mirror of
https://github.com/pmmp/PocketMine-MP.git
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115 lines
3.8 KiB
PHP
115 lines
3.8 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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declare(strict_types=1);
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namespace pocketmine\world\light;
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use pocketmine\block\BlockFactory;
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use pocketmine\scheduler\AsyncTask;
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use pocketmine\world\format\Chunk;
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use pocketmine\world\format\io\FastChunkSerializer;
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use pocketmine\world\format\LightArray;
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use pocketmine\world\SimpleChunkManager;
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use pocketmine\world\utils\SubChunkExplorer;
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use pocketmine\world\World;
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use function igbinary_serialize;
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use function igbinary_unserialize;
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class LightPopulationTask extends AsyncTask{
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private const TLS_KEY_WORLD = "world";
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/** @var string */
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public $chunk;
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/** @var int */
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private $chunkX;
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/** @var int */
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private $chunkZ;
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/** @var string */
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private $resultHeightMap;
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/** @var string */
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private $resultSkyLightArrays;
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/** @var string */
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private $resultBlockLightArrays;
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public function __construct(World $world, Chunk $chunk){
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$this->storeLocal(self::TLS_KEY_WORLD, $world);
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[$this->chunkX, $this->chunkZ] = [$chunk->getX(), $chunk->getZ()];
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$chunk->setLightPopulated(null);
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$this->chunk = FastChunkSerializer::serialize($chunk);
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}
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public function onRun() : void{
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$chunk = FastChunkSerializer::deserialize($this->chunk);
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$manager = new SimpleChunkManager();
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$manager->setChunk($this->chunkX, $this->chunkZ, $chunk);
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$blockFactory = BlockFactory::getInstance();
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foreach([
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"Block" => new BlockLightUpdate(new SubChunkExplorer($manager), $blockFactory->lightFilter, $blockFactory->light),
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"Sky" => new SkyLightUpdate(new SubChunkExplorer($manager), $blockFactory->lightFilter, $blockFactory->blocksDirectSkyLight),
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] as $name => $update){
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$update->recalculateChunk($this->chunkX, $this->chunkZ);
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$update->execute();
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}
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$chunk->setLightPopulated();
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$this->resultHeightMap = igbinary_serialize($chunk->getHeightMapArray());
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$skyLightArrays = [];
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$blockLightArrays = [];
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foreach($chunk->getSubChunks() as $y => $subChunk){
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$skyLightArrays[$y] = $subChunk->getBlockSkyLightArray();
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$blockLightArrays[$y] = $subChunk->getBlockLightArray();
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}
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$this->resultSkyLightArrays = igbinary_serialize($skyLightArrays);
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$this->resultBlockLightArrays = igbinary_serialize($blockLightArrays);
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}
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public function onCompletion() : void{
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/** @var World $world */
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$world = $this->fetchLocal(self::TLS_KEY_WORLD);
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if(!$world->isClosed() and ($chunk = $world->getChunk($this->chunkX, $this->chunkZ)) !== null){
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//TODO: calculated light information might not be valid if the terrain changed during light calculation
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/** @var int[] $heightMapArray */
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$heightMapArray = igbinary_unserialize($this->resultHeightMap);
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$chunk->setHeightMapArray($heightMapArray);
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/** @var LightArray[] $skyLightArrays */
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$skyLightArrays = igbinary_unserialize($this->resultSkyLightArrays);
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/** @var LightArray[] $blockLightArrays */
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$blockLightArrays = igbinary_unserialize($this->resultBlockLightArrays);
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foreach($skyLightArrays as $y => $array){
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$chunk->getSubChunk($y)->setBlockSkyLightArray($array);
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}
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foreach($blockLightArrays as $y => $array){
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$chunk->getSubChunk($y)->setBlockLightArray($array);
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}
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$chunk->setLightPopulated();
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}
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}
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}
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