2019-01-25 17:12:00 +00:00

2969 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\Block;
use pocketmine\block\BlockFactory;
use pocketmine\block\UnknownBlock;
use pocketmine\entity\Entity;
use pocketmine\entity\EntityFactory;
use pocketmine\entity\object\ExperienceOrb;
use pocketmine\entity\object\ItemEntity;
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\SpawnChangeEvent;
use pocketmine\event\player\PlayerInteractEvent;
use pocketmine\item\Item;
use pocketmine\item\ItemFactory;
use pocketmine\level\biome\Biome;
use pocketmine\level\format\Chunk;
use pocketmine\level\format\ChunkException;
use pocketmine\level\format\EmptySubChunk;
use pocketmine\level\format\io\exception\CorruptedChunkException;
use pocketmine\level\format\io\exception\UnsupportedChunkFormatException;
use pocketmine\level\format\io\LevelProvider;
use pocketmine\level\generator\Generator;
use pocketmine\level\generator\GeneratorManager;
use pocketmine\level\generator\GeneratorRegisterTask;
use pocketmine\level\generator\GeneratorUnregisterTask;
use pocketmine\level\generator\PopulationTask;
use pocketmine\level\light\BlockLightUpdate;
use pocketmine\level\light\LightPopulationTask;
use pocketmine\level\light\SkyLightUpdate;
use pocketmine\level\particle\DestroyBlockParticle;
use pocketmine\level\particle\Particle;
use pocketmine\level\sound\Sound;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Vector3;
use pocketmine\metadata\BlockMetadataStore;
use pocketmine\metadata\Metadatable;
use pocketmine\metadata\MetadataValue;
use pocketmine\nbt\tag\ListTag;
use pocketmine\nbt\tag\StringTag;
use pocketmine\network\mcpe\ChunkRequestTask;
use pocketmine\network\mcpe\CompressBatchPromise;
use pocketmine\network\mcpe\protocol\AddEntityPacket;
use pocketmine\network\mcpe\protocol\ClientboundPacket;
use pocketmine\network\mcpe\protocol\LevelEventPacket;
use pocketmine\network\mcpe\protocol\LevelSoundEventPacket;
use pocketmine\network\mcpe\protocol\SetDifficultyPacket;
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\Container;
use pocketmine\tile\Spawnable;
use pocketmine\tile\Tile;
use pocketmine\timings\Timings;
use pocketmine\utils\ReversePriorityQueue;
use function abs;
use function array_fill_keys;
use function array_map;
use function array_merge;
use function array_sum;
use function assert;
use function cos;
use function count;
use function floor;
use function get_class;
use function gettype;
use function is_a;
use function is_array;
use function is_object;
use function lcg_value;
use function max;
use function microtime;
use function min;
use function mt_rand;
use function strtolower;
use function trim;
use const INT32_MAX;
use const INT32_MIN;
use const M_PI;
#include <rules/Level.h>
class Level implements ChunkManager, Metadatable{
private static $levelIdCounter = 1;
private static $chunkLoaderCounter = 1;
public const Y_MASK = 0xFF;
public const Y_MAX = 0x100; //256
public const TIME_DAY = 0;
public const TIME_SUNSET = 12000;
public const TIME_NIGHT = 14000;
public const TIME_SUNRISE = 23000;
public const TIME_FULL = 24000;
public const DIFFICULTY_PEACEFUL = 0;
public const DIFFICULTY_EASY = 1;
public const DIFFICULTY_NORMAL = 2;
public const DIFFICULTY_HARD = 3;
/** @var Tile[] */
private $tiles = [];
/** @var Player[] */
private $players = [];
/** @var Entity[] */
private $entities = [];
/** @var Entity[] */
public $updateEntities = [];
/** @var Tile[] */
public $updateTiles = [];
/** @var Block[][] */
private $blockCache = [];
/** @var CompressBatchPromise[] */
private $chunkCache = [];
/** @var int */
private $sendTimeTicker = 0;
/** @var Server */
private $server;
/** @var int */
private $levelId;
/** @var LevelProvider */
private $provider;
/** @var int */
private $providerGarbageCollectionTicker = 0;
/** @var int */
private $worldHeight;
/** @var ChunkLoader[] */
private $loaders = [];
/** @var int[] */
private $loaderCounter = [];
/** @var ChunkLoader[][] */
private $chunkLoaders = [];
/** @var Player[][] */
private $playerLoaders = [];
/** @var ClientboundPacket[][] */
private $chunkPackets = [];
/** @var ClientboundPacket[] */
private $globalPackets = [];
/** @var float[] */
private $unloadQueue = [];
/** @var int */
private $time;
/** @var bool */
public $stopTime = false;
/** @var float */
private $sunAnglePercentage = 0.0;
/** @var int */
private $skyLightReduction = 0;
/** @var string */
private $folderName;
/** @var string */
private $displayName;
/** @var Chunk[] */
private $chunks = [];
/** @var Vector3[][] */
private $changedBlocks = [];
/** @var ReversePriorityQueue */
private $scheduledBlockUpdateQueue;
/** @var int[] */
private $scheduledBlockUpdateQueueIndex = [];
/** @var \SplQueue */
private $neighbourBlockUpdateQueue;
/** @var bool[] blockhash => dummy */
private $neighbourBlockUpdateQueueIndex = [];
/** @var Player[][] */
private $chunkSendQueue = [];
/** @var ChunkRequestTask[] */
private $chunkSendTasks = [];
/** @var bool[] */
private $chunkPopulationQueue = [];
/** @var bool[] */
private $chunkLock = [];
/** @var int */
private $chunkPopulationQueueSize = 2;
/** @var bool[] */
private $generatorRegisteredWorkers = [];
/** @var bool */
private $autoSave = true;
/** @var BlockMetadataStore */
private $blockMetadata;
/** @var Position */
private $temporalPosition;
/** @var Vector3 */
private $temporalVector;
/** @var int */
private $sleepTicks = 0;
/** @var int */
private $chunkTickRadius;
/** @var int[] */
private $chunkTickList = [];
/** @var int */
private $chunksPerTick;
/** @var bool */
private $clearChunksOnTick;
/** @var \SplFixedArray<bool> */
private $randomTickBlocks = null;
/** @var LevelTimings */
public $timings;
/** @var int */
private $tickRate;
/** @var int */
public $tickRateTime = 0;
/** @var int */
public $tickRateCounter = 0;
/** @var bool */
private $doingTick = false;
/** @var string|Generator */
private $generator;
/** @var bool */
private $closed = false;
/** @var BlockLightUpdate|null */
private $blockLightUpdate = null;
/** @var SkyLightUpdate|null */
private $skyLightUpdate = null;
public static function chunkHash(int $x, int $z) : int{
return (($x & 0xFFFFFFFF) << 32) | ($z & 0xFFFFFFFF);
}
public static function blockHash(int $x, int $y, int $z) : int{
if($y < 0 or $y >= Level::Y_MAX){
throw new \InvalidArgumentException("Y coordinate $y is out of range!");
}
return (($x & 0xFFFFFFF) << 36) | (($y & Level::Y_MASK) << 28) | ($z & 0xFFFFFFF);
}
/**
* Computes a small index relative to chunk base from the given coordinates.
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int
*/
public static function chunkBlockHash(int $x, int $y, int $z) : int{
return ($y << 8) | (($z & 0xf) << 4) | ($x & 0xf);
}
public static function getBlockXYZ(int $hash, ?int &$x, ?int &$y, ?int &$z) : void{
$x = $hash >> 36;
$y = ($hash >> 28) & Level::Y_MASK; //it's always positive
$z = ($hash & 0xFFFFFFF) << 36 >> 36;
}
/**
* @param int $hash
* @param int|null $x
* @param int|null $z
*/
public static function getXZ(int $hash, ?int &$x, ?int &$z) : void{
$x = $hash >> 32;
$z = ($hash & 0xFFFFFFFF) << 32 >> 32;
}
public static function generateChunkLoaderId(ChunkLoader $loader) : int{
if($loader->getLoaderId() === 0){
return self::$chunkLoaderCounter++;
}else{
throw new \InvalidStateException("ChunkLoader has a loader id already assigned: " . $loader->getLoaderId());
}
}
/**
* @param string $str
*
* @return int
*/
public static function getDifficultyFromString(string $str) : int{
switch(strtolower(trim($str))){
case "0":
case "peaceful":
case "p":
return Level::DIFFICULTY_PEACEFUL;
case "1":
case "easy":
case "e":
return Level::DIFFICULTY_EASY;
case "2":
case "normal":
case "n":
return Level::DIFFICULTY_NORMAL;
case "3":
case "hard":
case "h":
return Level::DIFFICULTY_HARD;
}
return -1;
}
/**
* Init the default level data
*
* @param Server $server
* @param string $name
* @param LevelProvider $provider
*/
public function __construct(Server $server, string $name, LevelProvider $provider){
$this->levelId = static::$levelIdCounter++;
$this->blockMetadata = new BlockMetadataStore($this);
$this->server = $server;
$this->provider = $provider;
$this->displayName = $this->provider->getLevelData()->getName();
$this->worldHeight = $this->provider->getWorldHeight();
$this->server->getLogger()->info($this->server->getLanguage()->translateString("pocketmine.level.preparing", [$this->displayName]));
$this->generator = GeneratorManager::getGenerator($this->provider->getLevelData()->getGenerator());
$this->folderName = $name;
$this->scheduledBlockUpdateQueue = new ReversePriorityQueue();
$this->scheduledBlockUpdateQueue->setExtractFlags(\SplPriorityQueue::EXTR_BOTH);
$this->neighbourBlockUpdateQueue = new \SplQueue();
$this->time = $this->provider->getLevelData()->getTime();
$this->chunkTickRadius = min($this->server->getViewDistance(), max(1, (int) $this->server->getProperty("chunk-ticking.tick-radius", 4)));
$this->chunksPerTick = (int) $this->server->getProperty("chunk-ticking.per-tick", 40);
$this->chunkPopulationQueueSize = (int) $this->server->getProperty("chunk-generation.population-queue-size", 2);
$this->clearChunksOnTick = (bool) $this->server->getProperty("chunk-ticking.clear-tick-list", true);
$dontTickBlocks = array_fill_keys($this->server->getProperty("chunk-ticking.disable-block-ticking", []), true);
$this->randomTickBlocks = new \SplFixedArray(4096);
foreach($this->randomTickBlocks as $i => $null){
$id = $i >> 4;
$meta = $i & 0xf;
try{
$block = BlockFactory::get($id, $meta); //Make sure it's a copy
}catch(\InvalidArgumentException $e){
continue;
}
if(!isset($dontTickBlocks[$id]) and $block->ticksRandomly()){
$this->randomTickBlocks[($id << 4) | $meta] = true;
}
}
$this->timings = new LevelTimings($this);
$this->temporalPosition = new Position(0, 0, 0, $this);
$this->temporalVector = new Vector3(0, 0, 0);
$this->tickRate = 1;
}
public function getTickRate() : int{
return $this->tickRate;
}
public function getTickRateTime() : float{
return $this->tickRateTime;
}
public function setTickRate(int $tickRate){
$this->tickRate = $tickRate;
}
public function registerGeneratorToWorker(int $worker) : void{
$this->generatorRegisteredWorkers[$worker] = true;
$this->server->getAsyncPool()->submitTaskToWorker(new GeneratorRegisterTask($this, $this->generator, $this->provider->getLevelData()->getGeneratorOptions()), $worker);
}
public function unregisterGenerator(){
$pool = $this->server->getAsyncPool();
foreach($pool->getRunningWorkers() as $i){
if(isset($this->generatorRegisteredWorkers[$i])){
$pool->submitTaskToWorker(new GeneratorUnregisterTask($this), $i);
}
}
$this->generatorRegisteredWorkers = [];
}
public function getBlockMetadata() : BlockMetadataStore{
return $this->blockMetadata;
}
public function getServer() : Server{
return $this->server;
}
final public function getProvider() : LevelProvider{
return $this->provider;
}
/**
* Returns the unique level identifier
*/
final public function getId() : int{
return $this->levelId;
}
public function isClosed() : bool{
return $this->closed;
}
/**
* @internal
*/
public function close(){
if($this->closed){
throw new \InvalidStateException("Tried to close a level which is already closed");
}
foreach($this->chunks as $chunk){
$this->unloadChunk($chunk->getX(), $chunk->getZ(), false);
}
$this->save();
$this->unregisterGenerator();
$this->provider->close();
$this->provider = null;
$this->blockMetadata = null;
$this->blockCache = [];
$this->temporalPosition = null;
$this->closed = true;
}
public function addSound(Vector3 $pos, Sound $sound, array $players = null){
$pk = $sound->encode($pos);
if(!is_array($pk)){
$pk = [$pk];
}
if(!empty($pk)){
if($players === null){
foreach($pk as $e){
$this->broadcastPacketToViewers($pos, $e);
}
}else{
$this->server->broadcastPackets($players, $pk);
}
}
}
public function addParticle(Vector3 $pos, Particle $particle, array $players = null){
$pk = $particle->encode($pos);
if(!is_array($pk)){
$pk = [$pk];
}
if(!empty($pk)){
if($players === null){
foreach($pk as $e){
$this->broadcastPacketToViewers($pos, $e);
}
}else{
$this->server->broadcastPackets($players, $pk);
}
}
}
/**
* Broadcasts a LevelEvent to players in the area. This could be sound, particles, weather changes, etc.
