ($hash >> 28) & Level::Y_MASK; //it's always positive $z = ($hash & 0xFFFFFFF) << 36 >> 36; } /** * @param int $hash * @param int|null $x * @param int|null $z */ public static function getXZ(int $hash, ?int &$x, ?int &$z) : void{ $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()); } } /** * @param string $str * * @return int */ public static function getDifficultyFromString(string $str) : int{ switch(strtolower(trim($str))){ case "0": case "peaceful": case "p": return Level::DIFFICULTY_PEACEFUL; case "1": case "easy": case "e": return Level::DIFFICULTY_EASY; case "2": case "normal": case "n": return Level::DIFFICULTY_NORMAL; case "3": case "hard": case "h": return Level::DIFFICULTY_HARD; } return -1; } /** * Init the default level data * * @param Server $server * @param string $name * @param LevelProvider $provider */ public function __construct(Server $server, string $name, LevelProvider $provider){ $this->levelId = static::$levelIdCounter++; $this->blockMetadata = new BlockMetadataStore($this); $this->server = $server; $this->provider = $provider; $this->displayName = $this->provider->getLevelData()->getName(); $this->worldHeight = $this->provider->getWorldHeight(); $this->server->getLogger()->info($this->server->getLanguage()->translateString("pocketmine.level.preparing", [$this->displayName])); $this->generator = GeneratorManager::getGenerator($this->provider->getLevelData()->getGenerator()); $this->folderName = $name; $this->scheduledBlockUpdateQueue = new ReversePriorityQueue(); $this->scheduledBlockUpdateQueue->setExtractFlags(\SplPriorityQueue::EXTR_BOTH); $this->neighbourBlockUpdateQueue = new \SplQueue(); $this->time = $this->provider->getLevelData()->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); $this->clearChunksOnTick = (bool) $this->server->getProperty("chunk-ticking.clear-tick-list", true); $dontTickBlocks = array_fill_keys($this->server->getProperty("chunk-ticking.disable-block-ticking", []), true); $this->randomTickBlocks = new \SplFixedArray(4096); foreach($this->randomTickBlocks as $i => $null){ $id = $i >> 4; $meta = $i & 0xf; try{ $block = BlockFactory::get($id, $meta); //Make sure it's a copy }catch(\InvalidArgumentException $e){ continue; } if(!isset($dontTickBlocks[$id]) and $block->ticksRandomly()){ $this->randomTickBlocks[($id << 4) | $meta] = true; } } $this->timings = new LevelTimings($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 registerGeneratorToWorker(int $worker) : void{ $this->generatorRegisteredWorkers[$worker] = true; $this->server->getAsyncPool()->submitTaskToWorker(new GeneratorRegisterTask($this, $this->generator, $this->provider->getLevelData()->getGeneratorOptions()), $worker); } public function unregisterGenerator(){ $pool = $this->server->getAsyncPool(); foreach($pool->getRunningWorkers() as $i){ if(isset($this->generatorRegisteredWorkers[$i])){ $pool->submitTaskToWorker(new GeneratorUnregisterTask($this), $i); } } $this->generatorRegisteredWorkers = []; } 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 $this->closed; } /** * @internal */ public function close(){ if($this->closed){ throw new \InvalidStateException("Tried to close a level which is already closed"); } foreach($this->chunks as $chunk){ $this->unloadChunk($chunk->getX(), $chunk->getZ(), false); } $this->save(); $this->unregisterGenerator(); $this->provider->close(); $this->provider = null; $this->blockMetadata = null; $this->blockCache = []; $this->temporalPosition = null; $this->closed = true; } public function addSound(Vector3 $pos, Sound $sound, array $players = null){ $pk = $sound->encode($pos); if(!is_array($pk)){ $pk = [$pk]; } if(!empty($pk)){ if($players === null){ foreach($pk as $e){ $this->broadcastPacketToViewers($pos, $e); } }else{ $this->server->broadcastPackets($players, $pk); } } } public function addParticle(Vector3 $pos, Particle $particle, array $players = null){ $pk = $particle->encode($pos); if(!is_array($pk)){ $pk = [$pk]; } if(!empty($pk)){ if($players === null){ foreach($pk as $e){ $this->broadcastPacketToViewers($pos, $e); } }else{ $this->server->broadcastPackets($players, $pk); } } } /** * Broadcasts a LevelEvent to players in the area. This could be sound, particles, weather changes, etc. * * @param Vector3|null $pos If null, broadcasts to every player in the Level * @param int $evid * @param int $data */ public function broadcastLevelEvent(?Vector3 $pos, int $evid, int $data = 0){ $pk = new LevelEventPacket(); $pk->evid = $evid; $pk->data = $data; if($pos !