PocketMine-MP/src/world/World.php
2025-04-21 01:45:18 +00:00

3622 lines
121 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 World related classes are here, like Generators, Populators, Noise, ...
*/
namespace pocketmine\world;
use pocketmine\block\Air;
use pocketmine\block\Block;
use pocketmine\block\BlockTypeIds;
use pocketmine\block\RuntimeBlockStateRegistry;
use pocketmine\block\tile\Spawnable;
use pocketmine\block\tile\Tile;
use pocketmine\block\tile\TileFactory;
use pocketmine\block\UnknownBlock;
use pocketmine\block\VanillaBlocks;
use pocketmine\data\bedrock\BiomeIds;
use pocketmine\data\bedrock\block\BlockStateData;
use pocketmine\data\bedrock\block\BlockStateDeserializeException;
use pocketmine\data\SavedDataLoadingException;
use pocketmine\entity\Entity;
use pocketmine\entity\EntityFactory;
use pocketmine\entity\Location;
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\player\PlayerInteractEvent;
use pocketmine\event\world\ChunkLoadEvent;
use pocketmine\event\world\ChunkPopulateEvent;
use pocketmine\event\world\ChunkUnloadEvent;
use pocketmine\event\world\SpawnChangeEvent;
use pocketmine\event\world\WorldDifficultyChangeEvent;
use pocketmine\event\world\WorldDisplayNameChangeEvent;
use pocketmine\event\world\WorldParticleEvent;
use pocketmine\event\world\WorldSaveEvent;
use pocketmine\event\world\WorldSoundEvent;
use pocketmine\item\Item;
use pocketmine\item\ItemUseResult;
use pocketmine\item\LegacyStringToItemParser;
use pocketmine\item\StringToItemParser;
use pocketmine\item\VanillaItems;
use pocketmine\lang\KnownTranslationFactory;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Facing;
use pocketmine\math\Vector3;
use pocketmine\nbt\tag\IntTag;
use pocketmine\nbt\tag\StringTag;
use pocketmine\network\mcpe\convert\TypeConverter;
use pocketmine\network\mcpe\NetworkBroadcastUtils;
use pocketmine\network\mcpe\protocol\BlockActorDataPacket;
use pocketmine\network\mcpe\protocol\ClientboundPacket;
use pocketmine\network\mcpe\protocol\types\BlockPosition;
use pocketmine\network\mcpe\protocol\UpdateBlockPacket;
use pocketmine\player\Player;
use pocketmine\promise\Promise;
use pocketmine\promise\PromiseResolver;
use pocketmine\scheduler\AsyncPool;
use pocketmine\Server;
use pocketmine\ServerConfigGroup;
use pocketmine\utils\AssumptionFailedError;
use pocketmine\utils\Limits;
use pocketmine\utils\ReversePriorityQueue;
use pocketmine\utils\Utils;
use pocketmine\world\biome\Biome;
use pocketmine\world\biome\BiomeRegistry;
use pocketmine\world\format\Chunk;
use pocketmine\world\format\io\ChunkData;
use pocketmine\world\format\io\exception\CorruptedChunkException;
use pocketmine\world\format\io\GlobalBlockStateHandlers;
use pocketmine\world\format\io\WritableWorldProvider;
use pocketmine\world\format\LightArray;
use pocketmine\world\format\SubChunk;
use pocketmine\world\generator\GeneratorManager;
use pocketmine\world\generator\GeneratorRegisterTask;
use pocketmine\world\generator\GeneratorUnregisterTask;
use pocketmine\world\generator\PopulationTask;
use pocketmine\world\light\BlockLightUpdate;
use pocketmine\world\light\LightPopulationTask;
use pocketmine\world\light\SkyLightUpdate;
use pocketmine\world\particle\BlockBreakParticle;
use pocketmine\world\particle\Particle;
use pocketmine\world\sound\BlockPlaceSound;
use pocketmine\world\sound\Sound;
use pocketmine\world\utils\SubChunkExplorer;
use pocketmine\YmlServerProperties;
use function abs;
use function array_filter;
use function array_key_exists;
use function array_keys;
use function array_map;
use function array_merge;
use function array_sum;
use function array_values;
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_object;
use function max;
use function microtime;
use function min;
use function morton2d_decode;
use function morton2d_encode;
use function morton3d_decode;
use function morton3d_encode;
use function mt_rand;
use function preg_match;
use function spl_object_id;
use function strtolower;
use function trim;
use const M_PI;
use const PHP_INT_MAX;
use const PHP_INT_MIN;
#include <rules/World.h>
/**
* @phpstan-type ChunkPosHash int
* @phpstan-type BlockPosHash int
* @phpstan-type ChunkBlockPosHash int
*/
class World implements ChunkManager{
private static int $worldIdCounter = 1;
public const Y_MAX = 320;
public const Y_MIN = -64;
public const TIME_DAY = 1000;
public const TIME_NOON = 6000;
public const TIME_SUNSET = 12000;
public const TIME_NIGHT = 13000;
public const TIME_MIDNIGHT = 18000;
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;
public const DEFAULT_TICKED_BLOCKS_PER_SUBCHUNK_PER_TICK = 3;
//TODO: this could probably do with being a lot bigger
private const BLOCK_CACHE_SIZE_CAP = 2048;
/**
* @var Player[] entity runtime ID => Player
* @phpstan-var array<int, Player>
*/
private array $players = [];
/**
* @var Entity[] entity runtime ID => Entity
* @phpstan-var array<int, Entity>
*/
private array $entities = [];
/**
* @var Vector3[] entity runtime ID => Vector3
* @phpstan-var array<int, Vector3>
*/
private array $entityLastKnownPositions = [];
/**
* @var Entity[][] chunkHash => [entity runtime ID => Entity]
* @phpstan-var array<ChunkPosHash, array<int, Entity>>
*/
private array $entitiesByChunk = [];
/**
* @var Entity[] entity runtime ID => Entity
* @phpstan-var array<int, Entity>
*/
public array $updateEntities = [];
private bool $inDynamicStateRecalculation = false;
/**
* @var Block[][] chunkHash => [relativeBlockHash => Block]
* @phpstan-var array<ChunkPosHash, array<ChunkBlockPosHash, Block>>
*/
private array $blockCache = [];
private int $blockCacheSize = 0;
/**
* @var AxisAlignedBB[][][] chunkHash => [relativeBlockHash => AxisAlignedBB[]]
* @phpstan-var array<ChunkPosHash, array<ChunkBlockPosHash, list<AxisAlignedBB>>>
*/
private array $blockCollisionBoxCache = [];
private int $sendTimeTicker = 0;
private int $worldId;
private int $providerGarbageCollectionTicker = 0;
private int $minY;
private int $maxY;
/**
* @var ChunkTicker[][] chunkHash => [spl_object_id => ChunkTicker]
* @phpstan-var array<ChunkPosHash, array<int, ChunkTicker>>
*/
private array $registeredTickingChunks = [];
/**
* Set of chunks which are definitely ready for ticking.
*
* @var int[]
* @phpstan-var array<ChunkPosHash, ChunkPosHash>
*/
private array $validTickingChunks = [];
/**
* Set of chunks which might be ready for ticking. These will be checked at the next tick.
* @var int[]
* @phpstan-var array<ChunkPosHash, ChunkPosHash>
*/
private array $recheckTickingChunks = [];
/**
* @var ChunkLoader[][] chunkHash => [spl_object_id => ChunkLoader]
* @phpstan-var array<ChunkPosHash, array<int, ChunkLoader>>
*/
private array $chunkLoaders = [];
/**
* @var ChunkListener[][] chunkHash => [spl_object_id => ChunkListener]
* @phpstan-var array<ChunkPosHash, array<int, ChunkListener>>
*/
private array $chunkListeners = [];
/**
* @var Player[][] chunkHash => [spl_object_id => Player]
* @phpstan-var array<ChunkPosHash, array<int, Player>>
*/
private array $playerChunkListeners = [];
/**
* @var ClientboundPacket[][]
* @phpstan-var array<ChunkPosHash, list<ClientboundPacket>>
*/
private array $packetBuffersByChunk = [];
/**
* @var float[] chunkHash => timestamp of request
* @phpstan-var array<ChunkPosHash, float>
*/
private array $unloadQueue = [];
private int $time;
public bool $stopTime = false;
private float $sunAnglePercentage = 0.0;
private int $skyLightReduction = 0;
private string $folderName;
private string $displayName;
/**
* @var Chunk[]
* @phpstan-var array<ChunkPosHash, Chunk>
*/
private array $chunks = [];
/**
* @var Vector3[][] chunkHash => [relativeBlockHash => Vector3]
* @phpstan-var array<ChunkPosHash, array<ChunkBlockPosHash, Vector3>>
*/
private array $changedBlocks = [];
/** @phpstan-var ReversePriorityQueue<int, Vector3> */
private ReversePriorityQueue $scheduledBlockUpdateQueue;
/**
* @var int[] blockHash => tick delay
* @phpstan-var array<BlockPosHash, int>
*/
private array $scheduledBlockUpdateQueueIndex = [];
/** @phpstan-var \SplQueue<int> */
private \SplQueue $neighbourBlockUpdateQueue;
/**
* @var true[] blockhash => dummy
* @phpstan-var array<BlockPosHash, true>
*/
private array $neighbourBlockUpdateQueueIndex = [];
/**
* @var bool[] chunkHash => isValid
* @phpstan-var array<ChunkPosHash, bool>
*/
private array $activeChunkPopulationTasks = [];
/**
* @var ChunkLockId[]
* @phpstan-var array<ChunkPosHash, ChunkLockId>
*/
private array $chunkLock = [];
private int $maxConcurrentChunkPopulationTasks = 2;
/**
* @var PromiseResolver[] chunkHash => promise
* @phpstan-var array<ChunkPosHash, PromiseResolver<Chunk>>
*/
private array $chunkPopulationRequestMap = [];
/**
* @var \SplQueue (queue of chunkHashes)
* @phpstan-var \SplQueue<ChunkPosHash>
*/
private \SplQueue $chunkPopulationRequestQueue;
/**
* @var true[] chunkHash => dummy
* @phpstan-var array<ChunkPosHash, true>
*/
private array $chunkPopulationRequestQueueIndex = [];
/**
* @var true[]
* @phpstan-var array<int, true>
*/
private array $generatorRegisteredWorkers = [];
private bool $autoSave = true;
private int $sleepTicks = 0;
private int $chunkTickRadius;
private int $tickedBlocksPerSubchunkPerTick = self::DEFAULT_TICKED_BLOCKS_PER_SUBCHUNK_PER_TICK;
/**
* @var true[]
* @phpstan-var array<int, true>
*/
private array $randomTickBlocks = [];
public WorldTimings $timings;
public float $tickRateTime = 0;
private bool $doingTick = false;
/** @phpstan-var class-string<\pocketmine\world\generator\Generator> */
private string $generator;
private bool $unloaded = false;
/**
* @var \Closure[]
* @phpstan-var array<int, \Closure() : void>
*/
private array $unloadCallbacks = [];
private ?BlockLightUpdate $blockLightUpdate = null;
private ?SkyLightUpdate $skyLightUpdate = null;
private \Logger $logger;
private RuntimeBlockStateRegistry $blockStateRegistry;
/**
* @phpstan-return ChunkPosHash
*/
public static function chunkHash(int $x, int $z) : int{
return morton2d_encode($x, $z);
}
private const MORTON3D_BIT_SIZE = 21;
private const BLOCKHASH_Y_BITS = 9;
private const BLOCKHASH_Y_PADDING = 64; //size (in blocks) of padding after both boundaries of the Y axis
private const BLOCKHASH_Y_OFFSET = self::BLOCKHASH_Y_PADDING - self::Y_MIN;
private const BLOCKHASH_Y_MASK = (1 << self::BLOCKHASH_Y_BITS) - 1;
private const BLOCKHASH_XZ_MASK = (1 << self::MORTON3D_BIT_SIZE) - 1;
private const BLOCKHASH_XZ_EXTRA_BITS = (self::MORTON3D_BIT_SIZE - self::BLOCKHASH_Y_BITS) >> 1;
private const BLOCKHASH_XZ_EXTRA_MASK = (1 << self::BLOCKHASH_XZ_EXTRA_BITS) - 1;
private const BLOCKHASH_XZ_SIGN_SHIFT = 64 - self::MORTON3D_BIT_SIZE - self::BLOCKHASH_XZ_EXTRA_BITS;
private const BLOCKHASH_X_SHIFT = self::BLOCKHASH_Y_BITS;
private const BLOCKHASH_Z_SHIFT = self::BLOCKHASH_X_SHIFT + self::BLOCKHASH_XZ_EXTRA_BITS;
/**
* @phpstan-return BlockPosHash
*/
public static function blockHash(int $x, int $y, int $z) : int{
$shiftedY = $y + self::BLOCKHASH_Y_OFFSET;
if(($shiftedY & (~0 << self::BLOCKHASH_Y_BITS)) !== 0){
throw new \InvalidArgumentException("Y coordinate $y is out of range!");
}
//morton3d gives us 21 bits on each axis, but the Y axis only requires 9
//so we use the extra space on Y (12 bits) and add 6 extra bits from X and Z instead.