*
* @param Vector3|null $pos If null, broadcasts to every player in the Level
* @param int $evid
* @param int $data
*/
public function broadcastLevelEvent(?Vector3 $pos, int $evid, int $data = 0){
$pk = new LevelEventPacket();
$pk->evid = $evid;
$pk->data = $data;
if($pos !== null){
$pk->position = $pos->asVector3();
$this->broadcastPacketToViewers($pos, $pk);
}else{
$pk->position = null;
$this->broadcastGlobalPacket($pk);
}
}
/**
* Broadcasts a LevelSoundEvent to players in the area.
*
* @param Vector3 $pos
* @param int $soundId
* @param int $extraData
* @param int $entityTypeId
* @param bool $isBabyMob
* @param bool $disableRelativeVolume If true, all players receiving this sound-event will hear the sound at full volume regardless of distance
*/
public function broadcastLevelSoundEvent(Vector3 $pos, int $soundId, int $extraData = -1, int $entityTypeId = -1, bool $isBabyMob = false, bool $disableRelativeVolume = false){
$pk = new LevelSoundEventPacket();
$pk->sound = $soundId;
$pk->extraData = $extraData;
$pk->entityType = AddEntityPacket::LEGACY_ID_MAP_BC[$entityTypeId] ?? ":";
$pk->isBabyMob = $isBabyMob;
$pk->disableRelativeVolume = $disableRelativeVolume;
$pk->position = $pos->asVector3();
$this->broadcastPacketToViewers($pos, $pk);
}
public function getAutoSave() : bool{
return $this->autoSave;
}
public function setAutoSave(bool $value){
$this->autoSave = $value;
}
/**
* Gets the players being used in a specific chunk
*
* @param int $chunkX
* @param int $chunkZ
*
* @return Player[]
*/
public function getChunkPlayers(int $chunkX, int $chunkZ) : array{
return $this->playerLoaders[Level::chunkHash($chunkX, $chunkZ)] ?? [];
}
/**
* Gets the chunk loaders being used in a specific chunk
*
* @param int $chunkX
* @param int $chunkZ
*
* @return ChunkLoader[]
*/
public function getChunkLoaders(int $chunkX, int $chunkZ) : array{
return $this->chunkLoaders[Level::chunkHash($chunkX, $chunkZ)] ?? [];
}
/**
* Returns an array of players who have the target position within their view distance.
* @param Vector3 $pos
*
* @return Player[]
*/
public function getViewersForPosition(Vector3 $pos) : array{
return $this->getChunkPlayers($pos->getFloorX() >> 4, $pos->getFloorZ() >> 4);
}
/**
* Queues a packet to be sent to all players using the chunk at the specified X/Z coordinates at the end of the
* current tick.
*
* @param int $chunkX
* @param int $chunkZ
* @param ClientboundPacket $packet
*/
public function addChunkPacket(int $chunkX, int $chunkZ, ClientboundPacket $packet){
if(!isset($this->chunkPackets[$index = Level::chunkHash($chunkX, $chunkZ)])){
$this->chunkPackets[$index] = [$packet];
}else{
$this->chunkPackets[$index][] = $packet;
}
}
/**
* Broadcasts a packet to every player who has the target position within their view distance.
*
* @param Vector3 $pos
* @param ClientboundPacket $packet
*/
public function broadcastPacketToViewers(Vector3 $pos, ClientboundPacket $packet) : void{
$this->addChunkPacket($pos->getFloorX() >> 4, $pos->getFloorZ() >> 4, $packet);
}
/**
* Broadcasts a packet to every player in the level.
*
* @param ClientboundPacket $packet
*/
public function broadcastGlobalPacket(ClientboundPacket $packet) : void{
$this->globalPackets[] = $packet;
}
public function registerChunkLoader(ChunkLoader $loader, int $chunkX, int $chunkZ, bool $autoLoad = true){
$loaderId = $loader->getLoaderId();
if(!isset($this->chunkLoaders[$chunkHash = Level::chunkHash($chunkX, $chunkZ)])){
$this->chunkLoaders[$chunkHash] = [];
$this->playerLoaders[$chunkHash] = [];
}elseif(isset($this->chunkLoaders[$chunkHash][$loaderId])){
return;
}
$this->chunkLoaders[$chunkHash][$loaderId] = $loader;
if($loader instanceof Player){
$this->playerLoaders[$chunkHash][$loaderId] = $loader;
}
if(!isset($this->loaders[$loaderId])){
$this->loaderCounter[$loaderId] = 1;
$this->loaders[$loaderId] = $loader;
}else{
++$this->loaderCounter[$loaderId];
}
$this->cancelUnloadChunkRequest($chunkX, $chunkZ);
if($autoLoad){
$this->loadChunk($chunkX, $chunkZ);
}
}
public function unregisterChunkLoader(ChunkLoader $loader, int $chunkX, int $chunkZ){
$chunkHash = Level::chunkHash($chunkX, $chunkZ);
$loaderId = $loader->getLoaderId();
if(isset($this->chunkLoaders[$chunkHash][$loaderId])){
unset($this->chunkLoaders[$chunkHash][$loaderId]);
unset($this->playerLoaders[$chunkHash][$loaderId]);
if(count($this->chunkLoaders[$chunkHash]) === 0){
unset($this->chunkLoaders[$chunkHash]);
unset($this->playerLoaders[$chunkHash]);
$this->unloadChunkRequest($chunkX, $chunkZ, true);
}
if(--$this->loaderCounter[$loaderId] === 0){
unset($this->loaderCounter[$loaderId]);
unset($this->loaders[$loaderId]);
}
}
}
/**
* WARNING: Do not use this, it's only for internal use.
* Changes to this function won't be recorded on the version.
*
* @param Player ...$targets If empty, will send to all players in the level.
*/
public function sendTime(Player ...$targets){
$pk = new SetTimePacket();
$pk->time = $this->time;
if(empty($targets)){
$this->broadcastGlobalPacket($pk);
}else{
$this->server->broadcastPacket($targets, $pk);
}
}
public function isDoingTick() : bool{
return $this->doingTick;
}
/**
* WARNING: Do not use this, it's only for internal use.
* Changes to this function won't be recorded on the version.
