mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-09-07 18:32:55 +00:00
271 lines
7.7 KiB
PHP
271 lines
7.7 KiB
PHP
<?php
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/*
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*
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* ____ _ _ __ __ _ __ __ ____
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* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
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* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
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* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
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* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* @author PocketMine Team
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* @link http://www.pocketmine.net/
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*
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*
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*/
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namespace pocketmine\level\format\anvil;
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use pocketmine\level\format\generic\BaseLevelProvider;
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use pocketmine\level\format\SimpleChunk;
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use pocketmine\level\generator\Generator;
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use pocketmine\level\Level;
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use pocketmine\nbt\NBT;
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use pocketmine\nbt\tag\Byte;
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use pocketmine\nbt\tag\ByteArray;
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use pocketmine\nbt\tag\Compound;
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use pocketmine\nbt\tag\Int;
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use pocketmine\nbt\tag\Long;
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use pocketmine\nbt\tag\String;
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use pocketmine\Player;
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class Anvil extends BaseLevelProvider{
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/** @var RegionLoader[] */
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protected $regions = [];
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/** @var Chunk[] */
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protected $chunks = [];
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public static function isValid($path){
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return file_exists($path . "/level.dat") and is_dir($path . "/region/");
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}
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public static function generate($path, $name, $seed, $generator, array $options = []){
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@mkdir($path, 0777, true);
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@mkdir($path . "/region", 0777);
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//TODO, add extra details
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$levelData = new Compound("Data", [
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"hardcore" => new Byte("hardcore", 0),
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"initialized" => new Byte("initialized", 1),
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"GameType" => new Int("GameType", 0),
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"generatorVersion" => new Int("generatorVersion", 1), //2 in MCPE
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"SpawnX" => new Int("SpawnX", 128),
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"SpawnY" => new Int("SpawnY", 70),
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"SpawnZ" => new Int("SpawnZ", 128),
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"version" => new Int("version", 19133),
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"DayTime" => new Int("DayTime", 0),
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"LastPlayed" => new Long("LastPlayed", microtime(true) * 1000),
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"RandomSeed" => new Long("RandomSeed", $seed),
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"SizeOnDisk" => new Long("SizeOnDisk", 0),
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"Time" => new Long("Time", 0),
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"generatorName" => new String("generatorName", Generator::getGeneratorName($generator)),
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"generatorOptions" => new String("generatorOptions", isset($options["preset"]) ? $options["preset"] : ""),
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"LevelName" => new String("LevelName", $name),
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"GameRules" => new Compound("GameRules", [])
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]);
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$nbt = new NBT(NBT::BIG_ENDIAN);
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$nbt->setData(new Compound(null, [
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"Data" => $levelData
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]));
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$buffer = $nbt->writeCompressed();
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@file_put_contents($path . "level.dat", $buffer);
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}
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public static function getRegionIndex($chunkX, $chunkZ, &$x, &$z){
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$x = $chunkX >> 5;
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$z = $chunkZ >> 5;
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}
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public function unloadChunks(){
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$this->chunks = [];
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}
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public function getGenerator(){
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return $this->levelData["generatorName"];
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}
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public function getGeneratorOptions(){
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return ["preset" => $this->levelData["generatorOptions"]];
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}
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public function getLoadedChunks(){
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return $this->chunks;
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}
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public function isChunkLoaded($x, $z){
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return isset($this->chunks[Level::chunkHash($x, $z)]);
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}
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public function saveChunks(){
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foreach($this->chunks as $chunk){
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$this->saveChunk($chunk->getX(), $chunk->getZ());
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}
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}
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public function loadChunk($chunkX, $chunkZ, $create = false){
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$index = Level::chunkHash($chunkX, $chunkZ);
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if(isset($this->chunks[$index])){
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return true;
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}
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$regionX = $regionZ = null;
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self::getRegionIndex($chunkX, $chunkZ, $regionX, $regionZ);
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$this->loadRegion($regionX, $regionZ);
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$this->level->timings->syncChunkLoadDataTimer->startTiming();
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$chunk = $this->getRegion($regionX, $regionZ)->readChunk($chunkX - $regionX * 32, $chunkZ - $regionZ * 32, $create); //generate empty chunk if not loaded
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$this->level->timings->syncChunkLoadDataTimer->stopTiming();
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if($chunk instanceof Chunk){
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$this->chunks[$index] = $chunk;
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}else{
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return false;
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}
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}
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public function unloadChunk($x, $z, $safe = true){
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$chunk = $this->getChunk($x, $z, false);
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if($chunk instanceof Chunk){
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if($safe === true and $this->isChunkLoaded($x, $z)){