//if we ever need more space for Y (e.g. due to expansion), take bits from X/Z to compensate.
return morton3d_encode(
$x & self::BLOCKHASH_XZ_MASK,
($shiftedY /* & self::BLOCKHASH_Y_MASK */) |
((($x >> self::MORTON3D_BIT_SIZE) & self::BLOCKHASH_XZ_EXTRA_MASK) << self::BLOCKHASH_X_SHIFT) |
((($z >> self::MORTON3D_BIT_SIZE) & self::BLOCKHASH_XZ_EXTRA_MASK) << self::BLOCKHASH_Z_SHIFT),
$z & self::BLOCKHASH_XZ_MASK
);
}
/**
* Computes a small index relative to chunk base from the given coordinates.
*/
public static function chunkBlockHash(int $x, int $y, int $z) : int{
return morton3d_encode($x, $y, $z);
}
/**
* @phpstan-param BlockPosHash $hash
* @phpstan-param-out int $x
* @phpstan-param-out int $y
* @phpstan-param-out int $z
*/
public static function getBlockXYZ(int $hash, ?int &$x, ?int &$y, ?int &$z) : void{
[$baseX, $baseY, $baseZ] = morton3d_decode($hash);
$extraX = ((($baseY >> self::BLOCKHASH_X_SHIFT) & self::BLOCKHASH_XZ_EXTRA_MASK) << self::MORTON3D_BIT_SIZE);
$extraZ = ((($baseY >> self::BLOCKHASH_Z_SHIFT) & self::BLOCKHASH_XZ_EXTRA_MASK) << self::MORTON3D_BIT_SIZE);
$x = (($baseX & self::BLOCKHASH_XZ_MASK) | $extraX) << self::BLOCKHASH_XZ_SIGN_SHIFT >> self::BLOCKHASH_XZ_SIGN_SHIFT;
$y = ($baseY & self::BLOCKHASH_Y_MASK) - self::BLOCKHASH_Y_OFFSET;
$z = (($baseZ & self::BLOCKHASH_XZ_MASK) | $extraZ) << self::BLOCKHASH_XZ_SIGN_SHIFT >> self::BLOCKHASH_XZ_SIGN_SHIFT;
}
/**
* @phpstan-param ChunkPosHash $hash
* @phpstan-param-out int $x
* @phpstan-param-out int $z
*/
public static function getXZ(int $hash, ?int &$x, ?int &$z) : void{
[$x, $z] = morton2d_decode($hash);
}
public static function getDifficultyFromString(string $str) : int{
switch(strtolower(trim($str))){
case "0":
case "peaceful":
case "p":
return World::DIFFICULTY_PEACEFUL;
case "1":
case "easy":
case "e":
return World::DIFFICULTY_EASY;
case "2":
case "normal":
case "n":
return World::DIFFICULTY_NORMAL;
case "3":
case "hard":
case "h":
return World::DIFFICULTY_HARD;
}
return -1;
}
/**
* Init the default world data
*/
public function __construct(
private Server $server,
string $name, //TODO: this should be folderName (named arguments BC break)
private WritableWorldProvider $provider,
private AsyncPool $workerPool
){
$this->folderName = $name;
$this->worldId = self::$worldIdCounter++;
$this->displayName = $this->provider->getWorldData()->getName();
$this->logger = new \PrefixedLogger($server->getLogger(), "World: $this->displayName");
$this->blockStateRegistry = RuntimeBlockStateRegistry::getInstance();
$this->minY = $this->provider->getWorldMinY();
$this->maxY = $this->provider->getWorldMaxY();
$this->server->getLogger()->info($this->server->getLanguage()->translate(KnownTranslationFactory::pocketmine_level_preparing($this->displayName)));
$generator = GeneratorManager::getInstance()->getGenerator($this->provider->getWorldData()->getGenerator()) ??
throw new AssumptionFailedError("WorldManager should already have checked that the generator exists");
$generator->validateGeneratorOptions($this->provider->getWorldData()->getGeneratorOptions());
$this->generator = $generator->getGeneratorClass();
$this->chunkPopulationRequestQueue = new \SplQueue();
$this->addOnUnloadCallback(function() : void{
$this->logger->debug("Cancelling unfulfilled generation requests");
foreach($this->chunkPopulationRequestMap as $chunkHash => $promise){
$promise->reject();
unset($this->chunkPopulationRequestMap[$chunkHash]);
}
if(count($this->chunkPopulationRequestMap) !== 0){
//TODO: this might actually get hit because generation rejection callbacks might try to schedule new
//requests, and we can't prevent that right now because there's no way to detect "unloading" state
throw new AssumptionFailedError("New generation requests scheduled during unload");
}
});
$this->scheduledBlockUpdateQueue = new ReversePriorityQueue();
$this->scheduledBlockUpdateQueue->setExtractFlags(\SplPriorityQueue::EXTR_BOTH);
$this->neighbourBlockUpdateQueue = new \SplQueue();
$this->time = $this->provider->getWorldData()->getTime();
$cfg = $this->server->getConfigGroup();
$this->chunkTickRadius = min($this->server->getViewDistance(), max(0, $cfg->getPropertyInt(YmlServerProperties::CHUNK_TICKING_TICK_RADIUS, 4)));
if($cfg->getPropertyInt("chunk-ticking.per-tick", 40) <= 0){
//TODO: this needs l10n
$this->logger->warning("\"chunk-ticking.per-tick\" setting is deprecated, but you've used it to disable chunk ticking. Set \"chunk-ticking.tick-radius\" to 0 in \"pocketmine.yml\" instead.");
$this->chunkTickRadius = 0;
}
$this->tickedBlocksPerSubchunkPerTick = $cfg->getPropertyInt(YmlServerProperties::CHUNK_TICKING_BLOCKS_PER_SUBCHUNK_PER_TICK, self::DEFAULT_TICKED_BLOCKS_PER_SUBCHUNK_PER_TICK);
$this->maxConcurrentChunkPopulationTasks = $cfg->getPropertyInt(YmlServerProperties::CHUNK_GENERATION_POPULATION_QUEUE_SIZE, 2);
$this->initRandomTickBlocksFromConfig($cfg);
$this->timings = new WorldTimings($this);
$this->workerPool->addWorkerStartHook($workerStartHook = function(int $workerId) : void{
if(array_key_exists($workerId, $this->generatorRegisteredWorkers)){
$this->logger->debug("Worker $workerId with previously registered generator restarted, flagging as unregistered");
unset($this->generatorRegisteredWorkers[$workerId]);
}
});
$workerPool = $this->workerPool;
$this->addOnUnloadCallback(static function() use ($workerPool, $workerStartHook) : void{
$workerPool->removeWorkerStartHook($workerStartHook);
});
}
private function initRandomTickBlocksFromConfig(ServerConfigGroup $cfg) : void{
$dontTickBlocks = [];
$parser = StringToItemParser::getInstance();
foreach($cfg->getProperty(YmlServerProperties::CHUNK_TICKING_DISABLE_BLOCK_TICKING, []) as $name){
$name = (string) $name;
$item = $parser->parse($name);
if($item !== null){
$block = $item->getBlock();
}elseif(preg_match("/^-?\d+$/", $name) === 1){
//TODO: this is a really sketchy hack - remove this as soon as possible
try{
$blockStateData = GlobalBlockStateHandlers::getUpgrader()->upgradeIntIdMeta((int) $name, 0);
}catch(BlockStateDeserializeException){
continue;
}
$block = $this->blockStateRegistry->fromStateId(GlobalBlockStateHandlers::getDeserializer()->deserialize($blockStateData));
}else{
//TODO: we probably ought to log an error here
continue;
}
if($block->getTypeId() !== BlockTypeIds::AIR){
$dontTickBlocks[$block->getTypeId()] = $name;
}
}
foreach($this->blockStateRegistry->getAllKnownStates() as $state){
$dontTickName = $dontTickBlocks[$state->getTypeId()] ?? null;
if($dontTickName === null && $state->ticksRandomly()){
$this->randomTickBlocks[$state->getStateId()] = true;
}
}
}
public function getTickRateTime() : float{
return $this->tickRateTime;
}
public function registerGeneratorToWorker(int $worker) : void{
$this->logger->debug("Registering generator on worker $worker");
$this->workerPool->submitTaskToWorker(new GeneratorRegisterTask($this, $this->generator, $this->provider->getWorldData()->getGeneratorOptions()), $worker);
$this->generatorRegisteredWorkers[$worker] = true;
}
public function unregisterGenerator() : void{
foreach($this->workerPool->getRunningWorkers() as $i){
if(isset($this->generatorRegisteredWorkers[$i])){
$this->workerPool->submitTaskToWorker(new GeneratorUnregisterTask($this), $i);
}
}
$this->generatorRegisteredWorkers = [];
}
public function getServer() : Server{
return $this->server;
}
public function getLogger() : \Logger{
return $this->logger;
}
final public function getProvider() : WritableWorldProvider{
return $this->provider;
}
/**
* Returns the unique world identifier
*/
final public function getId() : int{
return $this->worldId;
}
public function isLoaded() : bool{
return !$this->unloaded;
}
/**
* @internal
*/
public function onUnload() : void{
if($this->unloaded){
throw new \LogicException("Tried to close a world which is already closed");
}
foreach($this->unloadCallbacks as $callback){
$callback();
}
$this->unloadCallbacks = [];
foreach($this->chunks as $chunkHash => $chunk){
self::getXZ($chunkHash, $chunkX, $chunkZ);
$this->unloadChunk($chunkX, $chunkZ, false);
}
foreach($this->entitiesByChunk as $chunkHash => $entities){
self::getXZ($chunkHash, $chunkX, $chunkZ);
$leakedEntities = 0;
foreach($entities as $entity){
if(!$entity->isFlaggedForDespawn()){
$leakedEntities++;
}
$entity->close();
}
if($leakedEntities !== 0){
$this->logger->warning("$leakedEntities leaked entities found in ungenerated chunk $chunkX $chunkZ during unload, they won't be saved!");
}
}
$this->save();
$this->unregisterGenerator();
$this->provider->close();
$this->blockCache = [];
$this->blockCacheSize = 0;
$this->blockCollisionBoxCache = [];
$this->unloaded = true;
}
/** @phpstan-param \Closure() : void $callback */
public function addOnUnloadCallback(\Closure $callback) : void{
$this->unloadCallbacks[spl_object_id($callback)] = $callback;
}
/** @phpstan-param \Closure() : void $callback */
public function removeOnUnloadCallback(\Closure $callback) : void{
unset($this->unloadCallbacks[spl_object_id($callback)]);
}
/**
* Returns a list of players who are in the given filter and also using the chunk containing the target position.