*
* @param int $currentTick
*
*/
public function doTick(int $currentTick){
if($this->closed){
throw new \InvalidStateException("Attempted to tick a Level which has been closed");
}
$this->timings->doTick->startTiming();
$this->doingTick = true;
try{
$this->actuallyDoTick($currentTick);
}finally{
$this->doingTick = false;
$this->timings->doTick->stopTiming();
}
}
protected function actuallyDoTick(int $currentTick) : void{
if(!$this->stopTime){
$this->time++;
}
$this->sunAnglePercentage = $this->computeSunAnglePercentage(); //Sun angle depends on the current time
$this->skyLightReduction = $this->computeSkyLightReduction(); //Sky light reduction depends on the sun angle
if(++$this->sendTimeTicker === 200){
$this->sendTime();
$this->sendTimeTicker = 0;
}
$this->unloadChunks();
if(++$this->providerGarbageCollectionTicker >= 6000){
$this->provider->doGarbageCollection();
$this->providerGarbageCollectionTicker = 0;
}
//Do block updates
$this->timings->doTickPending->startTiming();
//Delayed updates
while($this->scheduledBlockUpdateQueue->count() > 0 and $this->scheduledBlockUpdateQueue->current()["priority"] <= $currentTick){
$block = $this->getBlock($this->scheduledBlockUpdateQueue->extract()["data"]);
unset($this->scheduledBlockUpdateQueueIndex[Level::blockHash($block->x, $block->y, $block->z)]);
$block->onScheduledUpdate();
}
//Normal updates
while($this->neighbourBlockUpdateQueue->count() > 0){
$index = $this->neighbourBlockUpdateQueue->dequeue();
Level::getBlockXYZ($index, $x, $y, $z);
$block = $this->getBlockAt($x, $y, $z);
$block->readStateFromWorld(); //for blocks like fences, force recalculation of connected AABBs
$ev = new BlockUpdateEvent($block);
$ev->call();
if(!$ev->isCancelled()){
foreach($this->getNearbyEntities(AxisAlignedBB::one()->offset($block->x, $block->y, $block->z)) as $entity){
$entity->onNearbyBlockChange();
}
$block->onNearbyBlockChange();
}
unset($this->neighbourBlockUpdateQueueIndex[$index]);
}
$this->timings->doTickPending->stopTiming();
$this->timings->entityTick->startTiming();
//Update entities that need update
Timings::$tickEntityTimer->startTiming();
foreach($this->updateEntities as $id => $entity){
if($entity->isClosed() or !$entity->onUpdate($currentTick)){
unset($this->updateEntities[$id]);
}
if($entity->isFlaggedForDespawn()){
$entity->close();
}
}
Timings::$tickEntityTimer->stopTiming();
$this->timings->entityTick->stopTiming();
$this->timings->tileEntityTick->startTiming();
Timings::$tickTileEntityTimer->startTiming();
//Update tiles that need update
foreach($this->updateTiles as $blockHash => $tile){
if(!$tile->onUpdate()){
unset($this->updateTiles[$blockHash]);
}
if(!$tile->isClosed() and $tile instanceof Spawnable and $tile->isDirty()){
$this->clearChunkCache($tile->getFloorX() >> 4, $tile->getFloorZ() >> 4);
//TODO: merge this with block-updating (it'll send useless data if a full-chunk resend happens)
$this->broadcastPacketToViewers($tile, $tile->createSpawnPacket());
$tile->setDirty(false);
}
}
Timings::$tickTileEntityTimer->stopTiming();
$this->timings->tileEntityTick->stopTiming();
$this->timings->doTickTiles->startTiming();
$this->tickChunks();
$this->timings->doTickTiles->stopTiming();
$this->executeQueuedLightUpdates();
if(count($this->changedBlocks) > 0){
if(count($this->players) > 0){
foreach($this->changedBlocks as $index => $blocks){
if(empty($blocks)){ //blocks can be set normally and then later re-set with direct send
continue;
}
unset($this->chunkCache[$index]);
Level::getXZ($index, $chunkX, $chunkZ);
if(count($blocks) > 512){
$chunk = $this->getChunk($chunkX, $chunkZ);
foreach($this->getChunkPlayers($chunkX, $chunkZ) as $p){
$p->onChunkChanged($chunk);
}
}else{
$this->sendBlocks($this->getChunkPlayers($chunkX, $chunkZ), $blocks);
}
}
}else{
$this->chunkCache = [];
}
$this->changedBlocks = [];
}
foreach($this->players as $p){
$p->doChunkRequests();
}
$this->processChunkRequests();
if($this->sleepTicks > 0 and --$this->sleepTicks <= 0){
$this->checkSleep();
}
if(!empty($this->globalPackets)){
if(!empty($this->players)){
$this->server->broadcastPackets($this->players, $this->globalPackets);
}
$this->globalPackets = [];
}
foreach($this->chunkPackets as $index => $entries){
Level::getXZ($index, $chunkX, $chunkZ);
$chunkPlayers = $this->getChunkPlayers($chunkX, $chunkZ);
if(count($chunkPlayers) > 0){
$this->server->broadcastPackets($chunkPlayers, $entries);
}
}
$this->chunkPackets = [];
}
public function checkSleep(){
if(count($this->players) === 0){
return;
}
$resetTime = true;
foreach($this->getPlayers() as $p){
if(!$p->isSleeping()){
$resetTime = false;
break;
}
}
if($resetTime){
$time = $this->getTime() % Level::TIME_FULL;
if($time >= Level::TIME_NIGHT and $time < Level::TIME_SUNRISE){
$this->setTime($this->getTime() + Level::TIME_FULL - $time);
foreach($this->getPlayers() as $p){
$p->stopSleep();
}
}
}
}
public function setSleepTicks(int $ticks) : void{
$this->sleepTicks = $ticks;
}
/**
* @param Player[] $target
* @param Vector3[] $blocks
*/
public function sendBlocks(array $target, array $blocks){
$packets = [];
foreach($blocks as $b){
if(!($b instanceof Vector3)){
throw new \TypeError("Expected Vector3 in blocks array, got " . (is_object($b) ? get_class($b) : gettype($b)));
}
$pk = new UpdateBlockPacket();
$pk->x = $b->x;
$pk->y = $b->y;
$pk->z = $b->z;
if($b instanceof Block){
$pk->blockRuntimeId = $b->getRuntimeId();
}else{
$fullBlock = $this->getFullBlock($b->x, $b->y, $b->z);
$pk->blockRuntimeId = BlockFactory::toStaticRuntimeId($fullBlock >> 4, $fullBlock & 0xf);
}
$packets[] = $pk;
}
$this->server->broadcastPackets($target, $packets);
}
public function clearCache(bool $force = false){
if($force){
$this->chunkCache = [];
$this->blockCache = [];
}else{
$count = 0;
foreach($this->blockCache as $list){
$count += count($list);
if($count > 2048){
$this->blockCache = [];
break;
}
}
}
}
public function clearChunkCache(int $chunkX, int $chunkZ){
unset($this->chunkCache[Level::chunkHash($chunkX, $chunkZ)]);
}
public function getRandomTickedBlocks() : \SplFixedArray{
return $this->randomTickBlocks;
}
public function addRandomTickedBlock(int $id, int $variant = 0){
$block = BlockFactory::get($id, $variant);
if($block instanceof UnknownBlock){
throw new \InvalidArgumentException("ID $id variant $variant is unknown, cannot do random-tick");
}
$this->randomTickBlocks[($id << 4) | $variant] = true;
}
public function removeRandomTickedBlock(int $id, int $variant = 0){
$this->randomTickBlocks[($id << 4) | $variant] = null;
}
private function tickChunks(){
if($this->chunksPerTick <= 0 or count($this->loaders) === 0){
$this->chunkTickList = [];
return;
}
$chunksPerLoader = min(200, max(1, (int) ((($this->chunksPerTick - count($this->loaders)) / count($this->loaders)) + 0.5)));
$randRange = 3 + $chunksPerLoader / 30;
$randRange = (int) ($randRange > $this->chunkTickRadius ? $this->chunkTickRadius : $randRange);
foreach($this->loaders as $loader){
$chunkX = (int) floor($loader->getX()) >> 4;
$chunkZ = (int) floor($loader->getZ()) >> 4;
$index = Level::chunkHash($chunkX, $chunkZ);
$existingLoaders = max(0, $this->chunkTickList[$index] ?? 0);
$this->chunkTickList[$index] = $existingLoaders + 1;
for($chunk = 0; $chunk < $chunksPerLoader; ++$chunk){
$dx = mt_rand(-$randRange, $randRange);
$dz = mt_rand(-$randRange, $randRange);
$hash = Level::chunkHash($dx + $chunkX, $dz + $chunkZ);
if(!isset($this->chunkTickList[$hash]) and isset($this->chunks[$hash])){
$this->chunkTickList[$hash] = -1;
}
}
}
foreach($this->chunkTickList as $index => $loaders){
Level::getXZ($index, $chunkX, $chunkZ);
for($cx = -1; $cx <= 1; ++$cx){
for($cz = -1; $cz <= 1; ++$cz){
if(!isset($this->chunks[Level::chunkHash($chunkX + $cx, $chunkZ + $cz)])){
unset($this->chunkTickList[$index]);
goto skip_to_next; //no "continue 3" thanks!
}
}
}
if($loaders <= 0){
unset($this->chunkTickList[$index]);
}
$chunk = $this->chunks[$index];
foreach($chunk->getEntities() as $entity){
$entity->scheduleUpdate();
}
foreach($chunk->getSubChunks() as $Y => $subChunk){
if(!($subChunk instanceof EmptySubChunk)){
for($i = 0; $i < 3; ++$i){
$k = mt_rand(0, 0xfff);
$x = $k & 0x0f;
$y = ($k >> 4) & 0x0f;
$z = ($k >> 8) & 0x0f;
$state = $subChunk->getFullBlock($x, $y, $z);
if($this->randomTickBlocks[$state & ~BlockFactory::getStateMask($state >> 4)]){
/** @var Block $block */
$block = BlockFactory::fromFullBlock($state, $this->temporalPosition->setComponents(
$chunkX * 16 + $x,
($Y << 4) + $y,
$chunkZ * 16 + $z
));
$block->onRandomTick();
}
}
}
}
skip_to_next: //dummy label to break out of nested loops
}
if($this->clearChunksOnTick){
$this->chunkTickList = [];
}
}
public function __debugInfo() : array{
return [];
}
/**
* @param bool $force
*
* @return bool
*/
public function save(bool $force = false) : bool{
if(!$this->getAutoSave() and !$force){
return false;
}
(new LevelSaveEvent($this))->call();
$this->provider->getLevelData()->setTime($this->time);
$this->saveChunks();
$this->provider->getLevelData()->save();
return true;
}
public function saveChunks(){
foreach($this->chunks as $chunk){
if(($chunk->hasChanged() or count($chunk->getTiles()) > 0 or count($chunk->getSavableEntities()) > 0) and $chunk->isGenerated()){
$this->provider->saveChunk($chunk);
$chunk->setChanged(false);
}
}
}
/**
* Schedules a block update to be executed after the specified number of ticks.
* Blocks will be updated with the scheduled update type.
