2926 lines
80 KiB
PHP

<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types = 1);
/**
* All Level related classes are here, like Generators, Populators, Noise, ...
*/
namespace pocketmine\level;
use pocketmine\block\Air;
use pocketmine\block\Beetroot;
use pocketmine\block\Block;
use pocketmine\block\BrownMushroom;
use pocketmine\block\Cactus;
use pocketmine\block\Carrot;
use pocketmine\block\Farmland;
use pocketmine\block\Fire;
use pocketmine\block\Grass;
use pocketmine\block\Ice;
use pocketmine\block\Leaves;
use pocketmine\block\Leaves2;
use pocketmine\block\MelonStem;
use pocketmine\block\Mycelium;
use pocketmine\block\Potato;
use pocketmine\block\PumpkinStem;
use pocketmine\block\RedMushroom;
use pocketmine\block\Sapling;
use pocketmine\block\SnowLayer;
use pocketmine\block\Sugarcane;
use pocketmine\block\Wheat;
use pocketmine\entity\Arrow;
use pocketmine\entity\Effect;
use pocketmine\entity\Entity;
use pocketmine\entity\Item as DroppedItem;
use pocketmine\event\block\BlockBreakEvent;
use pocketmine\event\block\BlockPlaceEvent;
use pocketmine\event\block\BlockUpdateEvent;
use pocketmine\event\level\ChunkLoadEvent;
use pocketmine\event\level\ChunkPopulateEvent;
use pocketmine\event\level\ChunkUnloadEvent;
use pocketmine\event\level\LevelSaveEvent;
use pocketmine\event\level\LevelUnloadEvent;
use pocketmine\event\level\SpawnChangeEvent;
use pocketmine\event\LevelTimings;
use pocketmine\event\player\PlayerInteractEvent;
use pocketmine\event\Timings;
use pocketmine\inventory\InventoryHolder;
use pocketmine\item\Item;
use pocketmine\level\format\Chunk;
use pocketmine\level\format\io\BaseLevelProvider;
use pocketmine\level\format\io\LevelProvider;
use pocketmine\level\generator\GenerationTask;
use pocketmine\level\generator\Generator;
use pocketmine\level\generator\GeneratorRegisterTask;
use pocketmine\level\generator\GeneratorUnregisterTask;
use pocketmine\level\generator\LightPopulationTask;
use pocketmine\level\generator\PopulationTask;
use pocketmine\level\particle\DestroyBlockParticle;
use pocketmine\level\particle\Particle;
use pocketmine\level\sound\Sound;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Math;
use pocketmine\math\Vector2;
use pocketmine\math\Vector3;
use pocketmine\metadata\BlockMetadataStore;
use pocketmine\metadata\Metadatable;
use pocketmine\metadata\MetadataValue;
use pocketmine\nbt\tag\CompoundTag;
use pocketmine\nbt\tag\DoubleTag;
use pocketmine\nbt\tag\FloatTag;
use pocketmine\nbt\tag\ListTag;
use pocketmine\nbt\tag\ShortTag;
use pocketmine\nbt\tag\StringTag;
use pocketmine\network\mcpe\protocol\BatchPacket;
use pocketmine\network\mcpe\protocol\DataPacket;
use pocketmine\network\mcpe\protocol\FullChunkDataPacket;
use pocketmine\network\mcpe\protocol\LevelEventPacket;
use pocketmine\network\mcpe\protocol\LevelSoundEventPacket;
use pocketmine\network\mcpe\protocol\MoveEntityPacket;
use pocketmine\network\mcpe\protocol\SetEntityMotionPacket;
use pocketmine\network\mcpe\protocol\SetTimePacket;
use pocketmine\network\mcpe\protocol\UpdateBlockPacket;
use pocketmine\Player;
use pocketmine\plugin\Plugin;
use pocketmine\Server;
use pocketmine\tile\Chest;
use pocketmine\tile\Tile;
use pocketmine\utils\Binary;
use pocketmine\utils\Random;
use pocketmine\utils\ReversePriorityQueue;
#include <rules/Level.h>
class Level implements ChunkManager, Metadatable{
private static $levelIdCounter = 1;
private static $chunkLoaderCounter = 1;
public static $COMPRESSION_LEVEL = 8;
const Y_MASK = 0xFF;
const Y_MAX = 0x100; //256
const BLOCK_UPDATE_NORMAL = 1;
const BLOCK_UPDATE_RANDOM = 2;
const BLOCK_UPDATE_SCHEDULED = 3;
const BLOCK_UPDATE_WEAK = 4;
const BLOCK_UPDATE_TOUCH = 5;
const TIME_DAY = 0;
const TIME_SUNSET = 12000;
const TIME_NIGHT = 14000;
const TIME_SUNRISE = 23000;
const TIME_FULL = 24000;
/** @var Tile[] */
private $tiles = [];
/** @var Player[] */
private $players = [];
/** @var Entity[] */
private $entities = [];
/** @var Entity[] */
public $updateEntities = [];
/** @var Tile[] */
public $updateTiles = [];
private $blockCache = [];
/** @var DataPacket[] */
private $chunkCache = [];
private $cacheChunks = false;
private $sendTimeTicker = 0;
/** @var Server */
private $server;
/** @var int */
private $levelId;
/** @var LevelProvider */
private $provider;
/** @var ChunkLoader[] */
private $loaders = [];
/** @var int[] */
private $loaderCounter = [];
/** @var ChunkLoader[][] */
private $chunkLoaders = [];
/** @var Player[][] */
private $playerLoaders = [];
/** @var DataPacket[] */
private $chunkPackets = [];
/** @var float[] */
private $unloadQueue;
private $time;
public $stopTime;
private $folderName;
/** @var Chunk[] */
private $chunks = [];
/** @var Vector3[][] */
private $changedBlocks = [];
/** @var ReversePriorityQueue */
private $scheduledBlockUpdateQueue;
private $scheduledBlockUpdateQueueIndex = [];
/** @var \SplQueue */
private $neighbourBlockUpdateQueue = [];
/** @var Player[][] */
private $chunkSendQueue = [];
private $chunkSendTasks = [];
private $chunkPopulationQueue = [];
private $chunkPopulationLock = [];
private $chunkGenerationQueue = [];
private $chunkGenerationQueueSize = 8;
private $chunkPopulationQueueSize = 2;
private $autoSave = true;
/** @var BlockMetadataStore */
private $blockMetadata;
/** @var Position */
private $temporalPosition;
/** @var Vector3 */
private $temporalVector;
/** @var \SplFixedArray */
private $blockStates;
public $sleepTicks = 0;
private $chunkTickRadius;
private $chunkTickList = [];
private $chunksPerTick;
private $clearChunksOnTick;
private $randomTickBlocks = [
Block::GRASS => Grass::class,
Block::SAPLING => Sapling::class,
Block::LEAVES => Leaves::class,
Block::WHEAT_BLOCK => Wheat::class,
Block::FARMLAND => Farmland::class,
Block::SNOW_LAYER => SnowLayer::class,
Block::ICE => Ice::class,
Block::CACTUS => Cactus::class,
Block::SUGARCANE_BLOCK => Sugarcane::class,
Block::RED_MUSHROOM => RedMushroom::class,
Block::BROWN_MUSHROOM => BrownMushroom::class,
Block::PUMPKIN_STEM => PumpkinStem::class,
Block::MELON_STEM => MelonStem::class,
//Block::VINE => true,
Block::MYCELIUM => Mycelium::class,
//Block::COCOA_BLOCK => true,
Block::CARROT_BLOCK => Carrot::class,
Block::POTATO_BLOCK => Potato::class,
Block::LEAVES2 => Leaves2::class,
Block::FIRE => Fire::class,
Block::BEETROOT_BLOCK => Beetroot::class,
];
/** @var LevelTimings */
public $timings;
private $tickRate;
public $tickRateTime = 0;
public $tickRateCounter = 0;
/** @var Generator */
private $generator;
/** @var Generator */
private $generatorInstance;
private $closed = false;
public static function chunkHash(int $x, int $z){
return PHP_INT_SIZE === 8 ? (($x & 0xFFFFFFFF) << 32) | ($z & 0xFFFFFFFF) : $x . ":" . $z;
}
public static function blockHash(int $x, int $y, int $z){
return PHP_INT_SIZE === 8 ? (($x & 0xFFFFFFF) << 36) | (($y & Level::Y_MASK) << 28) | ($z & 0xFFFFFFF) : $x . ":" . $y . ":" . $z;
}
public static function getBlockXYZ($hash, &$x, &$y, &$z){
if(PHP_INT_SIZE === 8){
$x = $hash >> 36;
$y = ($hash >> 28) & Level::Y_MASK; //it's always positive
$z = ($hash & 0xFFFFFFF) << 36 >> 36;
}else{
$hash = explode(":", $hash);
$x = (int) $hash[0];
$y = (int) $hash[1];
$z = (int) $hash[2];
}
}
/**
* @param string|int $hash
* @param int|null $x
* @param int|null $z
*/
public static function getXZ($hash, &$x, &$z){
if(PHP_INT_SIZE === 8){
$x = $hash >> 32;
$z = ($hash & 0xFFFFFFFF) << 32 >> 32;
}else{
$hash = explode(":", $hash);
$x = (int) $hash[0];
$z = (int) $hash[1];
}
}
public static function generateChunkLoaderId(ChunkLoader $loader) : int{
if($loader->getLoaderId() === 0 or $loader->getLoaderId() === null or $loader->getLoaderId() === null){
return self::$chunkLoaderCounter++;
}else{
throw new \InvalidStateException("ChunkLoader has a loader id already assigned: " . $loader->getLoaderId());
}
}
/**
* Init the default level data
*
* @param Server $server
* @param string $name
* @param string $path
* @param string $provider Class that extends LevelProvider
*
* @throws \Exception
*/
public function __construct(Server $server, string $name, string $path, string $provider){
$this->blockStates = Block::$fullList;
$this->levelId = static::$levelIdCounter++;
$this->blockMetadata = new BlockMetadataStore($this);
$this->server = $server;
$this->autoSave = $server->getAutoSave();
/** @var LevelProvider $provider */
if(is_subclass_of($provider, LevelProvider::class, true)){
$this->provider = new $provider($this, $path);
}else{
throw new LevelException("Provider is not a subclass of LevelProvider");
}
$this->server->getLogger()->info($this->server->getLanguage()->translateString("pocketmine.level.preparing", [$this->provider->getName()]));
$this->generator = Generator::getGenerator($this->provider->getGenerator());
$this->folderName = $name;
$this->scheduledBlockUpdateQueue = new ReversePriorityQueue();
$this->scheduledBlockUpdateQueue->setExtractFlags(\SplPriorityQueue::EXTR_BOTH);
$this->neighbourBlockUpdateQueue = new \SplQueue();
$this->time = (int) $this->provider->getTime();