* Used for broadcasting sounds and particles with specific targets.
*
* @param Player[] $allowed
*
* @return array<int, Player>
*/
private function filterViewersForPosition(Vector3 $pos, array $allowed) : array{
$candidates = $this->getViewersForPosition($pos);
$filtered = [];
foreach($allowed as $player){
$k = spl_object_id($player);
if(isset($candidates[$k])){
$filtered[$k] = $candidates[$k];
}
}
return $filtered;
}
/**
* @param Player[]|null $players
*/
public function addSound(Vector3 $pos, Sound $sound, ?array $players = null) : void{
$players ??= $this->getViewersForPosition($pos);
if(WorldSoundEvent::hasHandlers()){
$ev = new WorldSoundEvent($this, $sound, $pos, $players);
$ev->call();
if($ev->isCancelled()){
return;
}
$sound = $ev->getSound();
$players = $ev->getRecipients();
}
$pk = $sound->encode($pos);
if(count($pk) > 0){
if($players === $this->getViewersForPosition($pos)){
foreach($pk as $e){
$this->broadcastPacketToViewers($pos, $e);
}
}else{
NetworkBroadcastUtils::broadcastPackets($this->filterViewersForPosition($pos, $players), $pk);
}
}
}
/**
* @param Player[]|null $players
*/
public function addParticle(Vector3 $pos, Particle $particle, ?array $players = null) : void{
$players ??= $this->getViewersForPosition($pos);
if(WorldParticleEvent::hasHandlers()){
$ev = new WorldParticleEvent($this, $particle, $pos, $players);
$ev->call();
if($ev->isCancelled()){
return;
}
$particle = $ev->getParticle();
$players = $ev->getRecipients();
}
$pk = $particle->encode($pos);
if(count($pk) > 0){
if($players === $this->getViewersForPosition($pos)){
foreach($pk as $e){
$this->broadcastPacketToViewers($pos, $e);
}
}else{
NetworkBroadcastUtils::broadcastPackets($this->filterViewersForPosition($pos, $players), $pk);
}
}
}
public function getAutoSave() : bool{
return $this->autoSave;
}
public function setAutoSave(bool $value) : void{
$this->autoSave = $value;
}
/**
* @deprecated WARNING: This function has a misleading name. Contrary to what the name might imply, this function
* DOES NOT return players who are IN a chunk, rather, it returns players who can SEE the chunk.
*
* Returns a list of players who have the target chunk within their view distance.
*
* @return Player[] spl_object_id => Player
* @phpstan-return array<int, Player>
*/
public function getChunkPlayers(int $chunkX, int $chunkZ) : array{
return $this->playerChunkListeners[World::chunkHash($chunkX, $chunkZ)] ?? [];
}
/**
* Gets the chunk loaders being used in a specific chunk
*
* @return ChunkLoader[]
* @phpstan-return array<int, ChunkLoader>
*/
public function getChunkLoaders(int $chunkX, int $chunkZ) : array{
return $this->chunkLoaders[World::chunkHash($chunkX, $chunkZ)] ?? [];
}
/**
* Returns an array of players who have the target position within their view distance.
*
* @return Player[] spl_object_id => Player
* @phpstan-return array<int, Player>
*/
public function getViewersForPosition(Vector3 $pos) : array{
return $this->getChunkPlayers($pos->getFloorX() >> Chunk::COORD_BIT_SIZE, $pos->getFloorZ() >> Chunk::COORD_BIT_SIZE);
}
/**
* Broadcasts a packet to every player who has the target position within their view distance.
*/
public function broadcastPacketToViewers(Vector3 $pos, ClientboundPacket $packet) : void{
$this->broadcastPacketToPlayersUsingChunk($pos->getFloorX() >> Chunk::COORD_BIT_SIZE, $pos->getFloorZ() >> Chunk::COORD_BIT_SIZE, $packet);
}
private function broadcastPacketToPlayersUsingChunk(int $chunkX, int $chunkZ, ClientboundPacket $packet) : void{
if(!isset($this->packetBuffersByChunk[$index = World::chunkHash($chunkX, $chunkZ)])){
$this->packetBuffersByChunk[$index] = [$packet];
}else{
$this->packetBuffersByChunk[$index][] = $packet;
}
}
public function registerChunkLoader(ChunkLoader $loader, int $chunkX, int $chunkZ, bool $autoLoad = true) : void{
$loaderId = spl_object_id($loader);
if(!isset($this->chunkLoaders[$chunkHash = World::chunkHash($chunkX, $chunkZ)])){
$this->chunkLoaders[$chunkHash] = [];
}elseif(isset($this->chunkLoaders[$chunkHash][$loaderId])){
return;
}
$this->chunkLoaders[$chunkHash][$loaderId] = $loader;
$this->cancelUnloadChunkRequest($chunkX, $chunkZ);
if($autoLoad){
$this->loadChunk($chunkX, $chunkZ);
}
}
public function unregisterChunkLoader(ChunkLoader $loader, int $chunkX, int $chunkZ) : void{
$chunkHash = World::chunkHash($chunkX, $chunkZ);
$loaderId = spl_object_id($loader);
if(isset($this->chunkLoaders[$chunkHash][$loaderId])){
if(count($this->chunkLoaders[$chunkHash]) === 1){
unset($this->chunkLoaders[$chunkHash]);
$this->unloadChunkRequest($chunkX, $chunkZ, true);
if(isset($this->chunkPopulationRequestMap[$chunkHash]) && !isset($this->activeChunkPopulationTasks[$chunkHash])){
$this->chunkPopulationRequestMap[$chunkHash]->reject();
unset($this->chunkPopulationRequestMap[$chunkHash]);
}
}else{
unset($this->chunkLoaders[$chunkHash][$loaderId]);
}
}
}
/**
* Registers a listener to receive events on a chunk.
*/
public function registerChunkListener(ChunkListener $listener, int $chunkX, int $chunkZ) : void{
$hash = World::chunkHash($chunkX, $chunkZ);
if(isset($this->chunkListeners[$hash])){
$this->chunkListeners[$hash][spl_object_id($listener)] = $listener;
}else{
$this->chunkListeners[$hash] = [spl_object_id($listener) => $listener];
}
if($listener instanceof Player){
$this->playerChunkListeners[$hash][spl_object_id($listener)] = $listener;
}
}
/**
* Unregisters a chunk listener previously registered.
*
* @see World::registerChunkListener()
*/
public function unregisterChunkListener(ChunkListener $listener, int $chunkX, int $chunkZ) : void{
$hash = World::chunkHash($chunkX, $chunkZ);
if(isset($this->chunkListeners[$hash])){
if(count($this->chunkListeners[$hash]) === 1){
unset($this->chunkListeners[$hash]);
unset($this->playerChunkListeners[$hash]);
}else{
unset($this->chunkListeners[$hash][spl_object_id($listener)]);
unset($this->playerChunkListeners[$hash][spl_object_id($listener)]);
}
}
}
/**
* Unregisters a chunk listener from all chunks it is listening on in this World.
*/
public function unregisterChunkListenerFromAll(ChunkListener $listener) : void{
foreach($this->chunkListeners as $hash => $listeners){
World::getXZ($hash, $chunkX, $chunkZ);
$this->unregisterChunkListener($listener, $chunkX, $chunkZ);
}
}
/**
* Returns all the listeners attached to this chunk.