== null){ $pk->position = $pos->asVector3(); $this->broadcastPacketToViewers($pos, $pk); }else{ $pk->position = null; $this->broadcastGlobalPacket($pk); } } /** * Broadcasts a LevelSoundEvent to players in the area. * * @param Vector3 $pos * @param int $soundId * @param int $extraData * @param int $entityTypeId * @param bool $isBabyMob * @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 $extraData = -1, int $entityTypeId = -1, bool $isBabyMob = false, bool $disableRelativeVolume = false){ $pk = new LevelSoundEventPacket(); $pk->sound = $soundId; $pk->extraData = $extraData; $pk->entityType = AddEntityPacket::LEGACY_ID_MAP_BC[$entityTypeId] ?? ":"; $pk->isBabyMob = $isBabyMob; $pk->disableRelativeVolume = $disableRelativeVolume; $pk->position = $pos->asVector3(); $this->broadcastPacketToViewers($pos, $pk); } public function getAutoSave() : bool{ return $this->autoSave; } public function setAutoSave(bool $value){ $this->autoSave = $value; } /** * 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)] ?? []; } /** * Returns an array of players who have the target position within their view distance. * @param Vector3 $pos * * @return Player[] */ public function getViewersForPosition(Vector3 $pos) : array{ return $this->getChunkPlayers($pos->getFloorX() >> 4, $pos->getFloorZ() >> 4); } /** * Queues a packet to be sent to all players using the chunk at the specified X/Z coordinates at the end of the * current tick. * * @param int $chunkX * @param int $chunkZ * @param ClientboundPacket $packet */ public function addChunkPacket(int $chunkX, int $chunkZ, ClientboundPacket $packet){ if(!isset($this->chunkPackets[$index = Level::chunkHash($chunkX, $chunkZ)])){ $this->chunkPackets[$index] = [$packet]; }else{ $this->chunkPackets[$index][] = $packet; } } /** * Broadcasts a packet to every player who has the target position within their view distance. * * @param Vector3 $pos * @param ClientboundPacket $packet */ public function broadcastPacketToViewers(Vector3 $pos, ClientboundPacket $packet) : void{ $this->addChunkPacket($pos->getFloorX() >> 4, $pos->getFloorZ() >> 4, $packet); } /** * Broadcasts a packet to every player in the level. * * @param ClientboundPacket $packet */ public function broadcastGlobalPacket(ClientboundPacket $packet) : void{ $this->globalPackets[] = $packet; } public function registerChunkLoader(ChunkLoader $loader, int $chunkX, int $chunkZ, bool $autoLoad = true){ $loaderId = $loader->getLoaderId(); if(!isset($this->chunkLoaders[$chunkHash = Level::chunkHash($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){ $chunkHash = Level::chunkHash($chunkX, $chunkZ); $loaderId = $loader->getLoaderId(); if(isset($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[$loaderId]); } } } /** * WARNING: Do not use this, it's only for internal use. * Changes to this function won't be recorded on the version. * * @param Player ...$targets If empty, will send to all players in the level. */ public function sendTime(Player ...$targets){ $pk = new SetTimePacket(); $pk->time = $this->time; if(empty($targets)){ $this->broadcastGlobalPacket($pk); }else{ $this->server->broadcastPacket($targets, $pk); } } public function isDoingTick() : bool{ return $this->doingTick; } /** * 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->doingTick = true; try{ $this->actuallyDoTick($currentTick); }finally{ $this->doingTick = false; $this->timings->doTick->stopTiming(); } } protected function actuallyDoTick(int $currentTick) : void{ if(!$this->stopTime){ $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){ $block = $this->getBlock($this->scheduledBlockUpdateQueue->extract()["data"]); unset($this->scheduledBlockUpdateQueueIndex[Level::blockHash($block->x, $block->y, $block->z)]); $block->onScheduledUpdate(); } //Normal updates while($this->neighbourBlockUpdateQueue->count() > 0){ $index = $this->neighbourBlockUpdateQueue->dequeue(); Level::getBlockXYZ($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($this->getNearbyEntities(AxisAlignedBB::one()->offset($block->x, $block->y, $block->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(); $this->timings->tileEntityTick->startTiming(); Timings::$tickTileEntityTimer->startTiming(); //Update tiles that need update foreach($this->updateTiles as $blockHash => $tile){ if(!$tile->onUpdate()){ unset($this->updateTiles[$blockHash]); } if(!