$this->chunkTickRadius = min($this->server->getViewDistance(), max(1, (int) $this->server->getProperty("chunk-ticking.tick-radius", 4)));
$this->chunksPerTick = (int) $this->server->getProperty("chunk-ticking.per-tick", 40);
$this->chunkGenerationQueueSize = (int) $this->server->getProperty("chunk-generation.queue-size", 8);
$this->chunkPopulationQueueSize = (int) $this->server->getProperty("chunk-generation.population-queue-size", 2);
$this->chunkTickList = [];
$this->clearChunksOnTick = (bool) $this->server->getProperty("chunk-ticking.clear-tick-list", true);
$this->cacheChunks = (bool) $this->server->getProperty("chunk-sending.cache-chunks", false);
$dontTickBlocks = $this->server->getProperty("chunk-ticking.disable-block-ticking", []);
foreach($dontTickBlocks as $id){
if(isset($this->randomTickBlocks[$id])){
unset($this->randomTickBlocks[$id]);
}
}
$this->timings = new LevelTimings($this);
$this->temporalPosition = new Position(0, 0, 0, $this);
$this->temporalVector = new Vector3(0, 0, 0);
$this->tickRate = 1;
}
public function getTickRate() : int{
return $this->tickRate;
}
public function getTickRateTime() : float{
return $this->tickRateTime;
}
public function setTickRate(int $tickRate){
$this->tickRate = $tickRate;
}
public function initLevel(){
$generator = $this->generator;
$this->generatorInstance = new $generator($this->provider->getGeneratorOptions());
$this->generatorInstance->init($this, new Random($this->getSeed()));
$this->registerGenerator();
}
public function registerGenerator(){
$size = $this->server->getScheduler()->getAsyncTaskPoolSize();
for($i = 0; $i < $size; ++$i){
$this->server->getScheduler()->scheduleAsyncTaskToWorker(new GeneratorRegisterTask($this, $this->generatorInstance), $i);
}
}
public function unregisterGenerator(){
$size = $this->server->getScheduler()->getAsyncTaskPoolSize();
for($i = 0; $i < $size; ++$i){
$this->server->getScheduler()->scheduleAsyncTaskToWorker(new GeneratorUnregisterTask($this, $this->generatorInstance), $i);
}
}
public function getBlockMetadata() : BlockMetadataStore{
return $this->blockMetadata;
}
public function getServer() : Server{
return $this->server;
}
final public function getProvider() : LevelProvider{
return $this->provider;
}
/**
* Returns the unique level identifier
*/
final public function getId() : int{
return $this->levelId;
}
public function isClosed() : bool{
return $this->closed;
}
public function close(){
if($this->closed){
throw new \InvalidStateException("Tried to close a level which is already closed");
}
if($this->getAutoSave()){
$this->save();
}
foreach($this->chunks as $chunk){
$this->unloadChunk($chunk->getX(), $chunk->getZ(), false);
}
$this->unregisterGenerator();
$this->provider->close();
$this->provider = null;
$this->blockMetadata = null;
$this->blockCache = [];
$this->temporalPosition = null;
$this->closed = true;
}
public function addSound(Sound $sound, array $players = null){
$pk = $sound->encode();
if($players === null){
if($pk !== null){
if(!is_array($pk)){
$this->addChunkPacket($sound->x >> 4, $sound->z >> 4, $pk);
}else{
foreach($pk as $e){
$this->addChunkPacket($sound->x >> 4, $sound->z >> 4, $e);
}
}
}
}else{
if($pk !== null){
if(!is_array($pk)){
$this->server->broadcastPacket($players, $pk);
}else{
$this->server->batchPackets($players, $pk, false);
}
}
}
}
public function addParticle(Particle $particle, array $players = null){
$pk = $particle->encode();
if($players === null){
if($pk !== null){
if(!is_array($pk)){
$this->addChunkPacket($particle->x >> 4, $particle->z >> 4, $pk);
}else{
foreach($pk as $e){
$this->addChunkPacket($particle->x >> 4, $particle->z >> 4, $e);
}
}
}
}else{
if($pk !== null){
if(!is_array($pk)){
$this->server->broadcastPacket($players, $pk);
}else{
$this->server->batchPackets($players, $pk, false);
}
}
}
}
/**
* Broadcasts a LevelEvent to players in the area. This could be sound, particles, weather changes, etc.
*
* @param Vector3 $pos
* @param int $evid
* @param int $data
*/
public function broadcastLevelEvent(Vector3 $pos, int $evid, int $data = 0){
$pk = new LevelEventPacket();
$pk->evid = $evid;
$pk->data = $data;
list($pk->x, $pk->y, $pk->z) = [$pos->x, $pos->y, $pos->z];
$this->addChunkPacket($pos->x >> 4, $pos->z >> 4, $pk);
}
/**
* Broadcasts a LevelSoundEvent to players in the area.
*
* @param Vector3 $pos
* @param int $soundId
* @param int $pitch
* @param int $extraData
* @param bool $unknown
* @param bool $disableRelativeVolume If true, all players receiving this sound-event will hear the sound at full volume regardless of distance
*/
public function broadcastLevelSoundEvent(Vector3 $pos, int $soundId, int $pitch = 1, int $extraData = -1, bool $unknown = false, bool $disableRelativeVolume = false){
$pk = new LevelSoundEventPacket();
$pk->sound = $soundId;
$pk->pitch = $pitch;
$pk->extraData = $extraData;
$pk->unknownBool = $unknown;
$pk->disableRelativeVolume = $disableRelativeVolume;
list($pk->x, $pk->y, $pk->z) = [$pos->x, $pos->y, $pos->z];
$this->addChunkPacket($pos->x >> 4, $pos->z >> 4, $pk);
}
public function getAutoSave() : bool{
return $this->autoSave;
}
public function setAutoSave(bool $value){
$this->autoSave = $value;
}
/**
* Unloads the current level from memory safely
*
* @param bool $force default false, force unload of default level
*
* @return bool
*/
public function unload(bool $force = false) : bool{
$ev = new LevelUnloadEvent($this);
if($this === $this->server->getDefaultLevel() and $force !== true){
$ev->setCancelled(true);
}
$this->server->getPluginManager()->callEvent($ev);
if(!$force and $ev->isCancelled()){
return false;
}
$this->server->getLogger()->info($this->server->getLanguage()->translateString("pocketmine.level.unloading", [$this->getName()]));
$defaultLevel = $this->server->getDefaultLevel();
foreach($this->getPlayers() as $player){
if($this === $defaultLevel or $defaultLevel === null){
$player->close($player->getLeaveMessage(), "Forced default level unload");
}elseif($defaultLevel instanceof Level){
$player->teleport($this->server->getDefaultLevel()->getSafeSpawn());
}
}
if($this === $defaultLevel){
$this->server->setDefaultLevel(null);
}
$this->close();
return true;
}
/**
* Gets the players being used in a specific chunk
*
* @param int $chunkX
* @param int $chunkZ
*
* @return Player[]
*/
public function getChunkPlayers(int $chunkX, int $chunkZ) : array{
return $this->playerLoaders[Level::chunkHash($chunkX, $chunkZ)] ?? [];
}
/**
* Gets the chunk loaders being used in a specific chunk
*
* @param int $chunkX
* @param int $chunkZ
*
* @return ChunkLoader[]
*/
public function getChunkLoaders(int $chunkX, int $chunkZ) : array{
return $this->chunkLoaders[Level::chunkHash($chunkX, $chunkZ)] ?? [];
}
public function addChunkPacket(int $chunkX, int $chunkZ, DataPacket $packet){
if(!isset($this->chunkPackets[$index = Level::chunkHash($chunkX, $chunkZ)])){
$this->chunkPackets[$index] = [$packet];
}else{
$this->chunkPackets[$index][] = $packet;
}
}
public function registerChunkLoader(ChunkLoader $loader, int $chunkX, int $chunkZ, bool $autoLoad = true){
$hash = $loader->getLoaderId();
if(!isset($this->chunkLoaders[$index = Level::chunkHash($chunkX, $chunkZ)])){
$this->chunkLoaders[$index] = [];
$this->playerLoaders[$index] = [];
}elseif(isset($this->chunkLoaders[$index][$hash])){
return;
}
$this->chunkLoaders[$index][$hash] = $loader;
if($loader instanceof Player){
$this->playerLoaders[$index][$hash] = $loader;
}
if(!isset($this->loaders[$hash])){
$this->loaderCounter[$hash] = 1;
$this->loaders[$hash] = $loader;
}else{
++$this->loaderCounter[$hash];
}
$this->cancelUnloadChunkRequest($chunkX, $chunkZ);
if($autoLoad){
$this->loadChunk($chunkX, $chunkZ);
}
}
public function unregisterChunkLoader(ChunkLoader $loader, int $chunkX, int $chunkZ){
if(isset($this->chunkLoaders[$index = Level::chunkHash($chunkX, $chunkZ)][$hash = $loader->getLoaderId()])){
unset($this->chunkLoaders[$index][$hash]);
unset($this->playerLoaders[$index][$hash]);
if(count($this->chunkLoaders[$index]) === 0){
unset($this->chunkLoaders[$index]);
unset($this->playerLoaders[$index]);
$this->unloadChunkRequest($chunkX, $chunkZ, true);
}
if(--$this->loaderCounter[$hash] === 0){
unset($this->loaderCounter[$hash]);
unset($this->loaders[$hash]);
}
}
}
/**
* WARNING: Do not use this, it's only for internal use.
* Changes to this function won't be recorded on the version.
*/
public function checkTime(){
if($this->stopTime === true){
return;
}else{
$this->time += 1;
}
}
/**
* WARNING: Do not use this, it's only for internal use.
* Changes to this function won't be recorded on the version.
*
* @param Player ...$targets If empty, will send to all players in the level.
*/
public function sendTime(Player ...$targets){
$pk = new SetTimePacket();
$pk->time = (int) $this->time;
$this->server->broadcastPacket(count($targets) > 0 ? $targets : $this->players, $pk);
}
/**
* WARNING: Do not use this, it's only for internal use.
* Changes to this function won't be recorded on the version.