*
* @return ChunkListener[]
* @phpstan-return array<int, ChunkListener>
*/
public function getChunkListeners(int $chunkX, int $chunkZ) : array{
return $this->chunkListeners[World::chunkHash($chunkX, $chunkZ)] ?? [];
}
/**
* @internal
*/
public function sendTime(Player ...$targets) : void{
if(count($targets) === 0){
$targets = $this->players;
}
foreach($targets as $player){
$player->getNetworkSession()->syncWorldTime($this->time);
}
}
public function isDoingTick() : bool{
return $this->doingTick;
}
/**
* @internal
*/
public function doTick(int $currentTick) : void{
if($this->unloaded){
throw new \LogicException("Attempted to tick a world 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 simulates an overflow, as would happen in any language which doesn't do stupid things to var types
if($this->time === PHP_INT_MAX){
$this->time = PHP_INT_MIN;
}else{
$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;
}
$this->timings->scheduledBlockUpdates->startTiming();
//Delayed updates
while($this->scheduledBlockUpdateQueue->count() > 0 && $this->scheduledBlockUpdateQueue->current()["priority"] <= $currentTick){
/** @var Vector3 $vec */
$vec = $this->scheduledBlockUpdateQueue->extract()["data"];
unset($this->scheduledBlockUpdateQueueIndex[World::blockHash($vec->x, $vec->y, $vec->z)]);
if(!$this->isInLoadedTerrain($vec)){
continue;
}
$block = $this->getBlock($vec);
$block->onScheduledUpdate();
}
$this->timings->scheduledBlockUpdates->stopTiming();
$this->timings->neighbourBlockUpdates->startTiming();
//Normal updates
while($this->neighbourBlockUpdateQueue->count() > 0){
$index = $this->neighbourBlockUpdateQueue->dequeue();
unset($this->neighbourBlockUpdateQueueIndex[$index]);
World::getBlockXYZ($index, $x, $y, $z);
if(!$this->isChunkLoaded($x >> Chunk::COORD_BIT_SIZE, $z >> Chunk::COORD_BIT_SIZE)){
continue;
}
$block = $this->getBlockAt($x, $y, $z);
if(BlockUpdateEvent::hasHandlers()){
$ev = new BlockUpdateEvent($block);
$ev->call();
if($ev->isCancelled()){
continue;
}
}
foreach($this->getNearbyEntities(AxisAlignedBB::one()->offset($x, $y, $z)) as $entity){
$entity->onNearbyBlockChange();
}
$block->onNearbyBlockChange();
}
$this->timings->neighbourBlockUpdates->stopTiming();
$this->timings->entityTick->startTiming();
//Update entities that need update
foreach($this->updateEntities as $id => $entity){
if($entity->isClosed() || $entity->isFlaggedForDespawn() || !$entity->onUpdate($currentTick)){
unset($this->updateEntities[$id]);
}
if($entity->isFlaggedForDespawn()){
$entity->close();
}
}
$this->timings->entityTick->stopTiming();
$this->timings->randomChunkUpdates->startTiming();
$this->tickChunks();
$this->timings->randomChunkUpdates->stopTiming();
$this->executeQueuedLightUpdates();
if(count($this->changedBlocks) > 0){
if(count($this->players) > 0){
foreach($this->changedBlocks as $index => $blocks){
if(count($blocks) === 0){ //blocks can be set normally and then later re-set with direct send
continue;
}
World::getXZ($index, $chunkX, $chunkZ);
if(!$this->isChunkLoaded($chunkX, $chunkZ)){
//a previous chunk may have caused this one to be unloaded by a ChunkListener
continue;
}
if(count($blocks) > 512){
$chunk = $this->getChunk($chunkX, $chunkZ) ?? throw new AssumptionFailedError("We already checked that the chunk is loaded");
foreach($this->getChunkPlayers($chunkX, $chunkZ) as $p){
$p->onChunkChanged($chunkX, $chunkZ, $chunk);
}
}else{
foreach($this->createBlockUpdatePackets($blocks) as $packet){
$this->broadcastPacketToPlayersUsingChunk($chunkX, $chunkZ, $packet);
}
}
}
}
$this->changedBlocks = [];
}
if($this->sleepTicks > 0 && --$this->sleepTicks <= 0){
$this->checkSleep();
}
foreach($this->packetBuffersByChunk as $index => $entries){
World::getXZ($index, $chunkX, $chunkZ);
$chunkPlayers = $this->getChunkPlayers($chunkX, $chunkZ);
if(count($chunkPlayers) > 0){
NetworkBroadcastUtils::broadcastPackets($chunkPlayers, $entries);
}
}
$this->packetBuffersByChunk = [];
}
public function checkSleep() : void{
if(count($this->players) === 0){
return;
}
$resetTime = true;
foreach($this->getPlayers() as $p){
if(!$p->isSleeping()){
$resetTime = false;
break;
}
}
if($resetTime){
$time = $this->getTimeOfDay();
if($time >= World::TIME_NIGHT && $time < World::TIME_SUNRISE){
$this->setTime($this->getTime() + World::TIME_FULL - $time);
foreach($this->getPlayers() as $p){
$p->stopSleep();
}
}
}
}
public function setSleepTicks(int $ticks) : void{
$this->sleepTicks = $ticks;
}
/**
* @param Vector3[] $blocks
*
* @return ClientboundPacket[]
* @phpstan-return list<ClientboundPacket>
*/
public function createBlockUpdatePackets(array $blocks) : array{
$packets = [];
$blockTranslator = TypeConverter::getInstance()->getBlockTranslator();
foreach($blocks as $b){
if(!($b instanceof Vector3)){
throw new \TypeError("Expected Vector3 in blocks array, got " . (is_object($b) ? get_class($b) : gettype($b)));
}
$fullBlock = $this->getBlockAt($b->x, $b->y, $b->z);
$blockPosition = BlockPosition::fromVector3($b);
$tile = $this->getTileAt($b->x, $b->y, $b->z);
if($tile instanceof Spawnable){
$expectedClass = $fullBlock->getIdInfo()->getTileClass();
if($expectedClass !== null && $tile instanceof $expectedClass && count($fakeStateProperties = $tile->getRenderUpdateBugWorkaroundStateProperties($fullBlock)) > 0){
$originalStateData = $blockTranslator->internalIdToNetworkStateData($fullBlock->getStateId());
$fakeStateData = new BlockStateData(
$originalStateData->getName(),
array_merge($originalStateData->getStates(), $fakeStateProperties),
$originalStateData->getVersion()
);
$packets[] = UpdateBlockPacket::create(
$blockPosition,
$blockTranslator->getBlockStateDictionary()->lookupStateIdFromData($fakeStateData) ?? throw new AssumptionFailedError("Unmapped fake blockstate data: " . $fakeStateData->toNbt()),
UpdateBlockPacket::FLAG_NETWORK,
UpdateBlockPacket::DATA_LAYER_NORMAL
);
}
}
$packets[] = UpdateBlockPacket::create(
$blockPosition,
$blockTranslator->internalIdToNetworkId($fullBlock->getStateId()),
UpdateBlockPacket::FLAG_NETWORK,
UpdateBlockPacket::DATA_LAYER_NORMAL
);
if($tile instanceof Spawnable){
$packets[] = BlockActorDataPacket::create($blockPosition, $tile->getSerializedSpawnCompound());
}
}
return $packets;
}
public function clearCache(bool $force = false) : void{
if($force){
$this->blockCache = [];
$this->blockCacheSize = 0;
$this->blockCollisionBoxCache = [];
}else{
//Recalculate this when we're asked - blockCacheSize may be higher than the real size
$this->blockCacheSize = 0;
foreach($this->blockCache as $list){
$this->blockCacheSize += count($list);
if($this->blockCacheSize > self::BLOCK_CACHE_SIZE_CAP){
$this->blockCache = [];
$this->blockCacheSize = 0;
break;
}
}
$count = 0;
foreach($this->blockCollisionBoxCache as $list){
$count += count($list);
if($count > self::BLOCK_CACHE_SIZE_CAP){
//TODO: Is this really the best logic?
$this->blockCollisionBoxCache = [];
break;
}
}
}
}
private function trimBlockCache() : void{
$before = $this->blockCacheSize;
//Since PHP maintains key order, earliest in foreach should be the oldest entries
//Older entries are less likely to be hot, so destroying these should usually have the lowest impact on performance
foreach($this->blockCache as $chunkHash => $blocks){
unset($this->blockCache[$chunkHash]);
$this->blockCacheSize -= count($blocks);
if($this->blockCacheSize < self::BLOCK_CACHE_SIZE_CAP){
break;
}
}
}
/**
* @return true[] fullID => dummy
* @phpstan-return array<int, true>
*/
public function getRandomTickedBlocks() : array{
return $this->randomTickBlocks;
}
public function addRandomTickedBlock(Block $block) : void{
if($block instanceof UnknownBlock){
throw new \InvalidArgumentException("Cannot do random-tick on unknown block");
}
$this->randomTickBlocks[$block->getStateId()] = true;
}
public function removeRandomTickedBlock(Block $block) : void{
unset($this->randomTickBlocks[$block->getStateId()]);
}
/**
* Returns the radius of chunks to be ticked around each player. This is referred to as "simulation distance" in the
* Minecraft: Bedrock world options screen.
*/
public function getChunkTickRadius() : int{
return $this->chunkTickRadius;
}
/**
* Sets the radius of chunks ticked around each player. This may not take effect immediately, since each player
* needs to recalculate their tick radius.
*/
public function setChunkTickRadius(int $radius) : void{
$this->chunkTickRadius = $radius;
}
/**
* Returns a list of chunk position hashes (as returned by World::chunkHash()) which are currently valid for
* ticking.
*
* @return int[]
* @phpstan-return list<ChunkPosHash>
*/
public function getTickingChunks() : array{
return array_keys($this->validTickingChunks);
}
/**
* Instructs the World to tick the specified chunk, for as long as this chunk ticker (or any other chunk ticker) is
* registered to it.
*/
public function registerTickingChunk(ChunkTicker $ticker, int $chunkX, int $chunkZ) : void{
$chunkPosHash = World::chunkHash($chunkX, $chunkZ);
$this->registeredTickingChunks[$chunkPosHash][spl_object_id($ticker)] = $ticker;
$this->recheckTickingChunks[$chunkPosHash] = $chunkPosHash;
}
/**
* Unregisters the given chunk ticker from the specified chunk. If there are other tickers still registered to the
* chunk, it will continue to be ticked.
*/
public function unregisterTickingChunk(ChunkTicker $ticker, int $chunkX, int $chunkZ) : void{
$chunkHash = World::chunkHash($chunkX, $chunkZ);
$tickerId = spl_object_id($ticker);
if(isset($this->registeredTickingChunks[$chunkHash][$tickerId])){
if(count($this->registeredTickingChunks[$chunkHash]) === 1){
unset(
$this->registeredTickingChunks[$chunkHash],
$this->recheckTickingChunks[$chunkHash],
$this->validTickingChunks[$chunkHash]
);
}else{
unset($this->registeredTickingChunks[$chunkHash][$tickerId]);
}
}
}
private function tickChunks() : void{
if($this->chunkTickRadius <= 0 || count($this->registeredTickingChunks) === 0){
return;
}
if(count($this->recheckTickingChunks) > 0){
$this->timings->randomChunkUpdatesChunkSelection->startTiming();
$chunkTickableCache = [];
foreach($this->recheckTickingChunks as $hash => $_){
World::getXZ($hash, $chunkX, $chunkZ);
if($this->isChunkTickable($chunkX, $chunkZ, $chunkTickableCache)){
$this->validTickingChunks[$hash] = $hash;
}
}
$this->recheckTickingChunks = [];
$this->timings->randomChunkUpdatesChunkSelection->stopTiming();
}
foreach($this->validTickingChunks as $index => $_){
World::getXZ($index, $chunkX, $chunkZ);
$this->tickChunk($chunkX, $chunkZ);
}
}
/**
* @param bool[] &$cache
*
* @phpstan-param array<int, bool> $cache
* @phpstan-param-out array<int, bool> $cache
*/
private function isChunkTickable(int $chunkX, int $chunkZ, array &$cache) : bool{
for($cx = -1; $cx <= 1; ++$cx){
for($cz = -1; $cz <= 1; ++$cz){
$chunkHash = World::chunkHash($chunkX + $cx, $chunkZ + $cz);
if(isset($cache[$chunkHash])){
if(!$cache[$chunkHash]){
return false;
}
continue;
}
if($this->isChunkLocked($chunkX + $cx, $chunkZ + $cz)){
$cache[$chunkHash] = false;
return false;
}
$adjacentChunk = $this->getChunk($chunkX + $cx, $chunkZ + $cz);
if($adjacentChunk === null || !$adjacentChunk->isPopulated()){
$cache[$chunkHash] = false;
return false;
}
$lightPopulatedState = $adjacentChunk->isLightPopulated();
if($lightPopulatedState !== true){
if($lightPopulatedState === false){
$this->orderLightPopulation($chunkX + $cx, $chunkZ + $cz);
}
$cache[$chunkHash] = false;
return false;
}
$cache[$chunkHash] = true;
}
}
return true;
}
/**
* Marks the 3x3 square of chunks centered on the specified chunk for chunk ticking eligibility recheck.