$tile->isClosed() and $tile instanceof Spawnable and $tile->isDirty()){ $this->clearChunkCache($tile->getFloorX() >> 4, $tile->getFloorZ() >> 4); //TODO: merge this with block-updating (it'll send useless data if a full-chunk resend happens) $this->broadcastPacketToViewers($tile, $tile->createSpawnPacket()); $tile->setDirty(false); } } Timings::$tickTileEntityTimer->stopTiming(); $this->timings->tileEntityTick->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 => $blocks){ if(empty($blocks)){ //blocks can be set normally and then later re-set with direct send continue; } 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); } } }else{ $this->chunkCache = []; } $this->changedBlocks = []; } foreach($this->players as $p){ $p->doChunkRequests(); } $this->processChunkRequests(); if($this->sleepTicks > 0 and --$this->sleepTicks <= 0){ $this->checkSleep(); } if(!empty($this->globalPackets)){ if(!empty($this->players)){ $this->server->broadcastPackets($this->players, $this->globalPackets); } $this->globalPackets = []; } foreach($this->chunkPackets as $index => $entries){ Level::getXZ($index, $chunkX, $chunkZ); $chunkPlayers = $this->getChunkPlayers($chunkX, $chunkZ); if(count($chunkPlayers) > 0){ $this->server->broadcastPackets($chunkPlayers, $entries); } } $this->chunkPackets = []; } public function checkSleep(){ if(count($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 setSleepTicks(int $ticks) : void{ $this->sleepTicks = $ticks; } /** * @param Player[] $target * @param Vector3[] $blocks */ public function sendBlocks(array $target, array $blocks){ $packets = []; foreach($blocks as $b){ if(!($b instanceof Vector3)){ throw new \TypeError("Expected Vector3 in blocks array, got " . (is_object($b) ? get_class($b) : gettype($b))); } $pk = new UpdateBlockPacket(); $pk->x = $b->x; $pk->y = $b->y; $pk->z = $b->z; if($b instanceof Block){ $pk->blockRuntimeId = $b->getRuntimeId(); }else{ $fullBlock = $this->getFullBlock($b->x, $b->y, $b->z); $pk->blockRuntimeId = BlockFactory::toStaticRuntimeId($fullBlock >> 4, $fullBlock & 0xf); } $packets[] = $pk; } $this->server->broadcastPackets($target, $packets); } public function clearCache(bool $force = false){ if($force){ $this->chunkCache = []; $this->blockCache = []; }else{ $count = 0; foreach($this->blockCache as $list){ $count += count($list); if($count > 2048){ $this->blockCache = []; break; } } } } public function clearChunkCache(int $chunkX, int $chunkZ){ unset($this->chunkCache[Level::chunkHash($chunkX, $chunkZ)]); } public function getRandomTickedBlocks() : \SplFixedArray{ return $this->randomTickBlocks; } public function addRandomTickedBlock(int $id, int $variant = 0){ $block = BlockFactory::get($id, $variant); if($block instanceof UnknownBlock){ throw new \InvalidArgumentException("ID $id variant $variant is unknown, cannot do random-tick"); } $this->randomTickBlocks[($id << 4) | $variant] = true; } public function removeRandomTickedBlock(int $id, int $variant = 0){ $this->randomTickBlocks[($id << 4) | $variant] = null; } private function tickChunks(){ if($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){ $chunkX = (int) floor($loader->getX()) >> 4; $chunkZ = (int) floor($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, $chunkZ); for($cx = -1; $cx <= 1; ++$cx){ for($cz = -1; $cz <= 1; ++$cz){ if(!isset($this->chunks[Level::chunkHash($chunkX + $cx, $chunkZ + $cz)])){ unset($this->chunkTickList[$index]); goto skip_to_next; //no "continue 3" thanks! } } } if($loaders <= 0){ unset($this->chunkTickList[$index]); } $chunk = $this->chunks[$index]; foreach($chunk->getEntities() as $entity){ $entity->scheduleUpdate(); } foreach($chunk->getSubChunks() as $Y => $subChunk){ if(!($subChunk instanceof EmptySubChunk)){ for($i = 0; $i < 3; ++$i){ $k = mt_rand(0, 0xfff); $x = $k & 0x0f; $y = ($k >> 4) & 0x0f; $z = ($k >> 8) & 0x0f; $state = $subChunk->getFullBlock($x, $y, $z); if($this->randomTickBlocks[$state & ~BlockFactory::getStateMask($state >> 4)]){ /** @var Block $block */ $block = BlockFactory::fromFullBlock($state, $this->temporalPosition->setComponents( $chunkX * 16 + $x, ($Y << 4) + $y, $chunkZ * 16 + $z )); $block->onRandomTick(); } } } } skip_to_next: //dummy label to break out of nested loops } if($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 !