*
* @param Vector3 $pos
* @param int $delay
*/
public function scheduleDelayedBlockUpdate(Vector3 $pos, int $delay){
if(
!$this->isInWorld($pos->x, $pos->y, $pos->z) or
(isset($this->scheduledBlockUpdateQueueIndex[$index = Level::blockHash($pos->x, $pos->y, $pos->z)]) and $this->scheduledBlockUpdateQueueIndex[$index] <= $delay)
){
return;
}
$this->scheduledBlockUpdateQueueIndex[$index] = $delay;
$this->scheduledBlockUpdateQueue->insert(new Vector3((int) $pos->x, (int) $pos->y, (int) $pos->z), $delay + $this->server->getTick());
}
private function tryAddToNeighbourUpdateQueue(Vector3 $pos) : void{
if($this->isInWorld($pos->x, $pos->y, $pos->z)){
$hash = Level::blockHash($pos->x, $pos->y, $pos->z);
if(!isset($this->neighbourBlockUpdateQueueIndex[$hash])){
$this->neighbourBlockUpdateQueue->enqueue($hash);
$this->neighbourBlockUpdateQueueIndex[$hash] = true;
}
}
}
/**
* @param AxisAlignedBB $bb
* @param bool $targetFirst
*
* @return Block[]
*/
public function getCollisionBlocks(AxisAlignedBB $bb, bool $targetFirst = false) : array{
$minX = (int) floor($bb->minX - 1);
$minY = (int) floor($bb->minY - 1);
$minZ = (int) floor($bb->minZ - 1);
$maxX = (int) floor($bb->maxX + 1);
$maxY = (int) floor($bb->maxY + 1);
$maxZ = (int) floor($bb->maxZ + 1);
$collides = [];
if($targetFirst){
for($z = $minZ; $z <= $maxZ; ++$z){
for($x = $minX; $x <= $maxX; ++$x){
for($y = $minY; $y <= $maxY; ++$y){
$block = $this->getBlockAt($x, $y, $z);
if($block->collidesWithBB($bb)){
return [$block];
}
}
}
}
}else{
for($z = $minZ; $z <= $maxZ; ++$z){
for($x = $minX; $x <= $maxX; ++$x){
for($y = $minY; $y <= $maxY; ++$y){
$block = $this->getBlockAt($x, $y, $z);
if($block->collidesWithBB($bb)){
$collides[] = $block;
}
}
}
}
}
return $collides;
}
/**
* @param Vector3 $pos
*
* @return bool
*/
public function isFullBlock(Vector3 $pos) : bool{
if($pos instanceof Block){
if($pos->isSolid()){
return true;
}
$bb = $pos->getBoundingBox();
}else{
$bb = $this->getBlock($pos)->getBoundingBox();
}
return $bb !== null and $bb->getAverageEdgeLength() >= 1;
}
/**
* @param Entity $entity
* @param AxisAlignedBB $bb
* @param bool $entities
*
* @return AxisAlignedBB[]
*/
public function getCollisionBoxes(Entity $entity, AxisAlignedBB $bb, bool $entities = true) : array{
$minX = (int) floor($bb->minX - 1);
$minY = (int) floor($bb->minY - 1);
$minZ = (int) floor($bb->minZ - 1);
$maxX = (int) floor($bb->maxX + 1);
$maxY = (int) floor($bb->maxY + 1);
$maxZ = (int) floor($bb->maxZ + 1);
$collides = [];
for($z = $minZ; $z <= $maxZ; ++$z){
for($x = $minX; $x <= $maxX; ++$x){
for($y = $minY; $y <= $maxY; ++$y){
$block = $this->getBlockAt($x, $y, $z);
foreach($block->getCollisionBoxes() as $blockBB){
if($blockBB->intersectsWith($bb)){
$collides[] = $blockBB;
}
}
}
}
}
if($entities){
foreach($this->getCollidingEntities($bb->expandedCopy(0.25, 0.25, 0.25), $entity) as $ent){
$collides[] = clone $ent->boundingBox;
}
}
return $collides;
}
public function getFullLight(Vector3 $pos) : int{
return $this->getFullLightAt($pos->x, $pos->y, $pos->z);
}
public function getFullLightAt(int $x, int $y, int $z) : int{
$skyLight = $this->getRealBlockSkyLightAt($x, $y, $z);
if($skyLight < 15){
return max($skyLight, $this->getBlockLightAt($x, $y, $z));
}else{
return $skyLight;
}
}
/**
* Computes the percentage of a circle away from noon the sun is currently at. This can be multiplied by 2 * M_PI to
* get an angle in radians, or by 360 to get an angle in degrees.
*
* @return float
*/
public function computeSunAnglePercentage() : float{
$timeProgress = ($this->time % 24000) / 24000;
//0.0 needs to be high noon, not dusk
$sunProgress = $timeProgress + ($timeProgress < 0.25 ? 0.75 : -0.25);
//Offset the sun progress to be above the horizon longer at dusk and dawn
//this is roughly an inverted sine curve, which pushes the sun progress back at dusk and forwards at dawn
$diff = (((1 - ((cos($sunProgress * M_PI) + 1) / 2)) - $sunProgress) / 3);
return $sunProgress + $diff;
}
/**
* Returns the percentage of a circle away from noon the sun is currently at.
* @return float
*/
public function getSunAnglePercentage() : float{
return $this->sunAnglePercentage;
}
/**
* Returns the current sun angle in radians.
* @return float
*/
public function getSunAngleRadians() : float{
return $this->sunAnglePercentage * 2 * M_PI;
}
/**
* Returns the current sun angle in degrees.
* @return float
*/
public function getSunAngleDegrees() : float{
return $this->sunAnglePercentage * 360.0;
}
/**
* Computes how many points of sky light is subtracted based on the current time. Used to offset raw chunk sky light
* to get a real light value.
*
* @return int
*/
public function computeSkyLightReduction() : int{
$percentage = max(0, min(1, -(cos($this->getSunAngleRadians()) * 2 - 0.5)));
//TODO: check rain and thunder level
return (int) ($percentage * 11);
}
/**
* Returns how many points of sky light is subtracted based on the current time.
* @return int
*/
public function getSkyLightReduction() : int{
return $this->skyLightReduction;
}
/**
* Returns the sky light level at the specified coordinates, offset by the current time and weather.
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int 0-15
*/
public function getRealBlockSkyLightAt(int $x, int $y, int $z) : int{
$light = $this->getBlockSkyLightAt($x, $y, $z) - $this->skyLightReduction;
return $light < 0 ? 0 : $light;
}
/**
* @param int $x
* @param int $y
* @param int $z
*
* @return int bitmap, (id << 4) | data
*/
public function getFullBlock(int $x, int $y, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, false)->getFullBlock($x & 0x0f, $y, $z & 0x0f);
}
public function isInWorld(int $x, int $y, int $z) : bool{
return (
$x <= INT32_MAX and $x >= INT32_MIN and
$y < $this->worldHeight and $y >= 0 and
$z <= INT32_MAX and $z >= INT32_MIN
);
}
/**
* Gets the Block object at the Vector3 location. This method wraps around {@link getBlockAt}, converting the
* vector components to integers.
*
* Note: If you're using this for performance-sensitive code, and you're guaranteed to be supplying ints in the
* specified vector, consider using {@link getBlockAt} instead for better performance.
*
* @param Vector3 $pos
* @param bool $cached Whether to use the block cache for getting the block (faster, but may be inaccurate)
* @param bool $addToCache Whether to cache the block object created by this method call.
*
* @return Block
*/
public function getBlock(Vector3 $pos, bool $cached = true, bool $addToCache = true) : Block{
return $this->getBlockAt((int) floor($pos->x), (int) floor($pos->y), (int) floor($pos->z), $cached, $addToCache);
}
/**
* Gets the Block object at the specified coordinates.
*
* Note for plugin developers: If you are using this method a lot (thousands of times for many positions for
* example), you may want to set addToCache to false to avoid using excessive amounts of memory.
*
* @param int $x
* @param int $y
* @param int $z
* @param bool $cached Whether to use the block cache for getting the block (faster, but may be inaccurate)
* @param bool $addToCache Whether to cache the block object created by this method call.
*
* @return Block
*/
public function getBlockAt(int $x, int $y, int $z, bool $cached = true, bool $addToCache = true) : Block{
$fullState = 0;
$relativeBlockHash = null;
$chunkHash = Level::chunkHash($x >> 4, $z >> 4);
if($this->isInWorld($x, $y, $z)){
$relativeBlockHash = Level::chunkBlockHash($x, $y, $z);
if($cached and isset($this->blockCache[$chunkHash][$relativeBlockHash])){
return $this->blockCache[$chunkHash][$relativeBlockHash];
}
$chunk = $this->chunks[$chunkHash] ?? null;
if($chunk !== null){
$fullState = $chunk->getFullBlock($x & 0x0f, $y, $z & 0x0f);
}else{
$addToCache = false;
}
}
$block = BlockFactory::fromFullBlock($fullState);
$block->position($this, $x, $y, $z);
static $dynamicStateRead = false;
if($dynamicStateRead){
//this call was generated by a parent getBlock() call calculating dynamic stateinfo
//don't calculate dynamic state and don't add to block cache (since it won't have dynamic state calculated).
//this ensures that it's impossible for dynamic state properties to recursively depend on each other.
$addToCache = false;
}else{
$dynamicStateRead = true;
$block->readStateFromWorld();
$dynamicStateRead = false;
}
if($addToCache and $relativeBlockHash !== null){
$this->blockCache[$chunkHash][$relativeBlockHash] = $block;
}
return $block;
}
public function updateAllLight(Vector3 $pos){
$this->updateBlockSkyLight($pos->x, $pos->y, $pos->z);
$this->updateBlockLight($pos->x, $pos->y, $pos->z);
}
/**
* Returns the highest block light level available in the positions adjacent to the specified block coordinates.
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int
*/
public function getHighestAdjacentBlockSkyLight(int $x, int $y, int $z) : int{
return max([
$this->getBlockSkyLightAt($x + 1, $y, $z),
$this->getBlockSkyLightAt($x - 1, $y, $z),
$this->getBlockSkyLightAt($x, $y + 1, $z),
$this->getBlockSkyLightAt($x, $y - 1, $z),
$this->getBlockSkyLightAt($x, $y, $z + 1),
$this->getBlockSkyLightAt($x, $y, $z - 1)
]);
}
public function updateBlockSkyLight(int $x, int $y, int $z){
$this->timings->doBlockSkyLightUpdates->startTiming();
$oldHeightMap = $this->getHeightMap($x, $z);
$source = $this->getBlockAt($x, $y, $z);
$yPlusOne = $y + 1;
if($yPlusOne === $oldHeightMap){ //Block changed directly beneath the heightmap. Check if a block was removed or changed to a different light-filter.
$newHeightMap = $this->getChunk($x >> 4, $z >> 4)->recalculateHeightMapColumn($x & 0x0f, $z & 0x0f);
}elseif($yPlusOne > $oldHeightMap){ //Block changed above the heightmap.
if($source->getLightFilter() > 0 or $source->diffusesSkyLight()){
$this->setHeightMap($x, $z, $yPlusOne);
$newHeightMap = $yPlusOne;
}else{ //Block changed which has no effect on direct sky light, for example placing or removing glass.
$this->timings->doBlockSkyLightUpdates->stopTiming();
return;
}
}else{ //Block changed below heightmap
$newHeightMap = $oldHeightMap;
}
if($this->skyLightUpdate === null){
$this->skyLightUpdate = new SkyLightUpdate($this);
}
if($newHeightMap > $oldHeightMap){ //Heightmap increase, block placed, remove sky light
for($i = $y; $i >= $oldHeightMap; --$i){
$this->skyLightUpdate->setAndUpdateLight($x, $i, $z, 0); //Remove all light beneath, adjacent recalculation will handle the rest.
}
}elseif($newHeightMap < $oldHeightMap){ //Heightmap decrease, block changed or removed, add sky light
for($i = $y; $i >= $newHeightMap; --$i){
$this->skyLightUpdate->setAndUpdateLight($x, $i, $z, 15);
}
}else{ //No heightmap change, block changed "underground" - trigger recalculation from surroundings
$this->skyLightUpdate->setAndUpdateLight($x, $y, $z, 0);
}
$this->timings->doBlockSkyLightUpdates->stopTiming();
}
/**
* Returns the highest block light level available in the positions adjacent to the specified block coordinates.