*
* This should be used whenever the chunk's eligibility to be ticked is changed. This includes:
* - Loading/unloading the chunk (the chunk may be registered for ticking before it is loaded)
* - Locking/unlocking the chunk (e.g. world population)
* - Light populated state change (i.e. scheduled for light population, or light population completed)
* - Arbitrary chunk replacement (i.e. setChunk() or similar)
*/
private function markTickingChunkForRecheck(int $chunkX, int $chunkZ) : void{
for($cx = -1; $cx <= 1; ++$cx){
for($cz = -1; $cz <= 1; ++$cz){
$chunkHash = World::chunkHash($chunkX + $cx, $chunkZ + $cz);
unset($this->validTickingChunks[$chunkHash]);
if(isset($this->registeredTickingChunks[$chunkHash])){
$this->recheckTickingChunks[$chunkHash] = $chunkHash;
}else{
unset($this->recheckTickingChunks[$chunkHash]);
}
}
}
}
private function orderLightPopulation(int $chunkX, int $chunkZ) : void{
$chunkHash = World::chunkHash($chunkX, $chunkZ);
$lightPopulatedState = $this->chunks[$chunkHash]->isLightPopulated();
if($lightPopulatedState === false){
$this->chunks[$chunkHash]->setLightPopulated(null);
$this->markTickingChunkForRecheck($chunkX, $chunkZ);
$this->workerPool->submitTask(new LightPopulationTask(
$this->chunks[$chunkHash],
function(array $blockLight, array $skyLight, array $heightMap) use ($chunkX, $chunkZ) : void{
/**
* TODO: phpstan can't infer these types yet :(
* @phpstan-var array<int, LightArray> $blockLight
* @phpstan-var array<int, LightArray> $skyLight
* @phpstan-var non-empty-list<int> $heightMap
*/
if($this->unloaded || ($chunk = $this->getChunk($chunkX, $chunkZ)) === null || $chunk->isLightPopulated() === true){
return;
}
//TODO: calculated light information might not be valid if the terrain changed during light calculation
$chunk->setHeightMapArray($heightMap);
foreach($blockLight as $y => $lightArray){
$chunk->getSubChunk($y)->setBlockLightArray($lightArray);
}
foreach($skyLight as $y => $lightArray){
$chunk->getSubChunk($y)->setBlockSkyLightArray($lightArray);
}
$chunk->setLightPopulated(true);
$this->markTickingChunkForRecheck($chunkX, $chunkZ);
}
));
}
}
private function tickChunk(int $chunkX, int $chunkZ) : void{
$chunk = $this->getChunk($chunkX, $chunkZ);
if($chunk === null){
//the chunk may have been unloaded during a previous chunk's update (e.g. during BlockGrowEvent)
return;
}
foreach($this->getChunkEntities($chunkX, $chunkZ) as $entity){
$entity->onRandomUpdate();
}
$blockFactory = $this->blockStateRegistry;
foreach($chunk->getSubChunks() as $Y => $subChunk){
if(!$subChunk->isEmptyFast()){
$k = 0;
for($i = 0; $i < $this->tickedBlocksPerSubchunkPerTick; ++$i){
if(($i % 5) === 0){
//60 bits will be used by 5 blocks (12 bits each)
$k = mt_rand(0, (1 << 60) - 1);
}
$x = $k & SubChunk::COORD_MASK;
$y = ($k >> SubChunk::COORD_BIT_SIZE) & SubChunk::COORD_MASK;
$z = ($k >> (SubChunk::COORD_BIT_SIZE * 2)) & SubChunk::COORD_MASK;
$k >>= (SubChunk::COORD_BIT_SIZE * 3);
$state = $subChunk->getBlockStateId($x, $y, $z);
if(isset($this->randomTickBlocks[$state])){
$block = $blockFactory->fromStateId($state);
$block->position($this, $chunkX * Chunk::EDGE_LENGTH + $x, ($Y << SubChunk::COORD_BIT_SIZE) + $y, $chunkZ * Chunk::EDGE_LENGTH + $z);
$block->onRandomTick();
}
}
}
}
}
/**
* @return mixed[]
*/
public function __debugInfo() : array{
return [];
}
public function save(bool $force = false) : bool{
if(!$this->getAutoSave() && !$force){
return false;
}
(new WorldSaveEvent($this))->call();
$timings = $this->timings->syncDataSave;
$timings->startTiming();
$this->provider->getWorldData()->setTime($this->time);
$this->saveChunks();
$this->provider->getWorldData()->save();
$timings->stopTiming();
return true;
}
public function saveChunks() : void{
$this->timings->syncChunkSave->startTiming();
try{
foreach($this->chunks as $chunkHash => $chunk){
self::getXZ($chunkHash, $chunkX, $chunkZ);
$this->provider->saveChunk($chunkX, $chunkZ, new ChunkData(
$chunk->getSubChunks(),
$chunk->isPopulated(),
array_map(fn(Entity $e) => $e->saveNBT(), array_values(array_filter($this->getChunkEntities($chunkX, $chunkZ), fn(Entity $e) => $e->canSaveWithChunk()))),
array_map(fn(Tile $t) => $t->saveNBT(), array_values($chunk->getTiles())),
), $chunk->getTerrainDirtyFlags());
$chunk->clearTerrainDirtyFlags();
}
}finally{
$this->timings->syncChunkSave->stopTiming();
}
}
/**
* Schedules a block update to be executed after the specified number of ticks.
* Blocks will be updated with the scheduled update type.
*/
public function scheduleDelayedBlockUpdate(Vector3 $pos, int $delay) : void{
if(
!$this->isInWorld($pos->x, $pos->y, $pos->z) ||
(isset($this->scheduledBlockUpdateQueueIndex[$index = World::blockHash($pos->x, $pos->y, $pos->z)]) && $this->scheduledBlockUpdateQueueIndex[$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(int $x, int $y, int $z) : void{
if($this->isInWorld($x, $y, $z)){
$hash = World::blockHash($x, $y, $z);
if(!isset($this->neighbourBlockUpdateQueueIndex[$hash])){
$this->neighbourBlockUpdateQueue->enqueue($hash);
$this->neighbourBlockUpdateQueueIndex[$hash] = true;
}
}
}
/**
* Identical to {@link World::notifyNeighbourBlockUpdate()}, but without the Vector3 requirement. We don't want or
* need Vector3 in the places where this is called.
*
* TODO: make this the primary method in PM6
*/
private function internalNotifyNeighbourBlockUpdate(int $x, int $y, int $z) : void{
$this->tryAddToNeighbourUpdateQueue($x, $y, $z);
foreach(Facing::OFFSET as [$dx, $dy, $dz]){
$this->tryAddToNeighbourUpdateQueue($x + $dx, $y + $dy, $z + $dz);
}
}
/**
* Notify the blocks at and around the position that the block at the position may have changed.
* This will cause onNearbyBlockChange() to be called for these blocks.
* TODO: Accept plain integers in PM6 - the Vector3 requirement is an unnecessary inconvenience
*
* @see Block::onNearbyBlockChange()
*/
public function notifyNeighbourBlockUpdate(Vector3 $pos) : void{
$this->internalNotifyNeighbourBlockUpdate($pos->getFloorX(), $pos->getFloorY(), $pos->getFloorZ());
}
/**
* @return Block[]
* @phpstan-return list<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 = [];
$collisionInfo = $this->blockStateRegistry->collisionInfo;
if($targetFirst){
for($z = $minZ; $z <= $maxZ; ++$z){
$zOverflow = $z === $minZ || $z === $maxZ;
for($x = $minX; $x <= $maxX; ++$x){
$zxOverflow = $zOverflow || $x === $minX || $x === $maxX;
for($y = $minY; $y <= $maxY; ++$y){
$overflow = $zxOverflow || $y === $minY || $y === $maxY;
$stateCollisionInfo = $this->getBlockCollisionInfo($x, $y, $z, $collisionInfo);
if($overflow ?
$stateCollisionInfo === RuntimeBlockStateRegistry::COLLISION_MAY_OVERFLOW && $this->getBlockAt($x, $y, $z)->collidesWithBB($bb) :
match ($stateCollisionInfo) {
RuntimeBlockStateRegistry::COLLISION_CUBE => true,
RuntimeBlockStateRegistry::COLLISION_NONE => false,
default => $this->getBlockAt($x, $y, $z)->collidesWithBB($bb)
}
){
return [$this->getBlockAt($x, $y, $z)];
}
}
}
}
}else{
//TODO: duplicated code :( this way is better for performance though
for($z = $minZ; $z <= $maxZ; ++$z){
$zOverflow = $z === $minZ || $z === $maxZ;
for($x = $minX; $x <= $maxX; ++$x){
$zxOverflow = $zOverflow || $x === $minX || $x === $maxX;
for($y = $minY; $y <= $maxY; ++$y){
$overflow = $zxOverflow || $y === $minY || $y === $maxY;
$stateCollisionInfo = $this->getBlockCollisionInfo($x, $y, $z, $collisionInfo);
if($overflow ?
$stateCollisionInfo === RuntimeBlockStateRegistry::COLLISION_MAY_OVERFLOW && $this->getBlockAt($x, $y, $z)->collidesWithBB($bb) :
match ($stateCollisionInfo) {
RuntimeBlockStateRegistry::COLLISION_CUBE => true,
RuntimeBlockStateRegistry::COLLISION_NONE => false,
default => $this->getBlockAt($x, $y, $z)->collidesWithBB($bb)
}
){
$collides[] = $this->getBlockAt($x, $y, $z);
}
}
}
}
}
return $collides;
}
/**
* @param int[] $collisionInfo
* @phpstan-param array<int, int> $collisionInfo
*/
private function getBlockCollisionInfo(int $x, int $y, int $z, array $collisionInfo) : int{
if(!$this->isInWorld($x, $y, $z)){
return RuntimeBlockStateRegistry::COLLISION_NONE;
}
$chunk = $this->getChunk($x >> Chunk::COORD_BIT_SIZE, $z >> Chunk::COORD_BIT_SIZE);
if($chunk === null){
return RuntimeBlockStateRegistry::COLLISION_NONE;
}
$stateId = $chunk
->getSubChunk($y >> SubChunk::COORD_BIT_SIZE)
->getBlockStateId(
$x & SubChunk::COORD_MASK,
$y & SubChunk::COORD_MASK,
$z & SubChunk::COORD_MASK
);
return $collisionInfo[$stateId];
}
/**
* Returns a list of all block AABBs which overlap the full block area at the given coordinates.