$force){ return false; } (new LevelSaveEvent($this))->call(); $this->provider->getLevelData()->setTime($this->time); $this->saveChunks(); $this->provider->getLevelData()->save(); return true; } public function saveChunks(){ foreach($this->chunks as $chunk){ if(($chunk->hasChanged() or count($chunk->getTiles()) > 0 or count($chunk->getSavableEntities()) > 0) and $chunk->isGenerated()){ $this->provider->saveChunk($chunk); $chunk->setChanged(false); } } } /** * 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()); } private function tryAddToNeighbourUpdateQueue(Vector3 $pos) : void{ if($this->isInWorld($pos->x, $pos->y, $pos->z)){ $hash = Level::blockHash($pos->x, $pos->y, $pos->z); if(!isset($this->neighbourBlockUpdateQueueIndex[$hash])){ $this->neighbourBlockUpdateQueue->enqueue($hash); $this->neighbourBlockUpdateQueueIndex[$hash] = true; } } } /** * @param AxisAlignedBB $bb * @param bool $targetFirst * * @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; } /** * @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 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. * * @return float */ 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. * @return float */ public function getSunAnglePercentage() : float{ return $this->sunAnglePercentage; } /** * Returns the current sun angle in radians. * @return float */ public function getSunAngleRadians() : float{ return $this->sunAnglePercentage * 2 * M_PI; } /** * Returns the current sun angle in degrees. * @return float */ 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. * * @return int */ 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. * @return int */ public function getSkyLightReduction() : int{ return $this->skyLightReduction; } /** * Returns the sky light level at the specified coordinates, offset by the current time and weather. * * @param int $x * @param int $y * @param int $z * * @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; } /** * @param int $x * @param int $y * @param int $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(int $x, int $y, int $z) : bool{ return ( $x <= INT32_MAX and $x >= INT32_MIN and $y < $this->worldHeight and $y >= 0 and $z <= INT32_MAX and $z >= 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 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{ 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 int $x * @param int $y * @param int $z * @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 getBlockAt(int $x, int $y, int $z, bool $cached = true, bool $addToCache = true) : Block{ $fullState = 0; $relativeBlockHash = null; $chunkHash = Level::chunkHash($x >> 4, $z >> 4); if($this->isInWorld($x, $y, $z)){ $relativeBlockHash = Level::chunkBlockHash($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; } } $block = BlockFactory::fromFullBlock($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; } 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); $source = $this->getBlockAt($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 > $oldHeightMap){ //Block changed above the heightmap. if($source->getLightFilter() > 0 or $source->diffusesSkyLight()){ $this->setHeightMap($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 = $oldHeightMap; } if($this->skyLightUpdate === null){ $this->skyLightUpdate = new SkyLightUpdate($this); } if($newHeightMap > $oldHeightMap){ //Heightmap increase, block placed, remove sky light for($i = $y; $i >= $oldHeightMap; --$i){ $this->skyLightUpdate->setAndUpdateLight($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){ $this->skyLightUpdate->setAndUpdateLight($x, $i, $z, 15); } }else{ //No heightmap change, block changed "underground" - trigger recalculation from surroundings $this->skyLightUpdate->setAndUpdateLight($x, $y, $z, 0); } $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(); $block = $this->getBlockAt($x, $y, $z); if($this->blockLightUpdate === null){ $this->blockLightUpdate = new BlockLightUpdate($this); } $this->blockLightUpdate->setAndUpdateLight($x, $y, $z, $block->getLightLevel()); $this->timings->doBlockLightUpdates->stopTiming(); } public function executeQueuedLightUpdates() : void{ if($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(); } } /** * Sets the block at the given Vector3 coordinates. * @see Level::setBlockAt() * * @param Vector3 $pos * @param Block $block * @param bool $update * * @return bool Whether the block has been updated or not * * @throws \InvalidArgumentException if the position is out of the world bounds */ public function setBlock(Vector3 $pos, Block $block, bool $update = true) : bool{ return $this->setBlockAt((int) floor($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. * * @param int $x * @param int $y * @param int $z * @param Block $block * @param bool $update * * @return bool Whether the block has been updated or not * * @throws \InvalidArgumentException if the position is out of the world bounds */ public function setBlockAt(int $x, int $y, int $z, Block $block, bool $update = true) : bool{ if(!