*
* @param int $currentTick
*
*/
public function doTick(int $currentTick){
if($this->closed){
throw new \InvalidStateException("Attempted to tick a Level which has been closed");
}
$this->timings->doTick->startTiming();
$this->checkTime();
if(++$this->sendTimeTicker === 200){
$this->sendTime();
$this->sendTimeTicker = 0;
}
$this->unloadChunks();
//Do block updates
$this->timings->doTickPending->startTiming();
//Delayed updates
while($this->scheduledBlockUpdateQueue->count() > 0 and $this->scheduledBlockUpdateQueue->current()["priority"] <= $currentTick){
$block = $this->getBlock($this->scheduledBlockUpdateQueue->extract()["data"]);
unset($this->scheduledBlockUpdateQueueIndex[Level::blockHash($block->x, $block->y, $block->z)]);
$block->onUpdate(self::BLOCK_UPDATE_SCHEDULED);
}
//Normal updates
while($this->neighbourBlockUpdateQueue->count() > 0){
$index = $this->neighbourBlockUpdateQueue->dequeue();
Level::getBlockXYZ($index, $x, $y, $z);
$this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($x, $y, $z))));
if(!$ev->isCancelled()){
$ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL);
}
}
$this->timings->doTickPending->stopTiming();
$this->timings->entityTick->startTiming();
//Update entities that need update
Timings::$tickEntityTimer->startTiming();
foreach($this->updateEntities as $id => $entity){
if($entity->closed or !$entity->onUpdate($currentTick)){
unset($this->updateEntities[$id]);
}
}
Timings::$tickEntityTimer->stopTiming();
$this->timings->entityTick->stopTiming();
$this->timings->tileEntityTick->startTiming();
Timings::$tickTileEntityTimer->startTiming();
//Update tiles that need update
if(count($this->updateTiles) > 0){
foreach($this->updateTiles as $id => $tile){
if($tile->onUpdate() !== true){
unset($this->updateTiles[$id]);
}
}
}
Timings::$tickTileEntityTimer->stopTiming();
$this->timings->tileEntityTick->stopTiming();
$this->timings->doTickTiles->startTiming();
$this->tickChunks();
$this->timings->doTickTiles->stopTiming();
if(count($this->changedBlocks) > 0){
if(count($this->players) > 0){
foreach($this->changedBlocks as $index => $blocks){
unset($this->chunkCache[$index]);
Level::getXZ($index, $chunkX, $chunkZ);
if(count($blocks) > 512){
$chunk = $this->getChunk($chunkX, $chunkZ);
foreach($this->getChunkPlayers($chunkX, $chunkZ) as $p){
$p->onChunkChanged($chunk);
}
}else{
$this->sendBlocks($this->getChunkPlayers($chunkX, $chunkZ), $blocks, UpdateBlockPacket::FLAG_ALL);
}
}
}else{
$this->chunkCache = [];
}
$this->changedBlocks = [];
}
$this->processChunkRequest();
if($this->sleepTicks > 0 and --$this->sleepTicks <= 0){
$this->checkSleep();
}
foreach($this->chunkPackets as $index => $entries){
Level::getXZ($index, $chunkX, $chunkZ);
$chunkPlayers = $this->getChunkPlayers($chunkX, $chunkZ);
if(count($chunkPlayers) > 0){
foreach($entries as $pk){
$this->server->broadcastPacket($chunkPlayers, $pk);
}
}
}
$this->chunkPackets = [];
$this->timings->doTick->stopTiming();
}
public function checkSleep(){
if(count($this->players) === 0){
return;
}
$resetTime = true;
foreach($this->getPlayers() as $p){
if(!$p->isSleeping()){
$resetTime = false;
break;
}
}
if($resetTime){
$time = $this->getTime() % Level::TIME_FULL;
if($time >= Level::TIME_NIGHT and $time < Level::TIME_SUNRISE){
$this->setTime($this->getTime() + Level::TIME_FULL - $time);
foreach($this->getPlayers() as $p){
$p->stopSleep();
}
}
}
}
public function sendBlockExtraData(int $x, int $y, int $z, int $id, int $data, array $targets = null){
$pk = new LevelEventPacket;
$pk->evid = LevelEventPacket::EVENT_SET_DATA;
$pk->x = $x + 0.5;
$pk->y = $y + 0.5;
$pk->z = $z + 0.5;
$pk->data = ($data << 8) | $id;
$this->server->broadcastPacket($targets === null ? $this->getChunkPlayers($x >> 4, $z >> 4) : $targets, $pk);
}
/**
* @param Player[] $target
* @param Block[] $blocks
* @param int $flags
* @param bool $optimizeRebuilds
*/
public function sendBlocks(array $target, array $blocks, $flags = UpdateBlockPacket::FLAG_NONE, bool $optimizeRebuilds = false){
if($optimizeRebuilds){
$chunks = [];
foreach($blocks as $b){
$pk = new UpdateBlockPacket();
if($b === null){
continue;
}
$first = false;
if(!isset($chunks[$index = Level::chunkHash($b->x >> 4, $b->z >> 4)])){
$chunks[$index] = true;
$first = true;
}
if($b instanceof Block){
$pk->x = $b->x;
$pk->z = $b->z;
$pk->y = $b->y;
$pk->blockId = $b->getId();
$pk->blockData = $b->getDamage();
$pk->flags = $first ? $flags : UpdateBlockPacket::FLAG_NONE;
}else{
$fullBlock = $this->getFullBlock($b->x, $b->y, $b->z);
$pk->x = $b->x;
$pk->z = $b->z;
$pk->y = $b->y;
$pk->blockId = $fullBlock >> 4;
$pk->blockData = $fullBlock & 0xf;
$pk->flags = $first ? $flags : UpdateBlockPacket::FLAG_NONE;
}
$this->server->broadcastPacket($target, $pk);
}
}else{
foreach($blocks as $b){
$pk = new UpdateBlockPacket();
if($b === null){
continue;
}
if($b instanceof Block){
$pk->x = $b->x;
$pk->z = $b->z;
$pk->y = $b->y;
$pk->blockId = $b->getId();
$pk->blockData = $b->getDamage();
$pk->flags = $flags;
}else{
$fullBlock = $this->getFullBlock($b->x, $b->y, $b->z);
$pk->x = $b->x;
$pk->z = $b->z;
$pk->y = $b->y;
$pk->blockId = $fullBlock >> 4;
$pk->blockData = $fullBlock & 0xf;
$pk->flags = $flags;
}
$this->server->broadcastPacket($target, $pk);
}
}
}
public function clearCache(bool $full = false){
if($full){
$this->chunkCache = [];
$this->blockCache = [];
}else{
if(count($this->chunkCache) > 768){
$this->chunkCache = [];
}
if(count($this->blockCache) > 2048){
$this->blockCache = [];
}
}
}
public function clearChunkCache(int $chunkX, int $chunkZ){
unset($this->chunkCache[Level::chunkHash($chunkX, $chunkZ)]);
}
public function addRandomTickedBlock(int $id){
$this->randomTickBlocks[$id] = Block::$list[$id];
}
public function removeRandomTickedBlock(int $id){
unset($this->randomTickBlocks[$id]);
}
private function tickChunks(){
if($this->chunksPerTick <= 0 or count($this->loaders) === 0){
$this->chunkTickList = [];
return;
}
$chunksPerLoader = min(200, max(1, (int) ((($this->chunksPerTick - count($this->loaders)) / count($this->loaders)) + 0.5)));
$randRange = 3 + $chunksPerLoader / 30;
$randRange = (int) ($randRange > $this->chunkTickRadius ? $this->chunkTickRadius : $randRange);
foreach($this->loaders as $loader){
$chunkX = $loader->getX() >> 4;
$chunkZ = $loader->getZ() >> 4;
$index = Level::chunkHash($chunkX, $chunkZ);
$existingLoaders = max(0, $this->chunkTickList[$index] ?? 0);
$this->chunkTickList[$index] = $existingLoaders + 1;
for($chunk = 0; $chunk < $chunksPerLoader; ++$chunk){
$dx = mt_rand(-$randRange, $randRange);
$dz = mt_rand(-$randRange, $randRange);
$hash = Level::chunkHash($dx + $chunkX, $dz + $chunkZ);
if(!isset($this->chunkTickList[$hash]) and isset($this->chunks[$hash])){
$this->chunkTickList[$hash] = -1;
}
}
}
foreach($this->chunkTickList as $index => $loaders){
Level::getXZ($index, $chunkX, $chunkZ);
if(!isset($this->chunks[$index]) or ($chunk = $this->getChunk($chunkX, $chunkZ, false)) === null){
unset($this->chunkTickList[$index]);
continue;
}elseif($loaders <= 0){
unset($this->chunkTickList[$index]);
}
foreach($chunk->getEntities() as $entity){
$entity->scheduleUpdate();
}
foreach($chunk->getSubChunks() as $Y => $subChunk){
if(!$subChunk->isEmpty()){
$k = mt_rand(0, 0x7fffffff);
for($i = 0; $i < 3; ++$i, $k >>= 10){
$x = $k & 0x0f;
$y = ($k >> 8) & 0x0f;
$z = ($k >> 16) & 0x0f;
$blockId = $subChunk->getBlockId($x, $y, $z);
if(isset($this->randomTickBlocks[$blockId])){
$class = $this->randomTickBlocks[$blockId];
/** @var Block $block */
$block = new $class($subChunk->getBlockData($x, $y, $z));
$block->x = $chunkX * 16 + $x;
$block->y = ($Y << 4) + $y;
$block->z = $chunkZ * 16 + $z;
$block->level = $this;
$block->onUpdate(self::BLOCK_UPDATE_RANDOM);
}
}
}
}
}
if($this->clearChunksOnTick){
$this->chunkTickList = [];
}
}
public function __debugInfo() : array{
return [];
}
/**
* @param bool $force
*
* @return bool
*/
public function save(bool $force = false){
if(!$this->getAutoSave() and !$force){
return false;
}
$this->server->getPluginManager()->callEvent(new LevelSaveEvent($this));
$this->provider->setTime((int) $this->time);
$this->saveChunks();
if($this->provider instanceof BaseLevelProvider){
$this->provider->saveLevelData();
}
return true;
}
public function saveChunks(){
foreach($this->chunks as $chunk){
if($chunk->hasChanged() and $chunk->isGenerated()){
$this->provider->setChunk($chunk->getX(), $chunk->getZ(), $chunk);
$this->provider->saveChunk($chunk->getX(), $chunk->getZ());
$chunk->setChanged(false);
}
}
}
/**
* @param Vector3 $pos
*/
public function updateAround(Vector3 $pos){
$pos = $pos->floor();
$this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($pos->x, $pos->y - 1, $pos->z))));
if(!$ev->isCancelled()){
$ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL);
}
$this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($pos->x, $pos->y + 1, $pos->z))));
if(!$ev->isCancelled()){
$ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL);
}
$this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($pos->x - 1, $pos->y, $pos->z))));
if(!$ev->isCancelled()){
$ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL);
}
$this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($pos->x + 1, $pos->y, $pos->z))));
if(!$ev->isCancelled()){
$ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL);
}
$this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($pos->x, $pos->y, $pos->z - 1))));
if(!$ev->isCancelled()){
$ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL);
}
$this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->getBlock($this->temporalVector->setComponents($pos->x, $pos->y, $pos->z + 1))));
if(!$ev->isCancelled()){
$ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL);
}
}
/**
* @deprecated This method will be removed in the future due to misleading/ambiguous name. Use {@link Level#scheduleDelayedBlockUpdate} instead.