* This checks a padding of 1 block around the coordinates to account for oversized AABBs of blocks like fences.
* Larger AABBs (>= 2 blocks on any axis) are not accounted for.
*
* @param int[] $collisionInfo
* @phpstan-param array<int, int> $collisionInfo
*
* @return AxisAlignedBB[]
* @phpstan-return list<AxisAlignedBB>
*/
private function getBlockCollisionBoxesForCell(int $x, int $y, int $z, array $collisionInfo) : array{
$stateCollisionInfo = $this->getBlockCollisionInfo($x, $y, $z, $collisionInfo);
$boxes = match($stateCollisionInfo){
RuntimeBlockStateRegistry::COLLISION_NONE => [],
RuntimeBlockStateRegistry::COLLISION_CUBE => [AxisAlignedBB::one()->offset($x, $y, $z)],
default => $this->getBlockAt($x, $y, $z)->getCollisionBoxes()
};
//overlapping AABBs can't make any difference if this is a cube, so we can save some CPU cycles in this common case
if($stateCollisionInfo !== RuntimeBlockStateRegistry::COLLISION_CUBE){
$cellBB = null;
foreach(Facing::OFFSET as [$dx, $dy, $dz]){
$offsetX = $x + $dx;
$offsetY = $y + $dy;
$offsetZ = $z + $dz;
$stateCollisionInfo = $this->getBlockCollisionInfo($offsetX, $offsetY, $offsetZ, $collisionInfo);
if($stateCollisionInfo === RuntimeBlockStateRegistry::COLLISION_MAY_OVERFLOW){
//avoid allocating this unless it's needed
$cellBB ??= AxisAlignedBB::one()->offset($x, $y, $z);
$extraBoxes = $this->getBlockAt($offsetX, $offsetY, $offsetZ)->getCollisionBoxes();
foreach($extraBoxes as $extraBox){
if($extraBox->intersectsWith($cellBB)){
$boxes[] = $extraBox;
}
}
}
}
}
return $boxes;
}
/**
* @return AxisAlignedBB[]
* @phpstan-return list<AxisAlignedBB>
*/
public function getBlockCollisionBoxes(AxisAlignedBB $bb) : array{
$minX = (int) floor($bb->minX);
$minY = (int) floor($bb->minY);
$minZ = (int) floor($bb->minZ);
$maxX = (int) floor($bb->maxX);
$maxY = (int) floor($bb->maxY);
$maxZ = (int) floor($bb->maxZ);
$collides = [];
$collisionInfo = $this->blockStateRegistry->collisionInfo;
for($z = $minZ; $z <= $maxZ; ++$z){
for($x = $minX; $x <= $maxX; ++$x){
$chunkPosHash = World::chunkHash($x >> Chunk::COORD_BIT_SIZE, $z >> Chunk::COORD_BIT_SIZE);
for($y = $minY; $y <= $maxY; ++$y){
$relativeBlockHash = World::chunkBlockHash($x, $y, $z);
$boxes = $this->blockCollisionBoxCache[$chunkPosHash][$relativeBlockHash] ??= $this->getBlockCollisionBoxesForCell($x, $y, $z, $collisionInfo);
foreach($boxes as $blockBB){
if($blockBB->intersectsWith($bb)){
$collides[] = $blockBB;
}
}
}
}
}
return $collides;
}
/**
* 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.
*/
public function computeSunAnglePercentage() : float{
$timeProgress = ($this->time % self::TIME_FULL) / self::TIME_FULL;
//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.
*/
public function getSunAnglePercentage() : float{
return $this->sunAnglePercentage;
}
/**
* Returns the current sun angle in radians.
*/
public function getSunAngleRadians() : float{
return $this->sunAnglePercentage * 2 * M_PI;
}
/**
* Returns the current sun angle in degrees.
*/
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.
*/
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.
*/
public function getSkyLightReduction() : int{
return $this->skyLightReduction;
}
/**
* Returns the highest level of any type of light at the given coordinates, adjusted for the current weather and
* time of day.
*/
public function getFullLight(Vector3 $pos) : int{
$floorX = $pos->getFloorX();
$floorY = $pos->getFloorY();
$floorZ = $pos->getFloorZ();
return $this->getFullLightAt($floorX, $floorY, $floorZ);
}
/**
* Returns the highest level of any type of light at the given coordinates, adjusted for the current weather and
* time of day.
*/
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;
}
}
/**
* Returns the highest level of any type of light at, or adjacent to, the given coordinates, adjusted for the
* current weather and time of day.
*/
public function getHighestAdjacentFullLightAt(int $x, int $y, int $z) : int{
return $this->getHighestAdjacentLight($x, $y, $z, $this->getFullLightAt(...));
}
/**
* Returns the highest potential level of any type of light at the target coordinates.
* This is not affected by weather or time of day.
*/
public function getPotentialLight(Vector3 $pos) : int{
$floorX = $pos->getFloorX();
$floorY = $pos->getFloorY();
$floorZ = $pos->getFloorZ();
return $this->getPotentialLightAt($floorX, $floorY, $floorZ);
}
/**
* Returns the highest potential level of any type of light at the target coordinates.
* This is not affected by weather or time of day.
*/
public function getPotentialLightAt(int $x, int $y, int $z) : int{
return max($this->getPotentialBlockSkyLightAt($x, $y, $z), $this->getBlockLightAt($x, $y, $z));
}
/**
* Returns the highest potential level of any type of light at, or adjacent to, the given coordinates.
* This is not affected by weather or time of day.
*/
public function getHighestAdjacentPotentialLightAt(int $x, int $y, int $z) : int{
return $this->getHighestAdjacentLight($x, $y, $z, $this->getPotentialLightAt(...));
}
/**
* Returns the highest potential level of sky light at the target coordinates, regardless of the time of day or
* weather conditions.
*
* @return int 0-15
*/
public function getPotentialBlockSkyLightAt(int $x, int $y, int $z) : int{
if(!$this->isInWorld($x, $y, $z)){
return $y >= self::Y_MAX ? 15 : 0;
}
if(($chunk = $this->getChunk($x >> Chunk::COORD_BIT_SIZE, $z >> Chunk::COORD_BIT_SIZE)) !== null && $chunk->isLightPopulated() === true){
return $chunk->getSubChunk($y >> Chunk::COORD_BIT_SIZE)->getBlockSkyLightArray()->get($x & SubChunk::COORD_MASK, $y & SubChunk::COORD_MASK, $z & SubChunk::COORD_MASK);
}
return 0; //TODO: this should probably throw instead (light not calculated yet)
}
/**
* Returns the sky light level at the specified coordinates, offset by the current time and weather.
*
* @return int 0-15
*/
public function getRealBlockSkyLightAt(int $x, int $y, int $z) : int{
$light = $this->getPotentialBlockSkyLightAt($x, $y, $z) - $this->skyLightReduction;
return $light < 0 ? 0 : $light;
}
/**
* Gets the raw block light level
*
* @return int 0-15
*/
public function getBlockLightAt(int $x, int $y, int $z) : int{
if(!$this->isInWorld($x, $y, $z)){
return 0;
}
if(($chunk = $this->getChunk($x >> Chunk::COORD_BIT_SIZE, $z >> Chunk::COORD_BIT_SIZE)) !== null && $chunk->isLightPopulated() === true){
return $chunk->getSubChunk($y >> Chunk::COORD_BIT_SIZE)->getBlockLightArray()->get($x & SubChunk::COORD_MASK, $y & SubChunk::COORD_MASK, $z & SubChunk::COORD_MASK);
}
return 0; //TODO: this should probably throw instead (light not calculated yet)
}
public function updateAllLight(int $x, int $y, int $z) : void{
if(($chunk = $this->getChunk($x >> Chunk::COORD_BIT_SIZE, $z >> Chunk::COORD_BIT_SIZE)) === null || $chunk->isLightPopulated() !== true){
return;
}
$blockFactory = $this->blockStateRegistry;
$this->timings->doBlockSkyLightUpdates->startTiming();
if($this->skyLightUpdate === null){
$this->skyLightUpdate = new SkyLightUpdate(new SubChunkExplorer($this), $blockFactory->lightFilter, $blockFactory->blocksDirectSkyLight);
}
$this->skyLightUpdate->recalculateNode($x, $y, $z);
$this->timings->doBlockSkyLightUpdates->stopTiming();
$this->timings->doBlockLightUpdates->startTiming();
if($this->blockLightUpdate === null){
$this->blockLightUpdate = new BlockLightUpdate(new SubChunkExplorer($this), $blockFactory->lightFilter, $blockFactory->light);
}
$this->blockLightUpdate->recalculateNode($x, $y, $z);
$this->timings->doBlockLightUpdates->stopTiming();
}
/**
* @phpstan-param \Closure(int $x, int $y, int $z) : int $lightGetter
*/
private function getHighestAdjacentLight(int $x, int $y, int $z, \Closure $lightGetter) : int{
$max = 0;
foreach(Facing::OFFSET as [$offsetX, $offsetY, $offsetZ]){
$x1 = $x + $offsetX;
$y1 = $y + $offsetY;
$z1 = $z + $offsetZ;
if(
!$this->isInWorld($x1, $y1, $z1) ||
($chunk = $this->getChunk($x1 >> Chunk::COORD_BIT_SIZE, $z1 >> Chunk::COORD_BIT_SIZE)) === null ||
$chunk->isLightPopulated() !== true
){
continue;
}
$max = max($max, $lightGetter($x1, $y1, $z1));
}
return $max;
}
/**
* Returns the highest potential level of sky light in the positions adjacent to the specified block coordinates.
*/
public function getHighestAdjacentPotentialBlockSkyLight(int $x, int $y, int $z) : int{
return $this->getHighestAdjacentLight($x, $y, $z, $this->getPotentialBlockSkyLightAt(...));
}
/**
* Returns the highest block sky light available in the positions adjacent to the given coordinates, adjusted for
* the world's current time of day and weather conditions.
*/
public function getHighestAdjacentRealBlockSkyLight(int $x, int $y, int $z) : int{
return $this->getHighestAdjacentPotentialBlockSkyLight($x, $y, $z) - $this->skyLightReduction;
}
/**
* Returns the highest block light level available in the positions adjacent to the specified block coordinates.
*/
public function getHighestAdjacentBlockLight(int $x, int $y, int $z) : int{
return $this->getHighestAdjacentLight($x, $y, $z, $this->getBlockLightAt(...));
}
private function executeQueuedLightUpdates() : void{
if($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();
}
}
public function isInWorld(int $x, int $y, int $z) : bool{
return (
$x <= Limits::INT32_MAX && $x >= Limits::INT32_MIN &&
$y < $this->maxY && $y >= $this->minY &&
$z <= Limits::INT32_MAX && $z >= Limits::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 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.