$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(); $block = clone $block; $block->position($this, $x, $y, $z); $block->writeStateToWorld(); $chunkHash = Level::chunkHash($x >> 4, $z >> 4); $relativeBlockHash = Level::chunkBlockHash($x, $y, $z); unset($this->blockCache[$chunkHash][$relativeBlockHash]); if(!isset($this->changedBlocks[$chunkHash])){ $this->changedBlocks[$chunkHash] = []; } $this->changedBlocks[$chunkHash][$relativeBlockHash] = $block; foreach($this->getChunkLoaders($x >> 4, $z >> 4) as $loader){ $loader->onBlockChanged($block); } if($update){ $this->updateAllLight($block); $this->tryAddToNeighbourUpdateQueue($block); foreach($block->sides() as $side){ $this->tryAddToNeighbourUpdateQueue($side); } } $this->timings->setBlock->stopTiming(); return true; } /** * @param Vector3 $source * @param Item $item * @param Vector3 $motion * @param int $delay * * @return ItemEntity|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->isNull()){ $nbt = EntityFactory::createBaseNBT($source, $motion, lcg_value() * 360, 0); $nbt->setShort("Health", 5); $nbt->setShort("PickupDelay", $delay); $nbt->setTag($itemTag); /** @var ItemEntity $itemEntity */ $itemEntity = EntityFactory::create(ItemEntity::class, $this, $nbt); $itemEntity->spawnToAll(); return $itemEntity; } return null; } /** * Drops XP orbs into the world for the specified amount, splitting the amount into several orbs if necessary. * * @param Vector3 $pos * @param int $amount * * @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::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 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); $affectedBlocks = $target->getAffectedBlocks(); if($item === null){ $item = ItemFactory::get(Item::AIR, 0, 0); } $drops = []; if($player === null or !$player->isCreative()){ $drops = array_merge(...array_map(function(Block $block) use ($item) : array{ return $block->getDrops($item); }, $affectedBlocks)); } $xpDrop = 0; if($player !== null and !$player->isCreative()){ $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, $xpDrop); if(($player->isSurvival() and !$target->isBreakable($item)) or $player->isSpectator()){ $ev->setCancelled(); } if($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($entry->getBlock()->isSameType($target)){ $canBreak = true; break; } } } } $ev->setCancelled(!$canBreak); } $ev->call(); if($ev->isCancelled()){ return false; } $drops = $ev->getDrops(); $xpDrop = $ev->getXpDropAmount(); }elseif(!$target->isBreakable($item)){ return false; } foreach($affectedBlocks as $t){ $this->destroyBlockInternal($t, $item, $player, $createParticles); } $item->onDestroyBlock($target); if(!empty($drops)){ $dropPos = $target->add(0.5, 0.5, 0.5); foreach($drops as $drop){ if(!$drop->isNull()){ $this->dropItem($dropPos, $drop); } } } if($xpDrop > 0){ $this->dropExperience($target->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->add(0.5, 0.5, 0.5), new DestroyBlockParticle($target)); } $target->onBreak($item, $player); $tile = $this->getTile($target); if($tile !== null){ if($tile instanceof Container){ if($tile instanceof Chest){ $tile->unpair(); } $tile->getInventory()->dropContents($this, $target); } $tile->close(); } } /** * 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 $clickVector * @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 $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->x, $blockReplace->y, $blockReplace->z)){ //TODO: build height limit messages for custom world heights and mcregion cap return false; } if($blockClicked->getId() === Block::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() and $blockClicked->onActivate($item, $player)){ return true; } if(!$player->isSneaking() and $item->onActivate($player, $blockReplace, $blockClicked, $face, $clickVector)){ return true; } }else{ return false; } }elseif($blockClicked->onActivate($item, $player)){ return true; } if($item->canBePlaced()){ $hand = $item->getBlock(); $hand->position($this, $blockReplace->x, $blockReplace->y, $blockReplace->z); }else{ return false; } if($hand->canBePlacedAt($blockClicked, $clickVector, $face, true)){ $blockReplace = $blockClicked; $hand->position($this, $blockReplace->x, $blockReplace->y, $blockReplace->z); }elseif(!$hand->canBePlacedAt($blockReplace, $clickVector, $face, false)){ return false; } if($hand->isSolid()){ foreach($hand->getCollisionBoxes() as $collisionBox){ if(!empty($this->getCollidingEntities($collisionBox))){ return false; //Entity in block } if($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; $tag = $item->getNamedTagEntry("CanPlaceOn"); if($tag instanceof ListTag){ foreach($tag as $v){ if($v instanceof StringTag){ $entry = ItemFactory::fromString($v->getValue()); if($entry->getBlock()->isSameType($blockClicked)){ $canPlace = true; break; } } } } $ev->setCancelled(!