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int
*/
public function getHighestAdjacentBlockLight(int $x, int $y, int $z) : int{
return max([
$this->getBlockLightAt($x + 1, $y, $z),
$this->getBlockLightAt($x - 1, $y, $z),
$this->getBlockLightAt($x, $y + 1, $z),
$this->getBlockLightAt($x, $y - 1, $z),
$this->getBlockLightAt($x, $y, $z + 1),
$this->getBlockLightAt($x, $y, $z - 1)
]);
}
public function updateBlockLight(int $x, int $y, int $z){
$this->timings->doBlockLightUpdates->startTiming();
$block = $this->getBlockAt($x, $y, $z);
if($this->blockLightUpdate === null){
$this->blockLightUpdate = new BlockLightUpdate($this);
}
$this->blockLightUpdate->setAndUpdateLight($x, $y, $z, $block->getLightLevel());
$this->timings->doBlockLightUpdates->stopTiming();
}
public function executeQueuedLightUpdates() : void{
if($this->blockLightUpdate !== null){
$this->timings->doBlockLightUpdates->startTiming();
$this->blockLightUpdate->execute();
$this->blockLightUpdate = null;
$this->timings->doBlockLightUpdates->stopTiming();
}
if($this->skyLightUpdate !== null){
$this->timings->doBlockSkyLightUpdates->startTiming();
$this->skyLightUpdate->execute();
$this->skyLightUpdate = null;
$this->timings->doBlockSkyLightUpdates->stopTiming();
}
}
/**
* Sets the block at the given Vector3 coordinates.
* @see Level::setBlockAt()
*
* @param Vector3 $pos
* @param Block $block
* @param bool $update
*
* @return bool Whether the block has been updated or not
*
* @throws \InvalidArgumentException if the position is out of the world bounds
*/
public function setBlock(Vector3 $pos, Block $block, bool $update = true) : bool{
return $this->setBlockAt((int) floor($pos->x), (int) floor($pos->y), (int) floor($pos->z), $block, $update);
}
/**
* Sets the block at the given coordinates.
*
* If $update is true, it'll get the neighbour blocks (6 sides) and update them, and also update local lighting.
* If you are doing big changes, you might want to set this to false, then update manually.
*
* @param int $x
* @param int $y
* @param int $z
* @param Block $block
* @param bool $update
*
* @return bool Whether the block has been updated or not
*
* @throws \InvalidArgumentException if the position is out of the world bounds
*/
public function setBlockAt(int $x, int $y, int $z, Block $block, bool $update = true) : bool{
if(!$this->isInWorld($x, $y, $z)){
throw new \InvalidArgumentException("Pos x=$x,y=$y,z=$z is outside of the world bounds");
}
$this->timings->setBlock->startTiming();
$block = clone $block;
$block->position($this, $x, $y, $z);
$block->writeStateToWorld();
$chunkHash = Level::chunkHash($x >> 4, $z >> 4);
$relativeBlockHash = Level::chunkBlockHash($x, $y, $z);
unset($this->blockCache[$chunkHash][$relativeBlockHash]);
if(!isset($this->changedBlocks[$chunkHash])){
$this->changedBlocks[$chunkHash] = [];
}
$this->changedBlocks[$chunkHash][$relativeBlockHash] = $block;
foreach($this->getChunkLoaders($x >> 4, $z >> 4) as $loader){
$loader->onBlockChanged($block);
}
if($update){
$this->updateAllLight($block);
$this->tryAddToNeighbourUpdateQueue($block);
foreach($block->sides() as $side){
$this->tryAddToNeighbourUpdateQueue($side);
}
}
$this->timings->setBlock->stopTiming();
return true;
}
/**
* @param Vector3 $source
* @param Item $item
* @param Vector3 $motion
* @param int $delay
*
* @return ItemEntity|null
*/
public function dropItem(Vector3 $source, Item $item, Vector3 $motion = null, int $delay = 10){
$motion = $motion ?? new Vector3(lcg_value() * 0.2 - 0.1, 0.2, lcg_value() * 0.2 - 0.1);
$itemTag = $item->nbtSerialize();
$itemTag->setName("Item");
if(!$item->isNull()){
$nbt = EntityFactory::createBaseNBT($source, $motion, lcg_value() * 360, 0);
$nbt->setShort("Health", 5);
$nbt->setShort("PickupDelay", $delay);
$nbt->setTag($itemTag);
/** @var ItemEntity $itemEntity */
$itemEntity = EntityFactory::create(ItemEntity::class, $this, $nbt);
$itemEntity->spawnToAll();
return $itemEntity;
}
return null;
}
/**
* Drops XP orbs into the world for the specified amount, splitting the amount into several orbs if necessary.
*
* @param Vector3 $pos
* @param int $amount
*
* @return ExperienceOrb[]
*/
public function dropExperience(Vector3 $pos, int $amount) : array{
/** @var ExperienceOrb[] $orbs */
$orbs = [];
foreach(ExperienceOrb::splitIntoOrbSizes($amount) as $split){
$nbt = EntityFactory::createBaseNBT(
$pos,
$this->temporalVector->setComponents((lcg_value() * 0.2 - 0.1) * 2, lcg_value() * 0.4, (lcg_value() * 0.2 - 0.1) * 2),
lcg_value() * 360,
0
);
$nbt->setShort(ExperienceOrb::TAG_VALUE_PC, $split);
/** @var ExperienceOrb $orb */
$orb = EntityFactory::create(ExperienceOrb::class, $this, $nbt);
$orb->spawnToAll();
$orbs[] = $orb;
}
return $orbs;
}
/**
* Tries to break a block using a item, including Player time checks if available
* It'll try to lower the durability if Item is a tool, and set it to Air if broken.
*
* @param Vector3 $vector
* @param Item &$item (if null, can break anything)
* @param Player $player
* @param bool $createParticles
*
* @return bool
*/
public function useBreakOn(Vector3 $vector, Item &$item = null, Player $player = null, bool $createParticles = false) : bool{
$target = $this->getBlock($vector);
$affectedBlocks = $target->getAffectedBlocks();
if($item === null){
$item = ItemFactory::get(Item::AIR, 0, 0);
}
$drops = [];
if($player === null or !$player->isCreative()){
$drops = array_merge(...array_map(function(Block $block) use ($item) : array{ return $block->getDrops($item); }, $affectedBlocks));
}
$xpDrop = 0;
if($player !== null and !$player->isCreative()){
$xpDrop = array_sum(array_map(function(Block $block) use ($item) : int{ return $block->getXpDropForTool($item); }, $affectedBlocks));
}
if($player !== null){
$ev = new BlockBreakEvent($player, $target, $item, $player->isCreative(), $drops, $xpDrop);
if(($player->isSurvival() and !$target->isBreakable($item)) or $player->isSpectator()){
$ev->setCancelled();
}
if($player->isAdventure(true) and !$ev->isCancelled()){
$tag = $item->getNamedTagEntry("CanDestroy");
$canBreak = false;
if($tag instanceof ListTag){
foreach($tag as $v){
if($v instanceof StringTag){
$entry = ItemFactory::fromString($v->getValue());
if($entry->getBlock()->isSameType($target)){
$canBreak = true;
break;
}
}
}
}
$ev->setCancelled(!$canBreak);
}
$ev->call();
if($ev->isCancelled()){
return false;
}
$drops = $ev->getDrops();
$xpDrop = $ev->getXpDropAmount();
}elseif(!$target->isBreakable($item)){
return false;
}
foreach($affectedBlocks as $t){
$this->destroyBlockInternal($t, $item, $player, $createParticles);
}
$item->onDestroyBlock($target);
if(!empty($drops)){
$dropPos = $target->add(0.5, 0.5, 0.5);
foreach($drops as $drop){
if(!$drop->isNull()){
$this->dropItem($dropPos, $drop);
}
}
}
if($xpDrop > 0){
$this->dropExperience($target->add(0.5, 0.5, 0.5), $xpDrop);
}
return true;
}
private function destroyBlockInternal(Block $target, Item $item, ?Player $player = null, bool $createParticles = false) : void{
if($createParticles){
$this->addParticle($target->add(0.5, 0.5, 0.5), new DestroyBlockParticle($target));
}
$target->onBreak($item, $player);
$tile = $this->getTile($target);
if($tile !== null){
if($tile instanceof Container){
if($tile instanceof Chest){
$tile->unpair();
}
$tile->getInventory()->dropContents($this, $target);
}
$tile->close();
}
}
/**
* Uses a item on a position and face, placing it or activating the block
*
* @param Vector3 $vector
* @param Item $item
* @param int $face
* @param Vector3|null $clickVector
* @param Player|null $player default null
* @param bool $playSound Whether to play a block-place sound if the block was placed successfully.