*
* @param Vector3 $pos
* @param int $delay
*/
public function scheduleUpdate(Vector3 $pos, int $delay){
$this->scheduleDelayedBlockUpdate($pos, $delay);
}
/**
* Schedules a block update to be executed after the specified number of ticks.
* Blocks will be updated with the scheduled update type.
*
* @param Vector3 $pos
* @param int $delay
*/
public function scheduleDelayedBlockUpdate(Vector3 $pos, int $delay){
if(isset($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), (int) $delay + $this->server->getTick());
}
/**
* Schedules the blocks around the specified position to be updated at the end of this tick.
* Blocks will be updated with the normal update type.
*
* @param Vector3 $pos
*/
public function scheduleNeighbourBlockUpdates(Vector3 $pos){
$pos = $pos->floor();
$this->neighbourBlockUpdateQueue->enqueue(Level::blockHash($pos->x + 1, $pos->y, $pos->z));
$this->neighbourBlockUpdateQueue->enqueue(Level::blockHash($pos->x - 1, $pos->y, $pos->z));
$this->neighbourBlockUpdateQueue->enqueue(Level::blockHash($pos->x, $pos->y + 1, $pos->z));
$this->neighbourBlockUpdateQueue->enqueue(Level::blockHash($pos->x, $pos->y - 1, $pos->z));
$this->neighbourBlockUpdateQueue->enqueue(Level::blockHash($pos->x, $pos->y, $pos->z + 1));
$this->neighbourBlockUpdateQueue->enqueue(Level::blockHash($pos->x, $pos->y, $pos->z - 1));
}
/**
* @param AxisAlignedBB $bb
* @param bool $targetFirst
*
* @return Block[]
*/
public function getCollisionBlocks(AxisAlignedBB $bb, bool $targetFirst = false) : array{
$minX = Math::floorFloat($bb->minX);
$minY = Math::floorFloat($bb->minY);
$minZ = Math::floorFloat($bb->minZ);
$maxX = Math::ceilFloat($bb->maxX);
$maxY = Math::ceilFloat($bb->maxY);
$maxZ = Math::ceilFloat($bb->maxZ);
$collides = [];
if($targetFirst){
for($z = $minZ; $z <= $maxZ; ++$z){
for($x = $minX; $x <= $maxX; ++$x){
for($y = $minY; $y <= $maxY; ++$y){
$block = $this->getBlock($this->temporalVector->setComponents($x, $y, $z));
if($block->getId() !== 0 and $block->collidesWithBB($bb)){
return [$block];
}
}
}
}
}else{
for($z = $minZ; $z <= $maxZ; ++$z){
for($x = $minX; $x <= $maxX; ++$x){
for($y = $minY; $y <= $maxY; ++$y){
$block = $this->getBlock($this->temporalVector->setComponents($x, $y, $z));
if($block->getId() !== 0 and $block->collidesWithBB($bb)){
$collides[] = $block;
}
}
}
}
}
return $collides;
}
/**
* @param Vector3 $pos
*
* @return bool
*/
public function isFullBlock(Vector3 $pos) : bool{
if($pos instanceof Block){
if($pos->isSolid()){
return true;
}
$bb = $pos->getBoundingBox();
}else{
$bb = $this->getBlock($pos)->getBoundingBox();
}
return $bb !== null and $bb->getAverageEdgeLength() >= 1;
}
/**
* @param Entity $entity
* @param AxisAlignedBB $bb
* @param bool $entities
*
* @return AxisAlignedBB[]
*/
public function getCollisionCubes(Entity $entity, AxisAlignedBB $bb, bool $entities = true) : array{
$minX = Math::floorFloat($bb->minX);
$minY = Math::floorFloat($bb->minY);
$minZ = Math::floorFloat($bb->minZ);
$maxX = Math::ceilFloat($bb->maxX);
$maxY = Math::ceilFloat($bb->maxY);
$maxZ = Math::ceilFloat($bb->maxZ);
$collides = [];
for($z = $minZ; $z <= $maxZ; ++$z){
for($x = $minX; $x <= $maxX; ++$x){
for($y = $minY; $y <= $maxY; ++$y){
$block = $this->getBlock($this->temporalVector->setComponents($x, $y, $z));
if(!$block->canPassThrough() and $block->collidesWithBB($bb)){
$collides[] = $block->getBoundingBox();
}
}
}
}
if($entities){
foreach($this->getCollidingEntities($bb->grow(0.25, 0.25, 0.25), $entity) as $ent){
$collides[] = clone $ent->boundingBox;
}
}
return $collides;
}
/*
public function rayTraceBlocks(Vector3 $pos1, Vector3 $pos2, $flag = false, $flag1 = false, $flag2 = false){
if(!is_nan($pos1->x) and !is_nan($pos1->y) and !is_nan($pos1->z)){
if(!is_nan($pos2->x) and !is_nan($pos2->y) and !is_nan($pos2->z)){
$x1 = (int) $pos1->x;
$y1 = (int) $pos1->y;
$z1 = (int) $pos1->z;
$x2 = (int) $pos2->x;
$y2 = (int) $pos2->y;
$z2 = (int) $pos2->z;
$block = $this->getBlock(Vector3::createVector($x1, $y1, $z1));
if(!$flag1 or $block->getBoundingBox() !== null){
$ob = $block->calculateIntercept($pos1, $pos2);
if($ob !== null){
return $ob;
}
}
$movingObjectPosition = null;
$k = 200;
while($k-- >= 0){
if(is_nan($pos1->x) or is_nan($pos1->y) or is_nan($pos1->z)){
return null;
}
if($x1 === $x2 and $y1 === $y2 and $z1 === $z2){
return $flag2 ? $movingObjectPosition : null;
}
$flag3 = true;
$flag4 = true;
$flag5 = true;
$i = 999;
$j = 999;
$k = 999;
if($x1 > $x2){
$i = $x2 + 1;
}elseif($x1 < $x2){
$i = $x2;
}else{
$flag3 = false;
}
if($y1 > $y2){
$j = $y2 + 1;
}elseif($y1 < $y2){
$j = $y2;
}else{
$flag4 = false;
}
if($z1 > $z2){
$k = $z2 + 1;
}elseif($z1 < $z2){
$k = $z2;
}else{
$flag5 = false;
}
//TODO
}
}
}
}
*/
public function getFullLight(Vector3 $pos) : int{
$chunk = $this->getChunk($pos->x >> 4, $pos->z >> 4, false);
$level = 0;
if($chunk !== null){
$level = $chunk->getBlockSkyLight($pos->x & 0x0f, $pos->y, $pos->z & 0x0f);
//TODO: decrease light level by time of day
if($level < 15){
$level = max($chunk->getBlockLight($pos->x & 0x0f, $pos->y, $pos->z & 0x0f), $level);
}
}
return $level;
}
/**
* @param $x
* @param $y
* @param $z
*
* @return int bitmap, (id << 4) | data
*/
public function getFullBlock(int $x, int $y, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, false)->getFullBlock($x & 0x0f, $y, $z & 0x0f);
}
/**
* Gets the Block object on the Vector3 location
*
* @param Vector3 $pos
* @param bool $cached
*
* @return Block
*/
public function getBlock(Vector3 $pos, $cached = true) : Block{
$pos = $pos->floor();
$index = Level::blockHash($pos->x, $pos->y, $pos->z);
if($cached and isset($this->blockCache[$index])){
return $this->blockCache[$index];
}elseif($pos->y >= 0 and $pos->y < $this->provider->getWorldHeight() and isset($this->chunks[$chunkIndex = Level::chunkHash($pos->x >> 4, $pos->z >> 4)])){
$fullState = $this->chunks[$chunkIndex]->getFullBlock($pos->x & 0x0f, $pos->y & Level::Y_MASK, $pos->z & 0x0f);
}else{
$fullState = 0;
}
$block = clone $this->blockStates[$fullState & 0xfff];
$block->x = $pos->x;
$block->y = $pos->y;
$block->z = $pos->z;
$block->level = $this;
return $this->blockCache[$index] = $block;
}
public function updateAllLight(Vector3 $pos){
$this->updateBlockSkyLight($pos->x, $pos->y, $pos->z);
$this->updateBlockLight($pos->x, $pos->y, $pos->z);
}
/**
* Returns the highest block light level available in the positions adjacent to the specified block coordinates.
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int
*/
public function getHighestAdjacentBlockSkyLight(int $x, int $y, int $z) : int{
return max([
$this->getBlockSkyLightAt($x + 1, $y, $z),
$this->getBlockSkyLightAt($x - 1, $y, $z),
$this->getBlockSkyLightAt($x, $y + 1, $z),
$this->getBlockSkyLightAt($x, $y - 1, $z),
$this->getBlockSkyLightAt($x, $y, $z + 1),
$this->getBlockSkyLightAt($x, $y, $z - 1)
]);
}
public function updateBlockSkyLight(int $x, int $y, int $z){
$this->timings->doBlockSkyLightUpdates->startTiming();
$oldHeightMap = $this->getHeightMap($x, $z);
$sourceId = $this->getBlockIdAt($x, $y, $z);
$yPlusOne = $y + 1;
if($yPlusOne === $oldHeightMap){ //Block changed directly beneath the heightmap. Check if a block was removed or changed to a different light-filter.
$newHeightMap = $this->getChunk($x >> 4, $z >> 4)->recalculateHeightMapColumn($x & 0x0f, $z & 0x0f);
}elseif($yPlusOne > $oldHeightMap){ //Block changed above the heightmap.
if(Block::$lightFilter[$sourceId] > 1 or Block::$diffusesSkyLight[$sourceId]){
$this->setHeightMap($x, $z, $yPlusOne);
$newHeightMap = $yPlusOne;
}else{ //Block changed which has no effect on direct sky light, for example placing or removing glass.
$this->timings->doBlockSkyLightUpdates->stopTiming();
return;
}
}else{ //Block changed below heightmap
$newHeightMap = $oldHeightMap;
}
$update = new SkyLightUpdate($this);
if($newHeightMap > $oldHeightMap){ //Heightmap increase, block placed, remove sky light
for($i = $y; $i >= $oldHeightMap; --$i){
$update->setAndUpdateLight($x, $i, $z, 0); //Remove all light beneath, adjacent recalculation will handle the rest.