$canPlace); } $ev->call(); if($ev->isCancelled()){ return false; } } if(!$hand->place($item, $blockReplace, $blockClicked, $face, $clickVector, $player)){ return false; } if($playSound){ $this->broadcastLevelSoundEvent($hand, LevelSoundEventPacket::SOUND_PLACE, $hand->getRuntimeId()); } $item->pop(); 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){ $minX = ((int) floor($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){ foreach($this->getChunkEntities($x, $z) 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 * * @param AxisAlignedBB $bb * @param Entity $entity * * @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){ foreach($this->getChunkEntities($x, $z) 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 Vector3 $pos * @param float $maxDistance * @param string $entityType Class of entity to use for instanceof * @param bool $includeDead Whether to include entitites which are dead * * @return Entity|null an entity of type $entityType, or null if not found */ 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 */ $currentTarget = null; for($x = $minX; $x <= $maxX; ++$x){ for($z = $minZ; $z <= $maxZ; ++$z){ foreach($this->getChunkEntities($x, $z) as $entity){ if(!($entity instanceof $entityType) or $entity->isClosed() or $entity->isFlaggedForDespawn() or (!$includeDead and !$entity->isAlive())){ continue; } $distSq = $entity->distanceSquared($pos); if($distSq < $currentTargetDistSq){ $currentTargetDistSq = $distSq; $currentTarget = $entity; } } } } return $currentTarget; } /** * Returns a list of the Tile entities in this level * * @return Tile[] */ public function getTiles() : array{ return $this->tiles; } /** * 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. * * 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. * * @param Vector3 $pos * * @return Tile|null */ 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. * * @param int $x * @param int $y * @param int $z * * @return Tile|null */ 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; } /** * Returns a list of the entities on a given chunk * * @param int $X * @param int $Z * * @return Entity[] */ public function getChunkEntities(int $X, int $Z) : array{ return ($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(int $X, int $Z) : array{ return ($chunk = $this->getChunk($X, $Z)) !== null ? $chunk->getTiles() : []; } /** * 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 Biome */ public function getBiome(int $x, int $z) : Biome{ return Biome::getBiome($this->getBiomeId($x, $z)); } /** * @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 * * @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 $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; } /** * Returns the chunk at the specified X/Z coordinates. If the chunk is not loaded, attempts to (synchronously!!!) * load it. * * @param int $x * @param int $z * @param bool $create Whether to create an empty chunk as a placeholder if the chunk 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 chunk containing the given Vector3 position. * * @param Vector3 $pos * @param bool $create * * @return null|Chunk */ 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. * * @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 lockChunk(int $chunkX, int $chunkZ) : void{ $chunkHash = Level::chunkHash($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[Level::chunkHash($chunkX, $chunkZ)]); } public function isChunkLocked(int $chunkX, int $chunkZ) : bool{ return isset($this->chunkLock[Level::chunkHash($chunkX, $chunkZ)]); } public function generateChunkCallback(int $x, int $z, ?Chunk $chunk){ Timings::$generationCallbackTimer->startTiming(); if(isset($this->chunkPopulationQueue[$index = Level::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->getChunkLoaders($x, $z) as $loader){ $loader->onChunkPopulated($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 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; } $chunk->setX($chunkX); $chunk->setZ($chunkZ); $chunkHash = Level::chunkHash($chunkX, $chunkZ); $oldChunk = $this->getChunk($chunkX, $chunkZ, false); if($oldChunk !== null and $oldChunk !== $chunk){ if($unload){ $this->unloadChunk($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->chunkCache[$chunkHash]); unset($this->changedBlocks[$chunkHash]); if(isset($this->chunkSendTasks[$chunkHash])){ //invalidate pending caches $this->chunkSendTasks[$chunkHash]->cancelRun(); unset($this->chunkSendTasks[$chunkHash]); } $chunk->setChanged(); if(!