*
* @return bool
*/
public function useItemOn(Vector3 $vector, Item &$item, int $face, Vector3 $clickVector = null, Player $player = null, bool $playSound = false) : bool{
$blockClicked = $this->getBlock($vector);
$blockReplace = $blockClicked->getSide($face);
if($clickVector === null){
$clickVector = new Vector3(0.0, 0.0, 0.0);
}
if(!$this->isInWorld($blockReplace->x, $blockReplace->y, $blockReplace->z)){
//TODO: build height limit messages for custom world heights and mcregion cap
return false;
}
if($blockClicked->getId() === Block::AIR){
return false;
}
if($player !== null){
$ev = new PlayerInteractEvent($player, $item, $blockClicked, $clickVector, $face, PlayerInteractEvent::RIGHT_CLICK_BLOCK);
$ev->call();
if(!$ev->isCancelled()){
if(!$player->isSneaking() and $blockClicked->onActivate($item, $player)){
return true;
}
if(!$player->isSneaking() and $item->onActivate($player, $blockReplace, $blockClicked, $face, $clickVector)){
return true;
}
}else{
return false;
}
}elseif($blockClicked->onActivate($item, $player)){
return true;
}
if($item->canBePlaced()){
$hand = $item->getBlock();
$hand->position($this, $blockReplace->x, $blockReplace->y, $blockReplace->z);
}else{
return false;
}
if($hand->canBePlacedAt($blockClicked, $clickVector, $face, true)){
$blockReplace = $blockClicked;
$hand->position($this, $blockReplace->x, $blockReplace->y, $blockReplace->z);
}elseif(!$hand->canBePlacedAt($blockReplace, $clickVector, $face, false)){
return false;
}
if($hand->isSolid()){
foreach($hand->getCollisionBoxes() as $collisionBox){
if(!empty($this->getCollidingEntities($collisionBox))){
return false; //Entity in block
}
if($player !== null){
if(($diff = $player->getNextPosition()->subtract($player->getPosition())) and $diff->lengthSquared() > 0.00001){
$bb = $player->getBoundingBox()->offsetCopy($diff->x, $diff->y, $diff->z);
if($collisionBox->intersectsWith($bb)){
return false; //Inside player BB
}
}
}
}
}
if($player !== null){
$ev = new BlockPlaceEvent($player, $hand, $blockReplace, $blockClicked, $item);
if($player->isAdventure(true) and !$ev->isCancelled()){
$canPlace = false;
$tag = $item->getNamedTagEntry("CanPlaceOn");
if($tag instanceof ListTag){
foreach($tag as $v){
if($v instanceof StringTag){
$entry = ItemFactory::fromString($v->getValue());
if($entry->getBlock()->isSameType($blockClicked)){
$canPlace = true;
break;
}
}
}
}
$ev->setCancelled(!$canPlace);
}
$ev->call();
if($ev->isCancelled()){
return false;
}
}
if(!$hand->place($item, $blockReplace, $blockClicked, $face, $clickVector, $player)){
return false;
}
if($playSound){
$this->broadcastLevelSoundEvent($hand, LevelSoundEventPacket::SOUND_PLACE, $hand->getRuntimeId());
}
$item->pop();
return true;
}
/**
* @param int $entityId
*
* @return Entity|null
*/
public function getEntity(int $entityId){
return $this->entities[$entityId] ?? null;
}
/**
* Gets the list of all the entities in this level
*
* @return Entity[]
*/
public function getEntities() : array{
return $this->entities;
}
/**
* Returns the entities colliding the current one inside the AxisAlignedBB
*
* @param AxisAlignedBB $bb
* @param Entity|null $entity
*
* @return Entity[]
*/
public function getCollidingEntities(AxisAlignedBB $bb, Entity $entity = null) : array{
$nearby = [];
if($entity === null or $entity->canCollide){
$minX = ((int) floor($bb->minX - 2)) >> 4;
$maxX = ((int) floor($bb->maxX + 2)) >> 4;
$minZ = ((int) floor($bb->minZ - 2)) >> 4;
$maxZ = ((int) floor($bb->maxZ + 2)) >> 4;
for($x = $minX; $x <= $maxX; ++$x){
for($z = $minZ; $z <= $maxZ; ++$z){
foreach($this->getChunkEntities($x, $z) as $ent){
/** @var Entity|null $entity */
if($ent->canBeCollidedWith() and ($entity === null or ($ent !== $entity and $entity->canCollideWith($ent))) and $ent->boundingBox->intersectsWith($bb)){
$nearby[] = $ent;
}
}
}
}
}
return $nearby;
}
/**
* Returns the entities near the current one inside the AxisAlignedBB
*
* @param AxisAlignedBB $bb
* @param Entity $entity
*
* @return Entity[]
*/
public function getNearbyEntities(AxisAlignedBB $bb, Entity $entity = null) : array{
$nearby = [];
$minX = ((int) floor($bb->minX - 2)) >> 4;
$maxX = ((int) floor($bb->maxX + 2)) >> 4;
$minZ = ((int) floor($bb->minZ - 2)) >> 4;
$maxZ = ((int) floor($bb->maxZ + 2)) >> 4;
for($x = $minX; $x <= $maxX; ++$x){
for($z = $minZ; $z <= $maxZ; ++$z){
foreach($this->getChunkEntities($x, $z) as $ent){
if($ent !== $entity and $ent->boundingBox->intersectsWith($bb)){
$nearby[] = $ent;
}
}
}
}
return $nearby;
}
/**
* Returns the closest Entity to the specified position, within the given radius.
*
* @param Vector3 $pos
* @param float $maxDistance
* @param string $entityType Class of entity to use for instanceof
* @param bool $includeDead Whether to include entitites which are dead
*
* @return Entity|null an entity of type $entityType, or null if not found
*/
public function getNearestEntity(Vector3 $pos, float $maxDistance, string $entityType = Entity::class, bool $includeDead = false) : ?Entity{
assert(is_a($entityType, Entity::class, true));
$minX = ((int) floor($pos->x - $maxDistance)) >> 4;
$maxX = ((int) floor($pos->x + $maxDistance)) >> 4;
$minZ = ((int) floor($pos->z - $maxDistance)) >> 4;
$maxZ = ((int) floor($pos->z + $maxDistance)) >> 4;
$currentTargetDistSq = $maxDistance ** 2;
/** @var Entity|null $currentTarget */
$currentTarget = null;
for($x = $minX; $x <= $maxX; ++$x){
for($z = $minZ; $z <= $maxZ; ++$z){
foreach($this->getChunkEntities($x, $z) as $entity){
if(!($entity instanceof $entityType) or $entity->isClosed() or $entity->isFlaggedForDespawn() or (!$includeDead and !$entity->isAlive())){
continue;
}
$distSq = $entity->distanceSquared($pos);
if($distSq < $currentTargetDistSq){
$currentTargetDistSq = $distSq;
$currentTarget = $entity;
}
}
}
}
return $currentTarget;
}
/**
* Returns a list of the Tile entities in this level
*
* @return Tile[]
*/
public function getTiles() : array{
return $this->tiles;
}
/**
* Returns a list of the players in this level
*
* @return Player[]
*/
public function getPlayers() : array{
return $this->players;
}
/**
* @return ChunkLoader[]
*/
public function getLoaders() : array{
return $this->loaders;
}
/**
* Returns the Tile in a position, or null if not found.
*
* Note: This method wraps getTileAt(). If you're guaranteed to be passing integers, and you're using this method
* in performance-sensitive code, consider using getTileAt() instead of this method for better performance.
*
* @param Vector3 $pos
*
* @return Tile|null
*/
public function getTile(Vector3 $pos) : ?Tile{
return $this->getTileAt((int) floor($pos->x), (int) floor($pos->y), (int) floor($pos->z));
}
/**
* Returns the tile at the specified x,y,z coordinates, or null if it does not exist.
*
* @param int $x
* @param int $y
* @param int $z
*
* @return Tile|null
*/
public function getTileAt(int $x, int $y, int $z) : ?Tile{
return ($chunk = $this->getChunk($x >> 4, $z >> 4)) !== null ? $chunk->getTile($x & 0x0f, $y, $z & 0x0f) : null;
}
/**
* Returns a list of the entities on a given chunk
*
* @param int $X
* @param int $Z
*
* @return Entity[]
*/
public function getChunkEntities(int $X, int $Z) : array{
return ($chunk = $this->getChunk($X, $Z)) !== null ? $chunk->getEntities() : [];
}
/**
* Gives a list of the Tile entities on a given chunk
*
* @param int $X
* @param int $Z
*
* @return Tile[]
*/
public function getChunkTiles(int $X, int $Z) : array{
return ($chunk = $this->getChunk($X, $Z)) !== null ? $chunk->getTiles() : [];
}
/**
* Gets the raw block skylight level
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int 0-15
*/
public function getBlockSkyLightAt(int $x, int $y, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, true)->getBlockSkyLight($x & 0x0f, $y, $z & 0x0f);
}
/**
* Sets the raw block skylight level.
*
* @param int $x
* @param int $y
* @param int $z
* @param int $level 0-15
*/
public function setBlockSkyLightAt(int $x, int $y, int $z, int $level){
$this->getChunk($x >> 4, $z >> 4, true)->setBlockSkyLight($x & 0x0f, $y, $z & 0x0f, $level & 0x0f);
}
/**
* Gets the raw block light level
*
* @param int $x
* @param int $y
* @param int $z
*
* @return int 0-15
*/
public function getBlockLightAt(int $x, int $y, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, true)->getBlockLight($x & 0x0f, $y, $z & 0x0f);
}
/**
* Sets the raw block light level.
*
* @param int $x
* @param int $y
* @param int $z
* @param int $level 0-15
*/
public function setBlockLightAt(int $x, int $y, int $z, int $level){
$this->getChunk($x >> 4, $z >> 4, true)->setBlockLight($x & 0x0f, $y, $z & 0x0f, $level & 0x0f);
}
/**
* @param int $x
* @param int $z
*
* @return int
*/
public function getBiomeId(int $x, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, true)->getBiomeId($x & 0x0f, $z & 0x0f);
}
/**
* @param int $x
* @param int $z
*
* @return Biome
*/
public function getBiome(int $x, int $z) : Biome{
return Biome::getBiome($this->getBiomeId($x, $z));
}
/**
* @param int $x
* @param int $z
* @param int $biomeId
*/
public function setBiomeId(int $x, int $z, int $biomeId){
$this->getChunk($x >> 4, $z >> 4, true)->setBiomeId($x & 0x0f, $z & 0x0f, $biomeId);
}
/**
* @param int $x
* @param int $z
*
* @return int
*/
public function getHeightMap(int $x, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, true)->getHeightMap($x & 0x0f, $z & 0x0f);
}
/**
* @param int $x
* @param int $z
* @param int $value
*/
public function setHeightMap(int $x, int $z, int $value){
$this->getChunk($x >> 4, $z >> 4, true)->setHeightMap($x & 0x0f, $z & 0x0f, $value);
}
/**
* @return Chunk[]
*/
public function getChunks() : array{
return $this->chunks;
}
/**
* Returns the chunk at the specified X/Z coordinates. If the chunk is not loaded, attempts to (synchronously!!!)
* load it.
*
* @param int $x
* @param int $z
* @param bool $create Whether to create an empty chunk as a placeholder if the chunk does not exist
*
* @return Chunk|null
*/
public function getChunk(int $x, int $z, bool $create = false){
if(isset($this->chunks[$index = Level::chunkHash($x, $z)])){
return $this->chunks[$index];
}elseif($this->loadChunk($x, $z, $create)){
return $this->chunks[$index];
}
return null;
}
/**
* Returns the chunk containing the given Vector3 position.
*
* @param Vector3 $pos
* @param bool $create
*
* @return null|Chunk
*/
public function getChunkAtPosition(Vector3 $pos, bool $create = false) : ?Chunk{
return $this->getChunk($pos->getFloorX() >> 4, $pos->getFloorZ() >> 4, $create);
}
/**
* Returns the chunks adjacent to the specified chunk.