}
}elseif($newHeightMap < $oldHeightMap){ //Heightmap decrease, block changed or removed, add sky light
for($i = $y; $i >= $newHeightMap; --$i){
$update->setAndUpdateLight($x, $i, $z, 15);
}
}else{ //No heightmap change, block changed "underground"
$update->setAndUpdateLight($x, $y, $z, max(0, $this->getHighestAdjacentBlockSkyLight($x, $y, $z) - Block::$lightFilter[$sourceId]));
}
$update->execute();
$this->timings->doBlockSkyLightUpdates->stopTiming();
}
/**
* Returns the highest block light level available in the positions adjacent to the specified block coordinates.
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int
*/
public function getHighestAdjacentBlockLight(int $x, int $y, int $z) : int{
return max([
$this->getBlockLightAt($x + 1, $y, $z),
$this->getBlockLightAt($x - 1, $y, $z),
$this->getBlockLightAt($x, $y + 1, $z),
$this->getBlockLightAt($x, $y - 1, $z),
$this->getBlockLightAt($x, $y, $z + 1),
$this->getBlockLightAt($x, $y, $z - 1)
]);
}
public function updateBlockLight(int $x, int $y, int $z){
$this->timings->doBlockLightUpdates->startTiming();
$id = $this->getBlockIdAt($x, $y, $z);
$newLevel = max(Block::$light[$id], $this->getHighestAdjacentBlockLight($x, $y, $z) - Block::$lightFilter[$id]);
$update = new BlockLightUpdate($this);
$update->setAndUpdateLight($x, $y, $z, $newLevel);
$update->execute();
$this->timings->doBlockLightUpdates->stopTiming();
}
/**
* Sets on Vector3 the data from a Block object,
* does block updates and puts the changes to the send queue.
*
* If $direct is true, it'll send changes directly to players. if false, it'll be queued
* and the best way to send queued changes will be done in the next tick.
* This way big changes can be sent on a single chunk update packet instead of thousands of packets.
*
* If $update is true, it'll get the neighbour blocks (6 sides) and update them.
* If you are doing big changes, you might want to set this to false, then update manually.
*
* @param Vector3 $pos
* @param Block $block
* @param bool $direct @deprecated
* @param bool $update
*
* @return bool Whether the block has been updated or not
*/
public function setBlock(Vector3 $pos, Block $block, bool $direct = false, bool $update = true) : bool{
$pos = $pos->floor();
if($pos->y < 0 or $pos->y >= $this->provider->getWorldHeight()){
return false;
}
$this->timings->setBlock->startTiming();
if($this->getChunk($pos->x >> 4, $pos->z >> 4, true)->setBlock($pos->x & 0x0f, $pos->y & Level::Y_MASK, $pos->z & 0x0f, $block->getId(), $block->getDamage())){
if(!($pos instanceof Position)){
$pos = $this->temporalPosition->setComponents($pos->x, $pos->y, $pos->z);
}
$block->position($pos);
unset($this->blockCache[Level::blockHash($pos->x, $pos->y, $pos->z)]);
$index = Level::chunkHash($pos->x >> 4, $pos->z >> 4);
if($direct === true){
$this->sendBlocks($this->getChunkPlayers($pos->x >> 4, $pos->z >> 4), [$block], UpdateBlockPacket::FLAG_ALL_PRIORITY);
unset($this->chunkCache[$index]);
}else{
if(!isset($this->changedBlocks[$index])){
$this->changedBlocks[$index] = [];
}
$this->changedBlocks[$index][Level::blockHash($block->x, $block->y, $block->z)] = clone $block;
}
foreach($this->getChunkLoaders($pos->x >> 4, $pos->z >> 4) as $loader){
$loader->onBlockChanged($block);
}
if($update === true){
$this->updateAllLight($block);
$this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($block));
if(!$ev->isCancelled()){
foreach($this->getNearbyEntities(new AxisAlignedBB($block->x - 1, $block->y - 1, $block->z - 1, $block->x + 1, $block->y + 1, $block->z + 1)) as $entity){
$entity->scheduleUpdate();
}
$ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL);
$this->scheduleNeighbourBlockUpdates($pos);
}
}
$this->timings->setBlock->stopTiming();
return true;
}
$this->timings->setBlock->stopTiming();
return false;
}
/**
* @param Vector3 $source
* @param Item $item
* @param Vector3 $motion
* @param int $delay
*/
public function dropItem(Vector3 $source, Item $item, Vector3 $motion = null, int $delay = 10){
$motion = $motion === null ? new Vector3(lcg_value() * 0.2 - 0.1, 0.2, lcg_value() * 0.2 - 0.1) : $motion;
$itemTag = $item->nbtSerialize();
$itemTag->setName("Item");
if($item->getId() > 0 and $item->getCount() > 0){
$itemEntity = Entity::createEntity("Item", $this, new CompoundTag("", [
"Pos" => new ListTag("Pos", [
new DoubleTag("", $source->getX()),
new DoubleTag("", $source->getY()),
new DoubleTag("", $source->getZ())
]),
"Motion" => new ListTag("Motion", [
new DoubleTag("", $motion->x),
new DoubleTag("", $motion->y),
new DoubleTag("", $motion->z)
]),
"Rotation" => new ListTag("Rotation", [
new FloatTag("", lcg_value() * 360),
new FloatTag("", 0)
]),
"Health" => new ShortTag("Health", 5),
"Item" => $itemTag,
"PickupDelay" => new ShortTag("PickupDelay", $delay)
]));
$itemEntity->spawnToAll();
}
}
/**
* 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);
//TODO: Adventure mode checks
if($item === null){
$item = Item::get(Item::AIR, 0, 0);
}
if($player !== null){
$ev = new BlockBreakEvent($player, $target, $item, ($player->isCreative() or $player->allowInstaBreak()));
if(($player->isSurvival() and $item instanceof Item and !$target->isBreakable($item)) or $player->isSpectator()){
$ev->setCancelled();
}elseif(!$player->hasPermission("pocketmine.spawnprotect.bypass") and ($distance = $this->server->getSpawnRadius()) > -1){
$t = new Vector2($target->x, $target->z);
$s = new Vector2($this->getSpawnLocation()->x, $this->getSpawnLocation()->z);
if(count($this->server->getOps()->getAll()) > 0 and $t->distance($s) <= $distance){ //set it to cancelled so plugins can bypass this
$ev->setCancelled();
}
}
if($player->isAdventure(true) and !$ev->isCancelled()){
$tag = $item->getNamedTagEntry("CanDestroy");
$canBreak = false;
if($tag instanceof ListTag){
foreach($tag as $v){
if($v instanceof StringTag){
$entry = Item::fromString($v->getValue());
if($entry->getId() > 0 and $entry->getBlock() !== null and $entry->getBlock()->getId() === $target->getId()){
$canBreak = true;
break;
}
}
}
}
$ev->setCancelled(!$canBreak);
}
$this->server->getPluginManager()->callEvent($ev);
if($ev->isCancelled()){
return false;
}
$breakTime = ceil($target->getBreakTime($item) * 20);
if($player->isCreative() and $breakTime > 3){
$breakTime = 3;
}
if($player->hasEffect(Effect::HASTE)){
$breakTime *= 1 - (0.2 * $player->getEffect(Effect::HASTE)->getEffectLevel());
}
if($player->hasEffect(Effect::MINING_FATIGUE)){
$breakTime *= 1 + (0.3 * $player->getEffect(Effect::MINING_FATIGUE)->getEffectLevel());
}
$breakTime -= 1; //1 tick compensation
if(!$ev->getInstaBreak() and ((ceil($player->lastBreak * 20)) + $breakTime) > ceil(microtime(true) * 20)){
return false;
}
$player->lastBreak = PHP_INT_MAX;
$drops = $ev->getDrops();
}elseif($item !== null and !$target->isBreakable($item)){
return false;
}else{
$drops = $target->getDrops($item); //Fixes tile entities being deleted before getting drops
foreach($drops as $k => $i){
$drops[$k] = Item::get($i[0], $i[1], $i[2]);
}
}
$above = $this->getBlock(new Vector3($target->x, $target->y + 1, $target->z));
if($above !== null){
if($above->getId() === Item::FIRE){
$this->setBlock($above, new Air(), true);
}
}
if($createParticles){
$this->addParticle(new DestroyBlockParticle($target->add(0.5, 0.5, 0.5), $target));
}
$target->onBreak($item);
$tile = $this->getTile($target);
if($tile !== null){
if($tile instanceof InventoryHolder){
if($tile instanceof Chest){
$tile->unpair();
}
foreach($tile->getInventory()->getContents() as $chestItem){
$this->dropItem($target, $chestItem);
}
}
$tile->close();
}
if($item !== null){
$item->useOn($target);
if($item->isTool() and $item->getDamage() >= $item->getMaxDurability()){
$item = Item::get(Item::AIR, 0, 0);
}
}
if($player === null or $player->isSurvival()){
foreach($drops as $drop){
if($drop->getCount() > 0){
$this->dropItem($vector->add(0.5, 0.5, 0.5), $drop);
}
}
}
return true;
}
/**
* Uses a item on a position and face, placing it or activating the block
*
* @param Vector3 $vector
* @param Item $item
* @param int $face
* @param float $fx default 0.0
* @param float $fy default 0.0
* @param float $fz default 0.0
* @param Player $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, float $fx = 0.0, float $fy = 0.0, float $fz = 0.0, Player $player = null, bool $playSound = false) : bool{
$target = $this->getBlock($vector);
$block = $target->getSide($face);
if($block->y >= $this->provider->getWorldHeight() or $block->y < 0){
//TODO: build height limit messages for custom world heights and mcregion cap
return false;
}
if($target->getId() === Item::AIR){
return false;
}
if($player !== null){
$ev = new PlayerInteractEvent($player, $item, $target, $face, $target->getId() === 0 ? PlayerInteractEvent::RIGHT_CLICK_AIR : PlayerInteractEvent::RIGHT_CLICK_BLOCK);
if(!$player->hasPermission("pocketmine.spawnprotect.bypass") and ($distance = $this->server->getSpawnRadius()) > -1){
$t = new Vector2($target->x, $target->z);
$s = new Vector2($this->getSpawnLocation()->x, $this->getSpawnLocation()->z);
if(count($this->server->getOps()->getAll()) > 0 and $t->distance($s) <= $distance){ //set it to cancelled so plugins can bypass this
$ev->setCancelled();
}
}
if($player->isAdventure(true) and !$ev->isCancelled()){
$canPlace = false;
$tag = $item->getNamedTagEntry("CanPlaceOn");
if($tag instanceof ListTag){
foreach($tag as $v){
if($v instanceof StringTag){
$entry = Item::fromString($v->getValue());
if($entry->getId() > 0 and $entry->getBlock() !== null and $entry->getBlock()->getId() === $target->getId()){
$canPlace = true;
break;
}
}
}
}
$ev->setCancelled(!$canPlace);
}
$this->server->getPluginManager()->callEvent($ev);
if(!$ev->isCancelled()){
$target->onUpdate(self::BLOCK_UPDATE_TOUCH);