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foreach($chunk->getEntities() as $entity){
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if($entity instanceof Player){
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return false;
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}
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}
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}
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foreach($chunk->getEntities() as $entity){
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$entity->close();
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}
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foreach($chunk->getTiles() as $tile){
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$tile->close();
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}
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$this->chunks[$index = Level::chunkHash($x, $z)] = null;
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unset($this->chunks[$index]);
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}
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return true;
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}
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public function saveChunk($x, $z){
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if($this->isChunkLoaded($x, $z)){
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$this->getRegion($x >> 5, $z >> 5)->writeChunk($this->getChunk($x, $z));
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return true;
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}
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return false;
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}
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/**
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* @param $x
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* @param $z
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*
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* @return RegionLoader
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*/
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protected function getRegion($x, $z){
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$index = $x . ":" . $z;
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return isset($this->regions[$index]) ? $this->regions[$index] : null;
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}
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/**
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* @param int $chunkX
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* @param int $chunkZ
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* @param bool $create
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*
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* @return Chunk
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*/
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public function getChunk($chunkX, $chunkZ, $create = false){
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$index = Level::chunkHash($chunkX, $chunkZ);
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if(isset($this->chunks[$index])){
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return $this->chunks[$index];
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}else{
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$this->loadChunk($chunkX, $chunkZ, $create);
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return isset($this->chunks[$index]) ? $this->chunks[$index] : null;
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}
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}
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public function setChunk($chunkX, $chunkZ, SimpleChunk $chunk){
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if($chunk->isGenerated() === false){
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$this->unloadChunk($chunkX, $chunkZ, false);
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$regionX = $regionZ = null;
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self::getRegionIndex($chunkX, $chunkZ, $regionX, $regionZ);
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$this->loadRegion($regionX, $regionZ);
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$region = $this->getRegion($regionX, $regionZ);
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$region->removeChunk($chunkX - $region->getX() * 32, $chunkZ - $region->getZ() * 32);
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$this->loadChunk($chunkX, $chunkZ);
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}else{
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$newChunk = $this->getChunk($chunkX, $chunkZ, true);
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for($y = 0; $y < 8; ++$y){
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$section = new ChunkSection(new Compound(null, [
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"Y" => new Byte("Y", $y),
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"Blocks" => new ByteArray("Blocks", $chunk->getSectionIds($y)),
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"Data" => new ByteArray("Data", $chunk->getSectionData($y)),
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"SkyLight" => new ByteArray("SkyLight", str_repeat("\xff", 2048)), //TODO
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"BlockLight" => new ByteArray("BlockLight", str_repeat("\x00", 2048)) //TODO
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]));
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$newChunk->setSection($y, $section);
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}
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if($chunk->isPopulated()){
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$newChunk->setPopulated(1);
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}
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$this->chunks[Level::chunkHash($chunkX, $chunkZ)] = $newChunk;
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$this->saveChunk($chunkX, $chunkZ);
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}
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}
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public function createChunkSection($Y){
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return new ChunkSection(new Compound(null, [
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"Y" => new Byte("Y", $Y),
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"Blocks" => new ByteArray("Blocks", str_repeat("\xff", 4096)),
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"Data" => new ByteArray("Data", str_repeat("\xff", 2048)),
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"SkyLight" => new ByteArray("SkyLight", str_repeat("\xff", 2048)), //TODO
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"BlockLight" => new ByteArray("BlockLight", str_repeat("\x00", 2048)) //TODO
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]));
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}
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public function isChunkGenerated($chunkX, $chunkZ){
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if(($region = $this->getRegion($chunkX >> 5, $chunkZ >> 5)) instanceof RegionLoader){
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return $region->chunkExists($chunkX - $region->getX() * 32, $chunkZ - $region->getZ() * 32);
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}
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return false;
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}
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public function isChunkPopulated($chunkX, $chunkZ){
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$chunk = $this->getChunk($chunkX, $chunkZ);
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if($chunk instanceof Chunk){
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return $chunk->isPopulated();
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}else{
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return false;
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}
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}
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protected function loadRegion($x, $z){
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$index = $x . ":" . $z;
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if(isset($this->regions[$index])){
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return true;
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}
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$this->regions[$index] = new RegionLoader($this, $x, $z);
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return true;
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}
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public function close(){
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$this->unloadChunks();
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foreach($this->regions as $index => $region){
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$region->close();
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unset($this->regions[$index]);
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}
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}
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} |