*
* @param int $x
* @param int $z
*
* @return Chunk[]
*/
public function getAdjacentChunks(int $x, int $z) : array{
$result = [];
for($xx = 0; $xx <= 2; ++$xx){
for($zz = 0; $zz <= 2; ++$zz){
$i = $zz * 3 + $xx;
if($i === 4){
continue; //center chunk
}
$result[$i] = $this->getChunk($x + $xx - 1, $z + $zz - 1, false);
}
}
return $result;
}
public function lockChunk(int $chunkX, int $chunkZ) : void{
$chunkHash = Level::chunkHash($chunkX, $chunkZ);
if(isset($this->chunkLock[$chunkHash])){
throw new \InvalidArgumentException("Chunk $chunkX $chunkZ is already locked");
}
$this->chunkLock[$chunkHash] = true;
}
public function unlockChunk(int $chunkX, int $chunkZ) : void{
unset($this->chunkLock[Level::chunkHash($chunkX, $chunkZ)]);
}
public function isChunkLocked(int $chunkX, int $chunkZ) : bool{
return isset($this->chunkLock[Level::chunkHash($chunkX, $chunkZ)]);
}
public function generateChunkCallback(int $x, int $z, ?Chunk $chunk){
Timings::$generationCallbackTimer->startTiming();
if(isset($this->chunkPopulationQueue[$index = Level::chunkHash($x, $z)])){
for($xx = -1; $xx <= 1; ++$xx){
for($zz = -1; $zz <= 1; ++$zz){
$this->unlockChunk($x + $xx, $z + $zz);
}
}
unset($this->chunkPopulationQueue[$index]);
if($chunk !== null){
$oldChunk = $this->getChunk($x, $z, false);
$this->setChunk($x, $z, $chunk, false);
if(($oldChunk === null or !$oldChunk->isPopulated()) and $chunk->isPopulated()){
(new ChunkPopulateEvent($this, $chunk))->call();
foreach($this->getChunkLoaders($x, $z) as $loader){
$loader->onChunkPopulated($chunk);
}
}
}
}elseif($this->isChunkLocked($x, $z)){
$this->unlockChunk($x, $z);
if($chunk !== null){
$this->setChunk($x, $z, $chunk, false);
}
}elseif($chunk !== null){
$this->setChunk($x, $z, $chunk, false);
}
Timings::$generationCallbackTimer->stopTiming();
}
/**
* @param int $chunkX
* @param int $chunkZ
* @param Chunk|null $chunk
* @param bool $unload
*/
public function setChunk(int $chunkX, int $chunkZ, Chunk $chunk = null, bool $unload = true){
if($chunk === null){
return;
}
$chunk->setX($chunkX);
$chunk->setZ($chunkZ);
$chunkHash = Level::chunkHash($chunkX, $chunkZ);
$oldChunk = $this->getChunk($chunkX, $chunkZ, false);
if($oldChunk !== null and $oldChunk !== $chunk){
if($unload){
$this->unloadChunk($chunkX, $chunkZ, false, false);
}else{
foreach($oldChunk->getEntities() as $entity){
$chunk->addEntity($entity);
$oldChunk->removeEntity($entity);
$entity->chunk = $chunk;
}
foreach($oldChunk->getTiles() as $tile){
$chunk->addTile($tile);
$oldChunk->removeTile($tile);
}
}
}
$this->chunks[$chunkHash] = $chunk;
unset($this->blockCache[$chunkHash]);
unset($this->chunkCache[$chunkHash]);
unset($this->changedBlocks[$chunkHash]);
if(isset($this->chunkSendTasks[$chunkHash])){ //invalidate pending caches
$this->chunkSendTasks[$chunkHash]->cancelRun();
unset($this->chunkSendTasks[$chunkHash]);
}
$chunk->setChanged();
if(!$this->isChunkInUse($chunkX, $chunkZ)){
$this->unloadChunkRequest($chunkX, $chunkZ);
}else{
foreach($this->getChunkLoaders($chunkX, $chunkZ) as $loader){
$loader->onChunkChanged($chunk);
}
}
}
/**
* Gets the highest block Y value at a specific $x and $z
*
* @param int $x
* @param int $z
*
* @return int 0-255
*/
public function getHighestBlockAt(int $x, int $z) : int{
return $this->getChunk($x >> 4, $z >> 4, true)->getHighestBlockAt($x & 0x0f, $z & 0x0f);
}
/**
* Returns whether the given position is in a loaded area of terrain.
*
* @param Vector3 $pos
*
* @return bool
*/
public function isInLoadedTerrain(Vector3 $pos) : bool{
return $this->isChunkLoaded($pos->getFloorX() >> 4, $pos->getFloorZ() >> 4);
}
/**
* @param int $x
* @param int $z
*
* @return bool
*/
public function isChunkLoaded(int $x, int $z) : bool{
return isset($this->chunks[Level::chunkHash($x, $z)]);
}
/**
* @param int $x
* @param int $z
*
* @return bool
*/
public function isChunkGenerated(int $x, int $z) : bool{
$chunk = $this->getChunk($x, $z);
return $chunk !== null ? $chunk->isGenerated() : false;
}
/**
* @param int $x
* @param int $z
*
* @return bool
*/
public function isChunkPopulated(int $x, int $z) : bool{
$chunk = $this->getChunk($x, $z);
return $chunk !== null ? $chunk->isPopulated() : false;
}
/**
* Returns a Position pointing to the spawn
*
* @return Position
*/
public function getSpawnLocation() : Position{
return Position::fromObject($this->provider->getLevelData()->getSpawn(), $this);
}
/**
* Sets the level spawn location
*
* @param Vector3 $pos
*/
public function setSpawnLocation(Vector3 $pos){
$previousSpawn = $this->getSpawnLocation();
$this->provider->getLevelData()->setSpawn($pos);
(new SpawnChangeEvent($this, $previousSpawn))->call();
}
public function requestChunk(int $x, int $z, Player $player){
$index = Level::chunkHash($x, $z);
if(!isset($this->chunkSendQueue[$index])){
$this->chunkSendQueue[$index] = [];
}
$this->chunkSendQueue[$index][$player->getLoaderId()] = $player;
}
private function sendCachedChunk(int $x, int $z){
if(isset($this->chunkSendQueue[$index = Level::chunkHash($x, $z)])){
foreach($this->chunkSendQueue[$index] as $player){
/** @var Player $player */
if($player->isConnected() and isset($player->usedChunks[$index])){
$player->sendChunk($x, $z, $this->chunkCache[$index]);
}
}
unset($this->chunkSendQueue[$index]);
}
}
private function processChunkRequests(){
if(count($this->chunkSendQueue) > 0){
$this->timings->syncChunkSendTimer->startTiming();
foreach($this->chunkSendQueue as $index => $players){
Level::getXZ($index, $x, $z);
if(isset($this->chunkSendTasks[$index])){
if($this->chunkSendTasks[$index]->isCrashed()){
unset($this->chunkSendTasks[$index]);
$this->server->getLogger()->error("Failed to prepare chunk $x $z for sending, retrying");
}else{
//Not ready for sending yet
continue;
}
}
if(isset($this->chunkCache[$index])){
$this->sendCachedChunk($x, $z);
continue;
}
$this->timings->syncChunkSendPrepareTimer->startTiming();
$chunk = $this->chunks[$index] ?? null;
if(!($chunk instanceof Chunk)){
throw new ChunkException("Invalid Chunk sent");
}
assert($chunk->getX() === $x and $chunk->getZ() === $z, "Chunk coordinate mismatch: expected $x $z, but chunk has coordinates " . $chunk->getX() . " " . $chunk->getZ() . ", did you forget to clone a chunk before setting?");
/*
* we don't send promises directly to the players here because unresolved promises of chunk sending
* would slow down the sending of other packets, especially if a chunk takes a long time to prepare.
*/
$promise = new CompressBatchPromise();
$promise->onResolve(function(CompressBatchPromise $promise) use ($x, $z, $index): void{
if(!$this->closed){
$this->timings->syncChunkSendTimer->startTiming();
unset($this->chunkSendTasks[$index]);
$this->chunkCache[$index] = $promise;
$this->sendCachedChunk($x, $z);
if(!$this->server->getMemoryManager()->canUseChunkCache()){
unset($this->chunkCache[$index]);
}
$this->timings->syncChunkSendTimer->stopTiming();
}else{
$this->server->getLogger()->debug("Dropped prepared chunk $x $z due to level not loaded");
}
});
$this->server->getAsyncPool()->submitTask($task = new ChunkRequestTask($x, $z, $chunk, $promise));
$this->chunkSendTasks[$index] = $task;
$this->timings->syncChunkSendPrepareTimer->stopTiming();
}
$this->timings->syncChunkSendTimer->stopTiming();
}
}
/**
* @param Entity $entity
*
* @throws \InvalidArgumentException
*/
public function addEntity(Entity $entity){
if($entity->isClosed()){
throw new \InvalidArgumentException("Attempted to add a garbage closed Entity to Level");
}
if($entity->getLevel() !== $this){
throw new \InvalidArgumentException("Invalid Entity level");
}
if($entity instanceof Player){
$this->players[$entity->getId()] = $entity;
}
$this->entities[$entity->getId()] = $entity;
}
/**
* Removes the entity from the level index
*
* @param Entity $entity
*
* @throws \InvalidArgumentException
*/
public function removeEntity(Entity $entity){
if($entity->getLevel() !== $this){
throw new \InvalidArgumentException("Invalid Entity level");
}
if($entity instanceof Player){
unset($this->players[$entity->getId()]);
$this->checkSleep();
}
unset($this->entities[$entity->getId()]);
unset($this->updateEntities[$entity->getId()]);
}
/**
* @param Tile $tile
*
* @throws \InvalidArgumentException
*/
public function addTile(Tile $tile){
if($tile->isClosed()){
throw new \InvalidArgumentException("Attempted to add a garbage closed Tile to Level");
}
if($tile->getLevel() !== $this){
throw new \InvalidArgumentException("Invalid Tile level");
}
$chunkX = $tile->getFloorX() >> 4;
$chunkZ = $tile->getFloorZ() >> 4;
if(isset($this->chunks[$hash = Level::chunkHash($chunkX, $chunkZ)])){
$this->chunks[$hash]->addTile($tile);
}else{
throw new \InvalidStateException("Attempted to create tile " . get_class($tile) . " in unloaded chunk $chunkX $chunkZ");
}
$this->tiles[Level::blockHash($tile->x, $tile->y, $tile->z)] = $tile;
$tile->scheduleUpdate();
}
/**
* @param Tile $tile
*
* @throws \InvalidArgumentException
*/
public function removeTile(Tile $tile){
if($tile->getLevel() !== $this){
throw new \InvalidArgumentException("Invalid Tile level");
}
unset($this->tiles[$blockHash = Level::blockHash($tile->x, $tile->y, $tile->z)], $this->updateTiles[$blockHash]);
$chunkX = $tile->getFloorX() >> 4;
$chunkZ = $tile->getFloorZ() >> 4;
if(isset($this->chunks[$hash = Level::chunkHash($chunkX, $chunkZ)])){
$this->chunks[$hash]->removeTile($tile);
}
$this->clearChunkCache($chunkX, $chunkZ);
}
/**
* @param int $x
* @param int $z
*
* @return bool
*/
public function isChunkInUse(int $x, int $z) : bool{
return isset($this->chunkLoaders[$index = Level::chunkHash($x, $z)]) and count($this->chunkLoaders[$index]) > 0;
}
/**
* Attempts to load a chunk from the level provider (if not already loaded).