if(!$player->isSneaking() and $target->canBeActivated() === true and $target->onActivate($item, $player) === true){
return true;
}
if(!$player->isSneaking() and $item->canBeActivated() and $item->onActivate($this, $player, $block, $target, $face, $fx, $fy, $fz)){
if($item->getCount() <= 0){
$item = Item::get(Item::AIR, 0, 0);
return true;
}
}
}else{
return false;
}
}elseif($target->canBeActivated() === true and $target->onActivate($item, $player) === true){
return true;
}
if($item->canBePlaced()){
$hand = $item->getBlock();
$hand->position($block);
}else{
return false;
}
if(!($block->canBeReplaced() === true or ($hand->getId() === Item::WOOD_SLAB and $block->getId() === Item::WOOD_SLAB) or ($hand->getId() === Item::SLAB and $block->getId() === Item::SLAB))){
return false;
}
if($target->canBeReplaced() === true){
$block = $target;
$hand->position($block);
//$face = -1;
}
if($hand->isSolid() === true and $hand->getBoundingBox() !== null){
$entities = $this->getCollidingEntities($hand->getBoundingBox());
$realCount = 0;
foreach($entities as $e){
if($e instanceof Arrow or $e instanceof DroppedItem){
continue;
}
++$realCount;
}
if($player !== null){
if(($diff = $player->getNextPosition()->subtract($player->getPosition())) and $diff->lengthSquared() > 0.00001){
$bb = $player->getBoundingBox()->getOffsetBoundingBox($diff->x, $diff->y, $diff->z);
if($hand->getBoundingBox()->intersectsWith($bb)){
++$realCount;
}
}
}
if($realCount > 0){
return false; //Entity in block
}
}
if($player !== null){
$ev = new BlockPlaceEvent($player, $hand, $block, $target, $item);
if(!$player->hasPermission("pocketmine.spawnprotect.bypass") and ($distance = $this->server->getSpawnRadius()) > -1){
$t = new Vector2($target->x, $target->z);
$s = new Vector2($this->getSpawnLocation()->x, $this->getSpawnLocation()->z);
if(count($this->server->getOps()->getAll()) > 0 and $t->distance($s) <= $distance){ //set it to cancelled so plugins can bypass this
$ev->setCancelled();
}
}
$this->server->getPluginManager()->callEvent($ev);
if($ev->isCancelled()){
return false;
}
}
if($hand->place($item, $block, $target, $face, $fx, $fy, $fz, $player) === false){
return false;
}
if($playSound){
$this->broadcastLevelSoundEvent($hand, LevelSoundEventPacket::SOUND_PLACE, 1, $hand->getId());
}
$item->setCount($item->getCount() - 1);
if($item->getCount() <= 0){
$item = Item::get(Item::AIR, 0, 0);
}
return true;
}
/**
* @param int $entityId
*
* @return Entity
*/
public function getEntity(int $entityId){
return $this->entities[$entityId] ?? null;
}
/**
* Gets the list of all the entities in this level
*
* @return Entity[]
*/
public function getEntities() : array{
return $this->entities;
}
/**
* Returns the entities colliding the current one inside the AxisAlignedBB
*
* @param AxisAlignedBB $bb
* @param Entity|null $entity
*
* @return Entity[]
*/
public function getCollidingEntities(AxisAlignedBB $bb, Entity $entity = null) : array{
$nearby = [];
if($entity === null or $entity->canCollide){
$minX = Math::floorFloat(($bb->minX - 2) / 16);
$maxX = Math::ceilFloat(($bb->maxX + 2) / 16);
$minZ = Math::floorFloat(($bb->minZ - 2) / 16);
$maxZ = Math::ceilFloat(($bb->maxZ + 2) / 16);
for($x = $minX; $x <= $maxX; ++$x){
for($z = $minZ; $z <= $maxZ; ++$z){
foreach($this->getChunkEntities($x, $z) as $ent){
if(($entity === null or ($ent !== $entity and $entity->canCollideWith($ent))) and $ent->boundingBox->intersectsWith($bb)){
$nearby[] = $ent;
}
}
}
}
}
return $nearby;
}
/**
* Returns the entities near the current one inside the AxisAlignedBB
*
* @param AxisAlignedBB $bb
* @param Entity $entity
*
* @return Entity[]
*/
public function getNearbyEntities(AxisAlignedBB $bb, Entity $entity = null) : array{
$nearby = [];
$minX = Math::floorFloat(($bb->minX - 2) / 16);
$maxX = Math::ceilFloat(($bb->maxX + 2) / 16);
$minZ = Math::floorFloat(($bb->minZ - 2) / 16);
$maxZ = Math::ceilFloat(($bb->maxZ + 2) / 16);
for($x = $minX; $x <= $maxX; ++$x){
for($z = $minZ; $z <= $maxZ; ++$z){
foreach($this->getChunkEntities($x, $z) as $ent){
if($ent !== $entity and $ent->boundingBox->intersectsWith($bb)){
$nearby[] = $ent;
}
}
}
}
return $nearby;
}
/**
* Returns a list of the Tile entities in this level
*
* @return Tile[]
*/
public function getTiles() : array{
return $this->tiles;
}
/**
* @param $tileId
*
* @return Tile
*/
public function getTileById(int $tileId){
return $this->tiles[$tileId] ?? null;
}
/**
* Returns a list of the players in this level
*
* @return Player[]
*/
public function getPlayers() : array{
return $this->players;
}
/**
* @return ChunkLoader[]
*/
public function getLoaders() : array{
return $this->loaders;
}
/**
* Returns the Tile in a position, or null if not found
*
* @param Vector3 $pos
*
* @return Tile
*/
public function getTile(Vector3 $pos){
$chunk = $this->getChunk($pos->x >> 4, $pos->z >> 4, false);
if($chunk !== null){
return $chunk->getTile($pos->x & 0x0f, $pos->y & Level::Y_MASK, $pos->z & 0x0f);
}
return null;
}
/**
* Returns a list of the entities on a given chunk
*
* @param int $X
* @param int $Z
*
* @return Entity[]
*/
public function getChunkEntities($X, $Z) : array{
return ($chunk = $this->getChunk($X, $Z)) !== null ? $chunk->getEntities() : [];
}
/**
* Gives a list of the Tile entities on a given chunk
*
* @param int $X
* @param int $Z
*
* @return Tile[]
*/
public function getChunkTiles($X, $Z) : array{
return ($chunk = $this->getChunk($X, $Z)) !== null ? $chunk->getTiles() : [];
}
/**
* Gets the raw block id.
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int 0-255
*/
public function getBlockIdAt(int $x, int $y, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, true)->getBlockId($x & 0x0f, $y & Level::Y_MASK, $z & 0x0f);
}
/**
* Sets the raw block id.
*
* @param int $x
* @param int $y
* @param int $z
* @param int $id 0-255
*/
public function setBlockIdAt(int $x, int $y, int $z, int $id){
unset($this->blockCache[Level::blockHash($x, $y, $z)]);
$this->getChunk($x >> 4, $z >> 4, true)->setBlockId($x & 0x0f, $y & Level::Y_MASK, $z & 0x0f, $id & 0xff);
if(!isset($this->changedBlocks[$index = Level::chunkHash($x >> 4, $z >> 4)])){
$this->changedBlocks[$index] = [];
}
$this->changedBlocks[$index][Level::blockHash($x, $y, $z)] = $v = new Vector3($x, $y, $z);
foreach($this->getChunkLoaders($x >> 4, $z >> 4) as $loader){
$loader->onBlockChanged($v);
}
}
/**
* Gets the raw block extra data
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int 16-bit
*/
public function getBlockExtraDataAt(int $x, int $y, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, true)->getBlockExtraData($x & 0x0f, $y & Level::Y_MASK, $z & 0x0f);
}
/**
* Sets the raw block metadata.
*
* @param int $x
* @param int $y
* @param int $z
* @param int $id
* @param int $data
*/
public function setBlockExtraDataAt(int $x, int $y, int $z, int $id, int $data){
$this->getChunk($x >> 4, $z >> 4, true)->setBlockExtraData($x & 0x0f, $y & Level::Y_MASK, $z & 0x0f, ($data << 8) | $id);
$this->sendBlockExtraData($x, $y, $z, $id, $data);
}
/**
* Gets the raw block metadata
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int 0-15
*/
public function getBlockDataAt(int $x, int $y, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, true)->getBlockData($x & 0x0f, $y & Level::Y_MASK, $z & 0x0f);
}
/**
* Sets the raw block metadata.
*
* @param int $x
* @param int $y
* @param int $z
* @param int $data 0-15
*/
public function setBlockDataAt(int $x, int $y, int $z, int $data){
unset($this->blockCache[Level::blockHash($x, $y, $z)]);
$this->getChunk($x >> 4, $z >> 4, true)->setBlockData($x & 0x0f, $y & Level::Y_MASK, $z & 0x0f, $data & 0x0f);
if(!isset($this->changedBlocks[$index = Level::chunkHash($x >> 4, $z >> 4)])){
$this->changedBlocks[$index] = [];
}
$this->changedBlocks[$index][Level::blockHash($x, $y, $z)] = $v = new Vector3($x, $y, $z);
foreach($this->getChunkLoaders($x >> 4, $z >> 4) as $loader){
$loader->onBlockChanged($v);
}
}
/**
* Gets the raw block skylight level
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int 0-15
*/
public function getBlockSkyLightAt(int $x, int $y, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, true)->getBlockSkyLight($x & 0x0f, $y & Level::Y_MASK, $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 & Level::Y_MASK, $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 & Level::Y_MASK, $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 & Level::Y_MASK, $z & 0x0f, $level & 0x0f);
}
/**
* @param int $x
* @param int $z
*
* @return int
*/
public function getBiomeId(int $x, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, true)->getBiomeId($x & 0x0f, $z & 0x0f);
}
/**
* @param int $x
* @param int $z
*
* @return int
*/
public function getHeightMap(int $x, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, true)->getHeightMap($x & 0x0f, $z & 0x0f);
}
/**
* @param int $x
* @param int $z
* @param int $biomeId
*/
public function setBiomeId(int $x, int $z, int $biomeId){
$this->getChunk($x >> 4, $z >> 4, true)->setBiomeId($x & 0x0f, $z & 0x0f, $biomeId);
}
/**
* @param int $x
* @param int $z
* @param int $value
*/
public function setHeightMap(int $x, int $z, int $value){
$this->getChunk($x >> 4, $z >> 4, true)->setHeightMap($x & 0x0f, $z & 0x0f, $value);
}
/**
* @return Chunk[]
*/
public function getChunks() : array{
return $this->chunks;
}
/**
* Gets the Chunk object
*
* @param int $x
* @param int $z
* @param bool $create Whether to generate the chunk if it does not exist
*
* @return Chunk
*/
public function getChunk(int $x, int $z, bool $create = false){
if(isset($this->chunks[$index = Level::chunkHash($x, $z)])){
return $this->chunks[$index];
}elseif($this->loadChunk($x, $z, $create)){
return $this->chunks[$index];
}
return null;
}
/**
* Returns the chunks adjacent to the specified chunk.