*/
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 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.
*/
public function getBlockAt(int $x, int $y, int $z, bool $cached = true, bool $addToCache = true) : Block{
$relativeBlockHash = null;
$chunkHash = World::chunkHash($x >> Chunk::COORD_BIT_SIZE, $z >> Chunk::COORD_BIT_SIZE);
if($this->isInWorld($x, $y, $z)){
$relativeBlockHash = World::chunkBlockHash($x, $y, $z);
if($cached && isset($this->blockCache[$chunkHash][$relativeBlockHash])){
return $this->blockCache[$chunkHash][$relativeBlockHash];
}
$chunk = $this->chunks[$chunkHash] ?? null;
if($chunk !== null){
$block = $this->blockStateRegistry->fromStateId($chunk->getBlockStateId($x & Chunk::COORD_MASK, $y, $z & Chunk::COORD_MASK));
}else{
$addToCache = false;
$block = VanillaBlocks::AIR();
}
}else{
$block = VanillaBlocks::AIR();
}
$block->position($this, $x, $y, $z);
if($this->inDynamicStateRecalculation){
//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{
$this->inDynamicStateRecalculation = true;
$replacement = $block->readStateFromWorld();
if($replacement !== $block){
$replacement->position($this, $x, $y, $z);
$block = $replacement;
}
$this->inDynamicStateRecalculation = false;
}
if($addToCache && $relativeBlockHash !== null){
$this->blockCache[$chunkHash][$relativeBlockHash] = $block;
if(++$this->blockCacheSize >= self::BLOCK_CACHE_SIZE_CAP){
$this->trimBlockCache();
}
}
return $block;
}
/**
* Sets the block at the given Vector3 coordinates.
*
* @throws \InvalidArgumentException if the position is out of the world bounds
*/
public function setBlock(Vector3 $pos, Block $block, bool $update = true) : void{
$this->setBlockAt((int) floor($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.
*
* @throws \InvalidArgumentException if the position is out of the world bounds
*/
public function setBlockAt(int $x, int $y, int $z, Block $block, bool $update = true) : void{
if(!$this->isInWorld($x, $y, $z)){
throw new \InvalidArgumentException("Pos x=$x,y=$y,z=$z is outside of the world bounds");
}
$chunkX = $x >> Chunk::COORD_BIT_SIZE;
$chunkZ = $z >> Chunk::COORD_BIT_SIZE;
if($this->loadChunk($chunkX, $chunkZ) === null){ //current expected behaviour is to try to load the terrain synchronously
throw new WorldException("Cannot set a block in un-generated terrain");
}
//TODO: this computes state ID twice (we do it again in writeStateToWorld()). Not great for performance :(
$stateId = $block->getStateId();
if(!$this->blockStateRegistry->hasStateId($stateId)){
throw new \LogicException("Block state ID not known to RuntimeBlockStateRegistry (probably not registered)");
}
if(!GlobalBlockStateHandlers::getSerializer()->isRegistered($block)){
throw new \LogicException("Block not registered with GlobalBlockStateHandlers serializer");
}
$this->timings->setBlock->startTiming();
$this->unlockChunk($chunkX, $chunkZ, null);
$block = clone $block;
$block->position($this, $x, $y, $z);
$block->writeStateToWorld();
$pos = new Vector3($x, $y, $z);
$chunkHash = World::chunkHash($chunkX, $chunkZ);
$relativeBlockHash = World::chunkBlockHash($x, $y, $z);
unset($this->blockCache[$chunkHash][$relativeBlockHash]);
$this->blockCacheSize--;
unset($this->blockCollisionBoxCache[$chunkHash][$relativeBlockHash]);
//blocks like fences have collision boxes that reach into neighbouring blocks, so we need to invalidate the
//caches for those blocks as well
foreach(Facing::OFFSET as [$offsetX, $offsetY, $offsetZ]){
$sideChunkPosHash = World::chunkHash(($x + $offsetX) >> Chunk::COORD_BIT_SIZE, ($z + $offsetZ) >> Chunk::COORD_BIT_SIZE);
$sideChunkBlockHash = World::chunkBlockHash($x + $offsetX, $y + $offsetY, $z + $offsetZ);
unset($this->blockCollisionBoxCache[$sideChunkPosHash][$sideChunkBlockHash]);
}
if(!isset($this->changedBlocks[$chunkHash])){
$this->changedBlocks[$chunkHash] = [];
}
$this->changedBlocks[$chunkHash][$relativeBlockHash] = $pos;
foreach($this->getChunkListeners($chunkX, $chunkZ) as $listener){
$listener->onBlockChanged($pos);
}
if($update){
$this->updateAllLight($x, $y, $z);
$this->internalNotifyNeighbourBlockUpdate($x, $y, $z);
}
$this->timings->setBlock->stopTiming();
}
public function dropItem(Vector3 $source, Item $item, ?Vector3 $motion = null, int $delay = 10) : ?ItemEntity{
if($item->isNull()){
return null;
}
$itemEntity = new ItemEntity(Location::fromObject($source, $this, Utils::getRandomFloat() * 360, 0), $item);
$itemEntity->setPickupDelay($delay);
$itemEntity->setMotion($motion ?? new Vector3(Utils::getRandomFloat() * 0.2 - 0.1, 0.2, Utils::getRandomFloat() * 0.2 - 0.1));
$itemEntity->spawnToAll();
return $itemEntity;
}
/**
* Drops XP orbs into the world for the specified amount, splitting the amount into several orbs if necessary.
*
* @return ExperienceOrb[]
* @phpstan-return list<ExperienceOrb>
*/
public function dropExperience(Vector3 $pos, int $amount) : array{
$orbs = [];
foreach(ExperienceOrb::splitIntoOrbSizes($amount) as $split){
$orb = new ExperienceOrb(Location::fromObject($pos, $this, Utils::getRandomFloat() * 360, 0), $split);
$orb->setMotion(new Vector3((Utils::getRandomFloat() * 0.2 - 0.1) * 2, Utils::getRandomFloat() * 0.4, (Utils::getRandomFloat() * 0.2 - 0.1) * 2));
$orb->spawnToAll();
$orbs[] = $orb;
}
return $orbs;
}
/**
* Tries to break a block using a item, including Player time checks if available
* It'll try to lower the durability if Item is a tool, and set it to Air if broken.
*
* @param Item &$item reference parameter (if null, can break anything)
* @param Item[] &$returnedItems Items to be added to the target's inventory (or dropped, if the inventory is full)
* @phpstan-param-out Item $item
*/
public function useBreakOn(Vector3 $vector, ?Item &$item = null, ?Player $player = null, bool $createParticles = false, array &$returnedItems = []) : bool{
$vector = $vector->floor();
$chunkX = $vector->getFloorX() >> Chunk::COORD_BIT_SIZE;
$chunkZ = $vector->getFloorZ() >> Chunk::COORD_BIT_SIZE;
if(!$this->isChunkLoaded($chunkX, $chunkZ) || $this->isChunkLocked($chunkX, $chunkZ)){
return false;
}
$target = $this->getBlock($vector);
$affectedBlocks = $target->getAffectedBlocks();
if($item === null){
$item = VanillaItems::AIR();
}
$drops = [];
if($player === null || $player->hasFiniteResources()){
$drops = array_merge(...array_map(fn(Block $block) => $block->getDrops($item), $affectedBlocks));
}
$xpDrop = 0;
if($player !== null && $player->hasFiniteResources()){
$xpDrop = array_sum(array_map(fn(Block $block) => $block->getXpDropForTool($item), $affectedBlocks));
}
if($player !== null){
$ev = new BlockBreakEvent($player, $target, $item, $player->isCreative(), $drops, $xpDrop);
if($target instanceof Air || ($player->isSurvival() && !$target->getBreakInfo()->isBreakable()) || $player->isSpectator()){
$ev->cancel();
}
if($player->isAdventure(true) && !$ev->isCancelled()){
$canBreak = false;
$itemParser = LegacyStringToItemParser::getInstance();
foreach($item->getCanDestroy() as $v){
$entry = $itemParser->parse($v);
if($entry->getBlock()->hasSameTypeId($target)){
$canBreak = true;
break;
}
}
if(!$canBreak){
$ev->cancel();
}
}
$ev->call();
if($ev->isCancelled()){
return false;
}
$drops = $ev->getDrops();
$xpDrop = $ev->getXpDropAmount();
}elseif(!$target->getBreakInfo()->isBreakable()){
return false;
}
foreach($affectedBlocks as $t){
$this->destroyBlockInternal($t, $item, $player, $createParticles, $returnedItems);
}
$item->onDestroyBlock($target, $returnedItems);
if(count($drops) > 0){
$dropPos = $vector->add(0.5, 0.5, 0.5);
foreach($drops as $drop){
if(!$drop->isNull()){
$this->dropItem($dropPos, $drop);
}
}
}
if($xpDrop > 0){
$this->dropExperience($vector->add(0.5, 0.5, 0.5), $xpDrop);
}
return true;
}
/**
* @param Item[] &$returnedItems
*/
private function destroyBlockInternal(Block $target, Item $item, ?Player $player, bool $createParticles, array &$returnedItems) : void{
if($createParticles){
$this->addParticle($target->getPosition()->add(0.5, 0.5, 0.5), new BlockBreakParticle($target));
}
$target->onBreak($item, $player, $returnedItems);
$tile = $this->getTile($target->getPosition());
if($tile !== null){
$tile->onBlockDestroyed();
}
}
/**
* Uses a item on a position and face, placing it or activating the block
*
* @param Player|null $player default null
* @param bool $playSound Whether to play a block-place sound if the block was placed successfully.