*
* @param int $x
* @param int $z
* @param bool $create Whether to create an empty chunk to load if the chunk cannot be loaded from disk.
*
* @return bool if loading the chunk was successful
*
* @throws \InvalidStateException
*/
public function loadChunk(int $x, int $z, bool $create = true) : bool{
if(isset($this->chunks[$chunkHash = Level::chunkHash($x, $z)])){
return true;
}
$this->timings->syncChunkLoadTimer->startTiming();
$this->cancelUnloadChunkRequest($x, $z);
$this->timings->syncChunkLoadDataTimer->startTiming();
$chunk = null;
try{
$chunk = $this->provider->loadChunk($x, $z);
}catch(CorruptedChunkException | UnsupportedChunkFormatException $e){
$logger = $this->server->getLogger();
$logger->critical("Failed to load chunk x=$x z=$z: " . $e->getMessage());
}
if($chunk === null and $create){
$chunk = new Chunk($x, $z);
}
$this->timings->syncChunkLoadDataTimer->stopTiming();
if($chunk === null){
$this->timings->syncChunkLoadTimer->stopTiming();
return false;
}
$this->chunks[$chunkHash] = $chunk;
unset($this->blockCache[$chunkHash]);
$chunk->initChunk($this);
(new ChunkLoadEvent($this, $chunk, !$chunk->isGenerated()))->call();
if(!$chunk->isLightPopulated() and $chunk->isPopulated() and $this->getServer()->getProperty("chunk-ticking.light-updates", false)){
$this->getServer()->getAsyncPool()->submitTask(new LightPopulationTask($this, $chunk));
}
if($this->isChunkInUse($x, $z)){
foreach($this->getChunkLoaders($x, $z) as $loader){
$loader->onChunkLoaded($chunk);
}
}else{
$this->unloadChunkRequest($x, $z);
}
$this->timings->syncChunkLoadTimer->stopTiming();
return true;
}
private function queueUnloadChunk(int $x, int $z){
$this->unloadQueue[$index = Level::chunkHash($x, $z)] = microtime(true);
unset($this->chunkTickList[$index]);
}
public function unloadChunkRequest(int $x, int $z, bool $safe = true){
if(($safe and $this->isChunkInUse($x, $z)) or $this->isSpawnChunk($x, $z)){
return false;
}
$this->queueUnloadChunk($x, $z);
return true;
}
public function cancelUnloadChunkRequest(int $x, int $z){
unset($this->unloadQueue[Level::chunkHash($x, $z)]);
}
public function unloadChunk(int $x, int $z, bool $safe = true, bool $trySave = true) : bool{
if($safe and $this->isChunkInUse($x, $z)){
return false;
}
if(!$this->isChunkLoaded($x, $z)){
return true;
}
$this->timings->doChunkUnload->startTiming();
$chunkHash = Level::chunkHash($x, $z);
$chunk = $this->chunks[$chunkHash] ?? null;
if($chunk !== null){
$ev = new ChunkUnloadEvent($this, $chunk);
$ev->call();
if($ev->isCancelled()){
$this->timings->doChunkUnload->stopTiming();
return false;
}
if($trySave and $this->getAutoSave() and $chunk->isGenerated()){
if($chunk->hasChanged() or count($chunk->getTiles()) > 0 or count($chunk->getSavableEntities()) > 0){
$this->provider->saveChunk($chunk);
}
}
foreach($this->getChunkLoaders($x, $z) as $loader){
$loader->onChunkUnloaded($chunk);
}
$chunk->onUnload();
}
unset($this->chunks[$chunkHash]);
unset($this->chunkTickList[$chunkHash]);
unset($this->chunkCache[$chunkHash]);
unset($this->blockCache[$chunkHash]);
unset($this->changedBlocks[$chunkHash]);
unset($this->chunkSendQueue[$chunkHash]);
unset($this->chunkSendTasks[$chunkHash]);
$this->timings->doChunkUnload->stopTiming();
return true;
}
/**
* Returns whether the chunk at the specified coordinates is a spawn chunk
*
* @param int $X
* @param int $Z
*
* @return bool
*/
public function isSpawnChunk(int $X, int $Z) : bool{
$spawn = $this->getSpawnLocation();
$spawnX = $spawn->x >> 4;
$spawnZ = $spawn->z >> 4;
return abs($X - $spawnX) <= 1 and abs($Z - $spawnZ) <= 1;
}
/**
* @param Vector3|null $spawn
*
* @return Position
*/
public function getSafeSpawn(?Vector3 $spawn = null) : Position{
if(!($spawn instanceof Vector3) or $spawn->y < 1){
$spawn = $this->getSpawnLocation();
}
$max = $this->worldHeight;
$v = $spawn->floor();
$chunk = $this->getChunkAtPosition($v, false);
$x = (int) $v->x;
$z = (int) $v->z;
if($chunk !== null and $chunk->isGenerated()){
$y = (int) min($max - 2, $v->y);
$wasAir = ($chunk->getBlockId($x & 0x0f, $y - 1, $z & 0x0f) === 0);
for(; $y > 0; --$y){
if($this->isFullBlock($this->getBlockAt($x, $y, $z))){
if($wasAir){
$y++;
break;
}
}else{
$wasAir = true;
}
}
for(; $y >= 0 and $y < $max; ++$y){
if(!$this->isFullBlock($this->getBlockAt($x, $y + 1, $z))){
if(!$this->isFullBlock($this->getBlockAt($x, $y, $z))){
return new Position($spawn->x, $y === (int) $spawn->y ? $spawn->y : $y, $spawn->z, $this);
}
}else{
++$y;
}
}
$v->y = $y;
}
return new Position($spawn->x, $v->y, $spawn->z, $this);
}
/**
* Gets the current time
*
* @return int
*/
public function getTime() : int{
return $this->time;
}
/**
* Returns the Level display name.
* WARNING: This is NOT guaranteed to be unique. Multiple levels at runtime may share the same display name.
*
* @return string
*/
public function getDisplayName() : string{
return $this->displayName;
}
/**
* Returns the Level folder name. This will not change at runtime and will be unique to a level per runtime.
*
* @return string
*/
public function getFolderName() : string{
return $this->folderName;
}
/**
* Sets the current time on the level
*
* @param int $time
*/
public function setTime(int $time){
$this->time = $time;
$this->sendTime();
}
/**
* Stops the time for the level, will not save the lock state to disk
*/
public function stopTime(){
$this->stopTime = true;
$this->sendTime();
}
/**
* Start the time again, if it was stopped
*/
public function startTime(){
$this->stopTime = false;
$this->sendTime();
}
/**
* Gets the level seed
*
* @return int
*/
public function getSeed() : int{
return $this->provider->getLevelData()->getSeed();
}
public function getWorldHeight() : int{
return $this->worldHeight;
}
/**
* @return int
*/
public function getDifficulty() : int{
return $this->provider->getLevelData()->getDifficulty();
}
/**
* @param int $difficulty
*/
public function setDifficulty(int $difficulty){
if($difficulty < 0 or $difficulty > 3){
throw new \InvalidArgumentException("Invalid difficulty level $difficulty");
}
$this->provider->getLevelData()->setDifficulty($difficulty);
$this->sendDifficulty();
}
/**
* @param Player ...$targets
*/
public function sendDifficulty(Player ...$targets){
$pk = new SetDifficultyPacket();
$pk->difficulty = $this->getDifficulty();
if(empty($targets)){
$this->broadcastGlobalPacket($pk);
}else{
$this->server->broadcastPacket($targets, $pk);
}
}
public function populateChunk(int $x, int $z, bool $force = false) : bool{
if(isset($this->chunkPopulationQueue[$index = Level::chunkHash($x, $z)]) or (count($this->chunkPopulationQueue) >= $this->chunkPopulationQueueSize and !$force)){
return false;
}
for($xx = -1; $xx <= 1; ++$xx){
for($zz = -1; $zz <= 1; ++$zz){
if($this->isChunkLocked($x + $xx, $z + $zz)){
return false;
}
}
}
$chunk = $this->getChunk($x, $z, true);
if(!$chunk->isPopulated()){
Timings::$populationTimer->startTiming();
$this->chunkPopulationQueue[$index] = true;
for($xx = -1; $xx <= 1; ++$xx){
for($zz = -1; $zz <= 1; ++$zz){
$this->lockChunk($x + $xx, $z + $zz);
}
}
$task = new PopulationTask($this, $chunk);
$workerId = $this->server->getAsyncPool()->selectWorker();
if(!isset($this->generatorRegisteredWorkers[$workerId])){
$this->registerGeneratorToWorker($workerId);
}
$this->server->getAsyncPool()->submitTaskToWorker($task, $workerId);
Timings::$populationTimer->stopTiming();
return false;
}
return true;
}
public function doChunkGarbageCollection(){
$this->timings->doChunkGC->startTiming();
foreach($this->chunks as $index => $chunk){
if(!isset($this->unloadQueue[$index])){
Level::getXZ($index, $X, $Z);
if(!$this->isSpawnChunk($X, $Z)){
$this->unloadChunkRequest($X, $Z, true);
}
}
$chunk->collectGarbage();
}
$this->provider->doGarbageCollection();
$this->timings->doChunkGC->stopTiming();
}
public function unloadChunks(bool $force = false){
if(count($this->unloadQueue) > 0){
$maxUnload = 96;
$now = microtime(true);
foreach($this->unloadQueue as $index => $time){
Level::getXZ($index, $X, $Z);
if(!$force){
if($maxUnload <= 0){
break;
}elseif($time > ($now - 30)){
continue;
}
}
//If the chunk can't be unloaded, it stays on the queue
if($this->unloadChunk($X, $Z, true)){
unset($this->unloadQueue[$index]);
--$maxUnload;
}
}
}
}
public function setMetadata(string $metadataKey, MetadataValue $newMetadataValue){
$this->server->getLevelMetadata()->setMetadata($this, $metadataKey, $newMetadataValue);
}
public function getMetadata(string $metadataKey){
return $this->server->getLevelMetadata()->getMetadata($this, $metadataKey);
}
public function hasMetadata(string $metadataKey) : bool{
return $this->server->getLevelMetadata()->hasMetadata($this, $metadataKey);
}
public function removeMetadata(string $metadataKey, Plugin $owningPlugin){
$this->server->getLevelMetadata()->removeMetadata($this, $metadataKey, $owningPlugin);
}
}