*
* @param int $x
* @param int $z
*
* @return Chunk[]
*/
public function getAdjacentChunks(int $x, int $z) : array{
$result = [];
for($xx = 0; $xx <= 2; ++$xx){
for($zz = 0; $zz <= 2; ++$zz){
$i = $zz * 3 + $xx;
if($i === 4){
continue; //center chunk
}
$result[$i] = $this->getChunk($x + $xx - 1, $z + $zz - 1, false);
}
}
return $result;
}
public function generateChunkCallback(int $x, int $z, Chunk $chunk){
Timings::$generationCallbackTimer->startTiming();
if(isset($this->chunkPopulationQueue[$index = Level::chunkHash($x, $z)])){
$oldChunk = $this->getChunk($x, $z, false);
for($xx = -1; $xx <= 1; ++$xx){
for($zz = -1; $zz <= 1; ++$zz){
unset($this->chunkPopulationLock[Level::chunkHash($x + $xx, $z + $zz)]);
}
}
unset($this->chunkPopulationQueue[$index]);
$this->setChunk($x, $z, $chunk, false);
$chunk = $this->getChunk($x, $z, false);
if($chunk !== null and ($oldChunk === null or $oldChunk->isPopulated() === false) and $chunk->isPopulated()){
$this->server->getPluginManager()->callEvent(new ChunkPopulateEvent($this, $chunk));
foreach($this->getChunkLoaders($x, $z) as $loader){
$loader->onChunkPopulated($chunk);
}
}
}elseif(isset($this->chunkGenerationQueue[$index]) or isset($this->chunkPopulationLock[$index])){
unset($this->chunkGenerationQueue[$index]);
unset($this->chunkPopulationLock[$index]);
$this->setChunk($x, $z, $chunk, false);
}else{
$this->setChunk($x, $z, $chunk, false);
}
Timings::$generationCallbackTimer->stopTiming();
}
/**
* @param int $chunkX
* @param int $chunkZ
* @param Chunk $chunk
* @param bool $unload
*/
public function setChunk(int $chunkX, int $chunkZ, Chunk $chunk = null, bool $unload = true){
if($chunk === null){
return;
}
$index = Level::chunkHash($chunkX, $chunkZ);
$oldChunk = $this->getChunk($chunkX, $chunkZ, false);
if($unload and $oldChunk !== null){
$this->unloadChunk($chunkX, $chunkZ, false, false);
$this->provider->setChunk($chunkX, $chunkZ, $chunk);
$this->chunks[$index] = $chunk;
}else{
$oldEntities = $oldChunk !== null ? $oldChunk->getEntities() : [];
$oldTiles = $oldChunk !== null ? $oldChunk->getTiles() : [];
foreach($oldEntities as $entity){
$chunk->addEntity($entity);
$oldChunk->removeEntity($entity);
$entity->chunk = $chunk;
}
foreach($oldTiles as $tile){
$chunk->addTile($tile);
$oldChunk->removeTile($tile);
$tile->chunk = $chunk;
}
$this->provider->setChunk($chunkX, $chunkZ, $chunk);
$this->chunks[$index] = $chunk;
}
unset($this->chunkCache[$index]);
$chunk->setChanged();
if(!$this->isChunkInUse($chunkX, $chunkZ)){
$this->unloadChunkRequest($chunkX, $chunkZ);
}else{
foreach($this->getChunkLoaders($chunkX, $chunkZ) as $loader){
$loader->onChunkChanged($chunk);
}
}
}
/**
* Gets the highest block Y value at a specific $x and $z
*
* @param int $x
* @param int $z
*
* @return int 0-255
*/
public function getHighestBlockAt(int $x, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, true)->getHighestBlockAt($x & 0x0f, $z & 0x0f);
}
/**
* @param int $x
* @param int $z
*
* @return bool
*/
public function isChunkLoaded(int $x, int $z) : bool{
return isset($this->chunks[Level::chunkHash($x, $z)]) or $this->provider->isChunkLoaded($x, $z);
}
/**
* @param int $x
* @param int $z
*
* @return bool
*/
public function isChunkGenerated(int $x, int $z) : bool{
$chunk = $this->getChunk($x, $z);
return $chunk !== null ? $chunk->isGenerated() : false;
}
/**
* @param int $x
* @param int $z
*
* @return bool
*/
public function isChunkPopulated(int $x, int $z) : bool{
$chunk = $this->getChunk($x, $z);
return $chunk !== null ? $chunk->isPopulated() : false;
}
/**
* Returns a Position pointing to the spawn
*
* @return Position
*/
public function getSpawnLocation() : Position{
return Position::fromObject($this->provider->getSpawn(), $this);
}
/**
* Sets the level spawn location
*
* @param Vector3 $pos
*/
public function setSpawnLocation(Vector3 $pos){
$previousSpawn = $this->getSpawnLocation();
$this->provider->setSpawn($pos);
$this->server->getPluginManager()->callEvent(new SpawnChangeEvent($this, $previousSpawn));
}
public function requestChunk(int $x, int $z, Player $player){
$index = Level::chunkHash($x, $z);
if(!isset($this->chunkSendQueue[$index])){
$this->chunkSendQueue[$index] = [];
}
$this->chunkSendQueue[$index][$player->getLoaderId()] = $player;
}
private function sendChunkFromCache(int $x, int $z){
if(isset($this->chunkSendTasks[$index = Level::chunkHash($x, $z)])){
foreach($this->chunkSendQueue[$index] as $player){
/** @var Player $player */
if($player->isConnected() and isset($player->usedChunks[$index])){
$player->sendChunk($x, $z, $this->chunkCache[$index]);
}
}
unset($this->chunkSendQueue[$index]);
unset($this->chunkSendTasks[$index]);
}
}
private function processChunkRequest(){
if(count($this->chunkSendQueue) > 0){
$this->timings->syncChunkSendTimer->startTiming();
foreach($this->chunkSendQueue as $index => $players){
if(isset($this->chunkSendTasks[$index])){
continue;
}
Level::getXZ($index, $x, $z);
$this->chunkSendTasks[$index] = true;
if(isset($this->chunkCache[$index])){
$this->sendChunkFromCache($x, $z);
continue;
}
$this->timings->syncChunkSendPrepareTimer->startTiming();
$task = $this->provider->requestChunkTask($x, $z);
if($task !== null){
$this->server->getScheduler()->scheduleAsyncTask($task);
}
$this->timings->syncChunkSendPrepareTimer->stopTiming();
}
$this->timings->syncChunkSendTimer->stopTiming();
}
}
public function chunkRequestCallback(int $x, int $z, BatchPacket $payload){
$this->timings->syncChunkSendTimer->startTiming();
$index = Level::chunkHash($x, $z);
if(!isset($this->chunkCache[$index]) and $this->cacheChunks and $this->server->getMemoryManager()->canUseChunkCache()){
$this->chunkCache[$index] = $payload;
$this->sendChunkFromCache($x, $z);
$this->timings->syncChunkSendTimer->stopTiming();
return;
}
if(isset($this->chunkSendTasks[$index])){
foreach($this->chunkSendQueue[$index] as $player){
/** @var Player $player */
if($player->isConnected() and isset($player->usedChunks[$index])){
$player->sendChunk($x, $z, $payload);
}
}
unset($this->chunkSendQueue[$index]);
unset($this->chunkSendTasks[$index]);
}
$this->timings->syncChunkSendTimer->stopTiming();
}
/**
* Removes the entity from the level index
*
* @param Entity $entity
*
* @throws LevelException
*/
public function removeEntity(Entity $entity){
if($entity->getLevel() !== $this){
throw new LevelException("Invalid Entity level");
}
if($entity instanceof Player){
unset($this->players[$entity->getId()]);
$this->checkSleep();
}else{
$entity->close();
}
unset($this->entities[$entity->getId()]);
unset($this->updateEntities[$entity->getId()]);
}
/**
* @param Entity $entity
*
* @throws LevelException
*/
public function addEntity(Entity $entity){
if($entity->getLevel() !== $this){
throw new LevelException("Invalid Entity level");
}
if($entity instanceof Player){
$this->players[$entity->getId()] = $entity;
}
$this->entities[$entity->getId()] = $entity;
}
/**
* @param Tile $tile
*
* @throws LevelException
*/
public function addTile(Tile $tile){
if($tile->getLevel() !== $this){
throw new LevelException("Invalid Tile level");
}
$this->tiles[$tile->getId()] = $tile;
$this->clearChunkCache($tile->getX() >> 4, $tile->getZ() >> 4);
}
/**
* @param Tile $tile
*
* @throws LevelException
*/
public function removeTile(Tile $tile){
if($tile->getLevel() !== $this){
throw new LevelException("Invalid Tile level");
}
unset($this->tiles[$tile->getId()]);
unset($this->updateTiles[$tile->getId()]);
$this->clearChunkCache($tile->getX() >> 4, $tile->getZ() >> 4);
}
/**
* @param int $x
* @param int $z
*
* @return bool
*/
public function isChunkInUse(int $x, int $z) : bool{
return isset($this->chunkLoaders[$index = Level::chunkHash($x, $z)]) and count($this->chunkLoaders[$index]) > 0;
}
/**
* @param int $x
* @param int $z
* @param bool $generate
*
* @return bool
*
* @throws \InvalidStateException
*/
public function loadChunk(int $x, int $z, bool $generate = true) : bool{
if(isset($this->chunks[$index = Level::chunkHash($x, $z)])){
return true;
}
$this->timings->syncChunkLoadTimer->startTiming();
$this->cancelUnloadChunkRequest($x, $z);
$chunk = $this->provider->getChunk($x, $z, $generate);
if($chunk === null){
if($generate){
throw new \InvalidStateException("Could not create new Chunk");
}
return false;
}
$this->chunks[$index] = $chunk;
$chunk->initChunk($this);
$this->server->getPluginManager()->callEvent(new ChunkLoadEvent($this, $chunk, !$chunk->isGenerated()));
if(!$chunk->isLightPopulated() and $chunk->isPopulated() and $this->getServer()->getProperty("chunk-ticking.light-updates", false)){
$this->getServer()->getScheduler()->scheduleAsyncTask(new LightPopulationTask($this, $chunk));