$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); } /** * Returns whether the given position is in a loaded area of terrain. * * @param Vector3 $pos * * @return bool */ public function isInLoadedTerrain(Vector3 $pos) : bool{ return $this->isChunkLoaded($pos->getFloorX() >> 4, $pos->getFloorZ() >> 4); } /** * @param int $x * @param int $z * * @return bool */ public function isChunkLoaded(int $x, int $z) : bool{ return isset($this->chunks[Level::chunkHash($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->getLevelData()->getSpawn(), $this); } /** * Sets the level spawn location * * @param Vector3 $pos */ public function setSpawnLocation(Vector3 $pos){ $previousSpawn = $this->getSpawnLocation(); $this->provider->getLevelData()->setSpawn($pos); (new SpawnChangeEvent($this, $previousSpawn))->call(); } 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 sendCachedChunk(int $x, int $z){ if(isset($this->chunkSendQueue[$index = Level::chunkHash($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]); } } private function processChunkRequests(){ if(count($this->chunkSendQueue) > 0){ $this->timings->syncChunkSendTimer->startTiming(); foreach($this->chunkSendQueue as $index => $players){ Level::getXZ($index, $x, $z); if(isset($this->chunkSendTasks[$index])){ if($this->chunkSendTasks[$index]->isCrashed()){ unset($this->chunkSendTasks[$index]); $this->server->getLogger()->error("Failed to prepare chunk $x $z for sending, retrying"); }else{ //Not ready for sending yet continue; } } if(isset($this->chunkCache[$index])){ $this->sendCachedChunk($x, $z); continue; } $this->timings->syncChunkSendPrepareTimer->startTiming(); $chunk = $this->chunks[$index] ?? null; if(!($chunk instanceof Chunk)){ throw new ChunkException("Invalid Chunk sent"); } assert($chunk->getX() === $x and $chunk->getZ() === $z, "Chunk coordinate mismatch: expected $x $z, but chunk has coordinates " . $chunk->getX() . " " . $chunk->getZ() . ", did you forget to clone a chunk before setting?"); /* * we don't send promises directly to the players here because unresolved promises of chunk sending * would slow down the sending of other packets, especially if a chunk takes a long time to prepare. */ $promise = new CompressBatchPromise(); $promise->onResolve(function(CompressBatchPromise $promise) use ($x, $z, $index): void{ if(!$this->closed){ $this->timings->syncChunkSendTimer->startTiming(); unset($this->chunkSendTasks[$index]); $this->chunkCache[$index] = $promise; $this->sendCachedChunk($x, $z); if(!$this->server->getMemoryManager()->canUseChunkCache()){ unset($this->chunkCache[$index]); } $this->timings->syncChunkSendTimer->stopTiming(); }else{ $this->server->getLogger()->debug("Dropped prepared chunk $x $z due to level not loaded"); } }); $this->server->getAsyncPool()->submitTask($task = new ChunkRequestTask($x, $z, $chunk, $promise)); $this->chunkSendTasks[$index] = $task; $this->timings->syncChunkSendPrepareTimer->stopTiming(); } $this->timings->syncChunkSendTimer->stopTiming(); } } /** * @param Entity $entity * * @throws \InvalidArgumentException */ public function addEntity(Entity $entity){ if($entity->isClosed()){ throw new \InvalidArgumentException("Attempted to add a garbage closed Entity to Level"); } if($entity->getLevel() !== $this){ throw new \InvalidArgumentException("Invalid Entity level"); } if($entity instanceof Player){ $this->players[$entity->getId()] = $entity; } $this->entities[$entity->getId()] = $entity; } /** * Removes the entity from the level index * * @param Entity $entity * * @throws \InvalidArgumentException */ public function removeEntity(Entity $entity){ if($entity->getLevel() !== $this){ throw new \InvalidArgumentException("Invalid Entity level"); } if($entity instanceof Player){ unset($this->players[$entity->getId()]); $this->checkSleep(); } unset($this->entities[$entity->getId()]); unset($this->updateEntities[$entity->getId()]); } /** * @param Tile $tile * * @throws \InvalidArgumentException */ public function addTile(Tile $tile){ if($tile->isClosed()){ throw new \InvalidArgumentException("Attempted to add a garbage closed Tile to Level"); } if($tile->getLevel() !== $this){ throw new \InvalidArgumentException("Invalid Tile level"); } $chunkX = $tile->getFloorX() >> 4; $chunkZ = $tile->getFloorZ() >> 4; if(isset($this->chunks[$hash = Level::chunkHash($chunkX, $chunkZ)])){ $this->chunks[$hash]->addTile($tile); }else{ throw new \InvalidStateException("Attempted to create tile " . get_class($tile) . " in unloaded chunk $chunkX $chunkZ"); } $this->tiles[Level::blockHash($tile->x, $tile->y, $tile->z)] = $tile; $tile->scheduleUpdate(); } /** * @param Tile $tile * * @throws \InvalidArgumentException */ public function removeTile(Tile $tile){ if($tile->getLevel() !== $this){ throw new \InvalidArgumentException("Invalid Tile level"); } unset($this->tiles[$blockHash = Level::blockHash($tile->x, $tile->y, $tile->z)], $this->updateTiles[$blockHash]); $chunkX = $tile->getFloorX() >> 4; $chunkZ = $tile->getFloorZ() >> 4; if(isset($this->chunks[$hash = Level::chunkHash($chunkX, $chunkZ)])){ $this->chunks[$hash]->removeTile($tile); } $this->clearChunkCache($chunkX, $chunkZ); } /** * @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; } /** * Attempts to load a chunk from the level provider (if not already loaded). * * @param int $x * @param int $z * @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[$chunkHash = Level::chunkHash($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 | UnsupportedChunkFormatException $e){ $logger = $this->server->getLogger(); $logger->critical("Failed to load chunk x=$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() and $this->getServer()->getProperty("chunk-ticking.light-updates", false)){ $this->getServer()->getAsyncPool()->submitTask(new LightPopulationTask($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 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 and $this->isChunkInUse($x, $z)){ return false; } if(!$this->isChunkLoaded($x, $z)){ return true; } $this->timings->doChunkUnload->startTiming(); $chunkHash = Level::chunkHash($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 $chunk->isGenerated()){ if($chunk->hasChanged() or count($chunk->getTiles()) > 0 or count($chunk->getSavableEntities()) > 0){ $this->provider->saveChunk($chunk); } } foreach($this->getChunkLoaders($x, $z) as $loader){ $loader->onChunkUnloaded($chunk); } $chunk->onUnload(); } unset($this->chunks[$chunkHash]); unset($this->chunkTickList[$chunkHash]); unset($this->chunkCache[$chunkHash]); unset($this->blockCache[$chunkHash]); unset($this->changedBlocks[$chunkHash]); unset($this->chunkSendQueue[$chunkHash]); unset($this->chunkSendTasks[$chunkHash]); $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{ $spawn = $this->getSpawnLocation(); $spawnX = $spawn->x >> 4; $spawnZ = $spawn->z >> 4; return abs($X - $spawnX) <= 1 and abs($Z - $spawnZ) <= 1; } /** * @param Vector3|null $spawn * * @return Position */ 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); $wasAir = ($chunk->getBlockId($x & 0x0f, $y - 1, $z & 0x0f) === 0); for(; $y > 0; --$y){ if($this->isFullBlock($this->getBlockAt($x, $y, $z))){ if($wasAir){ $y++; break; } }else{ $wasAir = true; } } for(; $y >= 0 and $y < $max; ++$y){ if(!$this->isFullBlock($this->getBlockAt($x, $y + 1, $z))){ if(!$this->isFullBlock($this->getBlockAt($x, $y, $z))){ return new Position($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 * * @return int */ public function getTime() : int{ return $this->time; } /** * Returns the Level display name. * WARNING: This is NOT guaranteed to be unique. Multiple levels at runtime may share the same display name. * * @return string */ public function getDisplayName() : string{ return $this->displayName; } /** * Returns the Level folder name. This will not change at runtime and will be unique to a level per runtime. * * @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->getLevelData()->getSeed(); } public function getWorldHeight() : int{ return $this->worldHeight; } /** * @return int */ public function getDifficulty() : int{ return $this->provider->getLevelData()->getDifficulty(); } /** * @param int $difficulty */ public function setDifficulty(int $difficulty){ if($difficulty < 0 or $difficulty > 3){ throw new \InvalidArgumentException("Invalid difficulty level $difficulty"); } $this->provider->getLevelData()->setDifficulty($difficulty); $this->sendDifficulty(); } /** * @param Player ...$targets */ public function sendDifficulty(Player ...$targets){ $pk = new SetDifficultyPacket(); $pk->difficulty = $this->getDifficulty(); if(empty($targets)){ $this->broadcastGlobalPacket($pk); }else{ $this->server->broadcastPacket($targets, $pk); } } 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; } 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(){ $this->timings->doChunkGC->startTiming(); foreach($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); } } $chunk->collectGarbage(); } $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); } }