}
if($this->isChunkInUse($x, $z)){
foreach($this->getChunkLoaders($x, $z) as $loader){
$loader->onChunkLoaded($chunk);
}
}else{
$this->unloadChunkRequest($x, $z);
}
$this->timings->syncChunkLoadTimer->stopTiming();
return true;
}
private function queueUnloadChunk(int $x, int $z){
$this->unloadQueue[$index = Level::chunkHash($x, $z)] = microtime(true);
unset($this->chunkTickList[$index]);
}
public function unloadChunkRequest(int $x, int $z, bool $safe = true){
if(($safe === true and $this->isChunkInUse($x, $z)) or $this->isSpawnChunk($x, $z)){
return false;
}
$this->queueUnloadChunk($x, $z);
return true;
}
public function cancelUnloadChunkRequest(int $x, int $z){
unset($this->unloadQueue[Level::chunkHash($x, $z)]);
}
public function unloadChunk(int $x, int $z, bool $safe = true, bool $trySave = true) : bool{
if(($safe === true and $this->isChunkInUse($x, $z))){
return false;
}
if(!$this->isChunkLoaded($x, $z)){
return true;
}
$this->timings->doChunkUnload->startTiming();
$index = Level::chunkHash($x, $z);
$chunk = $this->chunks[$index] ?? null;
if($chunk !== null){
$this->server->getPluginManager()->callEvent($ev = new ChunkUnloadEvent($this, $chunk));
if($ev->isCancelled()){
$this->timings->doChunkUnload->stopTiming();
return false;
}
}
try{
if($chunk !== null){
if($trySave and $this->getAutoSave() and $chunk->isGenerated()){
$entities = 0;
foreach($chunk->getEntities() as $e){
if($e instanceof Player){
continue;
}
++$entities;
}
if($chunk->hasChanged() or count($chunk->getTiles()) > 0 or $entities > 0){
$this->provider->setChunk($x, $z, $chunk);
$this->provider->saveChunk($x, $z);
}
}
foreach($this->getChunkLoaders($x, $z) as $loader){
$loader->onChunkUnloaded($chunk);
}
}
$this->provider->unloadChunk($x, $z, $safe);
}catch(\Throwable $e){
$logger = $this->server->getLogger();
$logger->error($this->server->getLanguage()->translateString("pocketmine.level.chunkUnloadError", [$e->getMessage()]));
$logger->logException($e);
}
unset($this->chunks[$index]);
unset($this->chunkTickList[$index]);
unset($this->chunkCache[$index]);
$this->timings->doChunkUnload->stopTiming();
return true;
}
/**
* Returns whether the chunk at the specified coordinates is a spawn chunk
*
* @param int $X
* @param int $Z
*
* @return bool
*/
public function isSpawnChunk(int $X, int $Z) : bool{
$spawnX = $this->provider->getSpawn()->getX() >> 4;
$spawnZ = $this->provider->getSpawn()->getZ() >> 4;
return abs($X - $spawnX) <= 1 and abs($Z - $spawnZ) <= 1;
}
/**
* @param Vector3 $spawn default null
*
* @return bool|Position
*/
public function getSafeSpawn($spawn = null){
if(!($spawn instanceof Vector3) or $spawn->y < 1){
$spawn = $this->getSpawnLocation();
}
if($spawn instanceof Vector3){
$max = $this->provider->getWorldHeight();
$v = $spawn->floor();
$chunk = $this->getChunk($v->x >> 4, $v->z >> 4, false);
$x = $v->x & 0x0f;
$z = $v->z & 0x0f;
if($chunk !== null){
$y = (int) min($max - 2, $v->y);
$wasAir = ($chunk->getBlockId($x, $y - 1, $z) === 0);
for(; $y > 0; --$y){
$b = $chunk->getFullBlock($x, $y, $z);
$block = Block::get($b >> 4, $b & 0x0f);
if($this->isFullBlock($block)){
if($wasAir){
$y++;
break;
}
}else{
$wasAir = true;
}
}
for(; $y >= 0 and $y < $max; ++$y){
$b = $chunk->getFullBlock($x, $y + 1, $z);
$block = Block::get($b >> 4, $b & 0x0f);
if(!$this->isFullBlock($block)){
$b = $chunk->getFullBlock($x, $y, $z);
$block = Block::get($b >> 4, $b & 0x0f);
if(!$this->isFullBlock($block)){
return new Position($spawn->x, $y === (int) $spawn->y ? $spawn->y : $y, $spawn->z, $this);
}
}else{
++$y;
}
}
$v->y = $y;
}
return new Position($spawn->x, $v->y, $spawn->z, $this);
}
return false;
}
/**
* Gets the current time
*
* @return int
*/
public function getTime() : int{
return (int) $this->time;
}
/**
* Returns the Level name
*
* @return string
*/
public function getName() : string{
return $this->provider->getName();
}
/**
* Returns the Level folder name
*
* @return string
*/
public function getFolderName() : string{
return $this->folderName;
}
/**
* Sets the current time on the level
*
* @param int $time
*/
public function setTime(int $time){
$this->time = $time;
$this->sendTime();
}
/**
* Stops the time for the level, will not save the lock state to disk
*/
public function stopTime(){
$this->stopTime = true;
$this->sendTime();
}
/**
* Start the time again, if it was stopped
*/
public function startTime(){
$this->stopTime = false;
$this->sendTime();
}
/**
* Gets the level seed
*
* @return int|string int value of seed, or the string numeric representation of a long in 32-bit systems
*/
public function getSeed(){
return $this->provider->getSeed();
}
/**
* Sets the seed for the level
*
* @param int $seed
*/
public function setSeed(int $seed){
$this->provider->setSeed($seed);
}
public function populateChunk(int $x, int $z, bool $force = false) : bool{
if(isset($this->chunkPopulationQueue[$index = Level::chunkHash($x, $z)]) or (count($this->chunkPopulationQueue) >= $this->chunkPopulationQueueSize and !$force)){
return false;
}
$chunk = $this->getChunk($x, $z, true);
if(!$chunk->isPopulated()){
Timings::$populationTimer->startTiming();
$populate = true;
for($xx = -1; $xx <= 1; ++$xx){
for($zz = -1; $zz <= 1; ++$zz){
if(isset($this->chunkPopulationLock[Level::chunkHash($x + $xx, $z + $zz)])){
$populate = false;
break;
}
}
}
if($populate){
if(!isset($this->chunkPopulationQueue[$index])){
$this->chunkPopulationQueue[$index] = true;
for($xx = -1; $xx <= 1; ++$xx){
for($zz = -1; $zz <= 1; ++$zz){
$this->chunkPopulationLock[Level::chunkHash($x + $xx, $z + $zz)] = true;
}
}
$task = new PopulationTask($this, $chunk);
$this->server->getScheduler()->scheduleAsyncTask($task);
}
}
Timings::$populationTimer->stopTiming();
return false;
}
return true;
}
public function generateChunk(int $x, int $z, bool $force = false){
if(count($this->chunkGenerationQueue) >= $this->chunkGenerationQueueSize and !$force){
return;
}
if(!isset($this->chunkGenerationQueue[$index = Level::chunkHash($x, $z)])){
Timings::$generationTimer->startTiming();
$this->chunkGenerationQueue[$index] = true;
$task = new GenerationTask($this, $this->getChunk($x, $z, true));
$this->server->getScheduler()->scheduleAsyncTask($task);
Timings::$generationTimer->stopTiming();
}
}
public function regenerateChunk(int $x, int $z){
$this->unloadChunk($x, $z, false);
$this->cancelUnloadChunkRequest($x, $z);
$this->generateChunk($x, $z);
//TODO: generate & refresh chunk from the generator object
}
public function doChunkGarbageCollection(){
$this->timings->doChunkGC->startTiming();
foreach($this->chunks as $index => $chunk){
if(!isset($this->unloadQueue[$index])){
Level::getXZ($index, $X, $Z);
if(!$this->isSpawnChunk($X, $Z)){
$this->unloadChunkRequest($X, $Z, true);
}
}
}
foreach($this->provider->getLoadedChunks() as $chunk){
if(!isset($this->chunks[Level::chunkHash($chunk->getX(), $chunk->getZ())])){
$this->provider->unloadChunk($chunk->getX(), $chunk->getZ(), false);
}
}
$this->provider->doGarbageCollection();
$this->timings->doChunkGC->stopTiming();
}
public function unloadChunks(bool $force = false){
if(count($this->unloadQueue) > 0){
$maxUnload = 96;
$now = microtime(true);
foreach($this->unloadQueue as $index => $time){
Level::getXZ($index, $X, $Z);
if(!$force){
if($maxUnload <= 0){
break;
}elseif($time > ($now - 30)){
continue;
}
}
//If the chunk can't be unloaded, it stays on the queue
if($this->unloadChunk($X, $Z, true)){
unset($this->unloadQueue[$index]);
--$maxUnload;
}
}
}
}
public function setMetadata($metadataKey, MetadataValue $metadataValue){
$this->server->getLevelMetadata()->setMetadata($this, $metadataKey, $metadataValue);
}
public function getMetadata($metadataKey){
return $this->server->getLevelMetadata()->getMetadata($this, $metadataKey);
}
public function hasMetadata($metadataKey){
return $this->server->getLevelMetadata()->hasMetadata($this, $metadataKey);
}
public function removeMetadata($metadataKey, Plugin $plugin){
$this->server->getLevelMetadata()->removeMetadata($this, $metadataKey, $plugin);
}
public function addEntityMotion(int $chunkX, int $chunkZ, int $entityId, float $x, float $y, float $z){
$pk = new SetEntityMotionPacket();
$pk->eid = $entityId;
$pk->motionX = $x;
$pk->motionY = $y;
$pk->motionZ = $z;
$this->addChunkPacket($chunkX, $chunkZ, $pk);
}
public function addEntityMovement(int $chunkX, int $chunkZ, int $entityId, float $x, float $y, float $z, float $yaw, float $pitch, $headYaw = null){
$pk = new MoveEntityPacket();
$pk->eid = $entityId;
$pk->x = $x;
$pk->y = $y;
$pk->z = $z;
$pk->yaw = $yaw;
$pk->pitch = $pitch;
$pk->headYaw = $headYaw ?? $yaw;
$this->addChunkPacket($chunkX, $chunkZ, $pk);
}
}