* @param Item[] &$returnedItems Items to be added to the target's inventory (or dropped if the inventory is full)
*/
public function useItemOn(Vector3 $vector, Item &$item, int $face, ?Vector3 $clickVector = null, ?Player $player = null, bool $playSound = false, array &$returnedItems = []) : bool{
$blockClicked = $this->getBlock($vector);
$blockReplace = $blockClicked->getSide($face);
if($clickVector === null){
$clickVector = new Vector3(0.0, 0.0, 0.0);
}else{
$clickVector = new Vector3(
min(1.0, max(0.0, $clickVector->x)),
min(1.0, max(0.0, $clickVector->y)),
min(1.0, max(0.0, $clickVector->z))
);
}
if(!$this->isInWorld($blockReplace->getPosition()->x, $blockReplace->getPosition()->y, $blockReplace->getPosition()->z)){
//TODO: build height limit messages for custom world heights and mcregion cap
return false;
}
$chunkX = $blockReplace->getPosition()->getFloorX() >> Chunk::COORD_BIT_SIZE;
$chunkZ = $blockReplace->getPosition()->getFloorZ() >> Chunk::COORD_BIT_SIZE;
if(!$this->isChunkLoaded($chunkX, $chunkZ) || $this->isChunkLocked($chunkX, $chunkZ)){
return false;
}
if($blockClicked->getTypeId() === BlockTypeIds::AIR){
return false;
}
if($player !== null){
$ev = new PlayerInteractEvent($player, $item, $blockClicked, $clickVector, $face, PlayerInteractEvent::RIGHT_CLICK_BLOCK);
if($player->isSneaking()){
$ev->setUseItem(false);
$ev->setUseBlock($item->isNull()); //opening doors is still possible when sneaking if using an empty hand
}
if($player->isSpectator()){
$ev->cancel(); //set it to cancelled so plugins can bypass this
}
$ev->call();
if(!$ev->isCancelled()){
if($ev->useBlock() && $blockClicked->onInteract($item, $face, $clickVector, $player, $returnedItems)){
return true;
}
if($ev->useItem()){
$result = $item->onInteractBlock($player, $blockReplace, $blockClicked, $face, $clickVector, $returnedItems);
if($result !== ItemUseResult::NONE){
return $result === ItemUseResult::SUCCESS;
}
}
}else{
return false;
}
}elseif($blockClicked->onInteract($item, $face, $clickVector, $player, $returnedItems)){
return true;
}
if($item->isNull() || !$item->canBePlaced()){
return false;
}
$hand = $item->getBlock($face);
$hand->position($this, $blockReplace->getPosition()->x, $blockReplace->getPosition()->y, $blockReplace->getPosition()->z);
if($hand->canBePlacedAt($blockClicked, $clickVector, $face, true)){
$blockReplace = $blockClicked;
//TODO: while this mimics the vanilla behaviour with replaceable blocks, we should really pass some other
//value like NULL and let place() deal with it. This will look like a bug to anyone who doesn't know about
//the vanilla behaviour.
$face = Facing::UP;
$hand->position($this, $blockReplace->getPosition()->x, $blockReplace->getPosition()->y, $blockReplace->getPosition()->z);
}elseif(!$hand->canBePlacedAt($blockReplace, $clickVector, $face, false)){
return false;
}
$tx = new BlockTransaction($this);
if(!$hand->place($tx, $item, $blockReplace, $blockClicked, $face, $clickVector, $player)){
return false;
}
foreach($tx->getBlocks() as [$x, $y, $z, $block]){
$block->position($this, $x, $y, $z);
foreach($block->getCollisionBoxes() as $collisionBox){
if(count($this->getCollidingEntities($collisionBox)) > 0){
return false; //Entity in block
}
}
}
if($player !== null){
$ev = new BlockPlaceEvent($player, $tx, $blockClicked, $item);
if($player->isSpectator()){
$ev->cancel();
}
if($player->isAdventure(true) && !$ev->isCancelled()){
$canPlace = false;
$itemParser = LegacyStringToItemParser::getInstance();
foreach($item->getCanPlaceOn() as $v){
$entry = $itemParser->parse($v);
if($entry->getBlock()->hasSameTypeId($blockClicked)){
$canPlace = true;
break;
}
}
if(!$canPlace){
$ev->cancel();
}
}
$ev->call();
if($ev->isCancelled()){
return false;
}
}
if(!$tx->apply()){
return false;
}
foreach($tx->getBlocks() as [$x, $y, $z, $_]){
$tile = $this->getTileAt($x, $y, $z);
if($tile !== null){
//TODO: seal this up inside block placement
$tile->copyDataFromItem($item);
}
$this->getBlockAt($x, $y, $z)->onPostPlace();
}
if($playSound){
$this->addSound($hand->getPosition(), new BlockPlaceSound($hand));
}
$item->pop();
return true;
}
public function getEntity(int $entityId) : ?Entity{
return $this->entities[$entityId] ?? null;
}
/**
* Returns a list of all the entities in this world, indexed by their entity runtime IDs
*
* @return Entity[]
* @phpstan-return array<int, Entity>
*/
public function getEntities() : array{
return $this->entities;
}
/**
* Returns all collidable entities whose bounding boxes intersect the given bounding box.
* If an entity is given, it will be excluded from the result.
* If a non-collidable entity is given, the result will be empty.
*
* This function is the same as {@link World::getNearbyEntities()}, but with additional collidability filters.
*
* @return Entity[]
* @phpstan-return array<int, Entity>
*/
public function getCollidingEntities(AxisAlignedBB $bb, ?Entity $entity = null) : array{
$nearby = [];
foreach($this->getNearbyEntities($bb, $entity) as $ent){
if($ent->canBeCollidedWith() && ($entity === null || $entity->canCollideWith($ent))){
$nearby[] = $ent;
}
}
return $nearby;
}
/**
* Returns all entities whose bounding boxes intersect the given bounding box, excluding the given entity.
*
* @return Entity[]
* @phpstan-return array<int, Entity>
*/
public function getNearbyEntities(AxisAlignedBB $bb, ?Entity $entity = null) : array{
$nearby = [];
$minX = ((int) floor($bb->minX - 2)) >> Chunk::COORD_BIT_SIZE;
$maxX = ((int) floor($bb->maxX + 2)) >> Chunk::COORD_BIT_SIZE;
$minZ = ((int) floor($bb->minZ - 2)) >> Chunk::COORD_BIT_SIZE;
$maxZ = ((int) floor($bb->maxZ + 2)) >> Chunk::COORD_BIT_SIZE;
for($x = $minX; $x <= $maxX; ++$x){
for($z = $minZ; $z <= $maxZ; ++$z){
foreach($this->getChunkEntities($x, $z) as $ent){
if($ent !== $entity && $ent->boundingBox->intersectsWith($bb)){
$nearby[] = $ent;
}
}
}
}
return $nearby;
}
/**
* Returns the closest Entity to the specified position, within the given radius.
*
* @param string $entityType Class of entity to use for instanceof
* @param bool $includeDead Whether to include entitites which are dead
* @phpstan-template TEntity of Entity
* @phpstan-param class-string<TEntity> $entityType
*
* @return Entity|null an entity of type $entityType, or null if not found
* @phpstan-return TEntity
*/
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)) >> Chunk::COORD_BIT_SIZE;
$maxX = ((int) floor($pos->x + $maxDistance)) >> Chunk::COORD_BIT_SIZE;
$minZ = ((int) floor($pos->z - $maxDistance)) >> Chunk::COORD_BIT_SIZE;
$maxZ = ((int) floor($pos->z + $maxDistance)) >> Chunk::COORD_BIT_SIZE;
$currentTargetDistSq = $maxDistance ** 2;
/**
* @var Entity|null $currentTarget
* @phpstan-var TEntity|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) || $entity->isFlaggedForDespawn() || (!$includeDead && !$entity->isAlive())){
continue;
}
$distSq = $entity->getPosition()->distanceSquared($pos);
if($distSq < $currentTargetDistSq){
$currentTargetDistSq = $distSq;
$currentTarget = $entity;
}
}
}
}
return $currentTarget;
}
/**
* Returns a list of the players in this world
*
* @return Player[] entity runtime ID => Player
* @phpstan-return array<int, Player>
*/
public function getPlayers() : array{
return $this->players;
}
/**
* 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.
*/
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.
*/
public function getTileAt(int $x, int $y, int $z) : ?Tile{
return ($chunk = $this->loadChunk($x >> Chunk::COORD_BIT_SIZE, $z >> Chunk::COORD_BIT_SIZE)) !== null ? $chunk->getTile($x & Chunk::COORD_MASK, $y, $z & Chunk::COORD_MASK) : null;
}
public function getBiomeId(int $x, int $y, int $z) : int{
if(($chunk = $this->loadChunk($x >> Chunk::COORD_BIT_SIZE, $z >> Chunk::COORD_BIT_SIZE)) !== null){
return $chunk->getBiomeId($x & Chunk::COORD_MASK, $y & Chunk::COORD_MASK, $z & Chunk::COORD_MASK);
}
return BiomeIds::OCEAN; //TODO: this should probably throw instead (terrain not generated yet)
}
public function getBiome(int $x, int $y, int $z) : Biome{
return BiomeRegistry::getInstance()->getBiome($this->getBiomeId($x, $y, $z));
}
public function setBiomeId(int $x, int $y, int $z, int $biomeId) : void{
$chunkX = $x >> Chunk::COORD_BIT_SIZE;
$chunkZ = $z >> Chunk::COORD_BIT_SIZE;
$this->unlockChunk($chunkX, $chunkZ, null);
if(($chunk = $this->loadChunk($chunkX, $chunkZ)) !== null){
$chunk->setBiomeId($x & Chunk::COORD_MASK, $y & Chunk::COORD_MASK, $z & Chunk::COORD_MASK, $biomeId);
}else{
//if we allowed this, the modifications would be lost when the chunk is created
throw new WorldException("Cannot set biome in a non-generated chunk");
}
}
/**
* @return Chunk[] chunkHash => Chunk
* @phpstan-return array<ChunkPosHash, Chunk>
*/
public function getLoadedChunks() : array{
return $this->chunks;
}
public function getChunk(int $chunkX, int $chunkZ) : ?Chunk{
return $this->chunks[World::chunkHash($chunkX, $chunkZ)] ?? null;
}
/**
* @return Entity[] entity runtime ID => Entity
* @phpstan-return array<int, Entity>
*/
public function getChunkEntities(int $chunkX, int $chunkZ) : array{
return $this->entitiesByChunk[World::chunkHash($chunkX, $chunkZ)] ?? [];
}
/**
* Returns the chunk containing the given Vector3 position.
*/
public function getOrLoadChunkAtPosition(Vector3 $pos) : ?Chunk{
return $this->loadChunk($pos->getFloorX() >> Chunk::COORD_BIT_SIZE, $pos->getFloorZ() >> Chunk::COORD_BIT_SIZE);
}
/**
* Returns the chunks adjacent to the specified chunk.
*
* @return Chunk[]|null[] chunkHash => Chunk|null
* @phpstan-return array<ChunkPosHash, Chunk|null>
*/
public function getAdjacentChunks(int $x, int $z) : array{
$result = [];
for($xx = -1; $xx <= 1; ++$xx){
for($zz = -1; $zz <= 1; ++$zz){
if($xx === 0 && $zz === 0){
continue; //center chunk
}
$result[World::chunkHash($xx, $zz)] = $this->loadChunk($x + $xx, $z + $zz);
}
}
return $result;
}
/**
* Flags a chunk as locked, usually for async modification.
*
* This is an **advisory lock**. This means that the lock does **not** prevent the chunk from being modified on the
* main thread, such as by setBlock() or setBiomeId(). However, you can use it to detect when such modifications
* have taken place - unlockChunk() with the same lockID will fail and return false if this happens.
*
* This is used internally by the generation system to ensure that two PopulationTasks don't try to modify the same
* chunk at the same time. Generation will respect these locks and won't try to do generation of chunks over which
* a lock is held.
*
* WARNING: Be sure to release all locks once you're done with them, or you WILL have problems with terrain not
* being generated.
*/
public function lockChunk(int $chunkX, int $chunkZ, ChunkLockId $lockId) : void{
$chunkHash = World::chunkHash($chunkX, $chunkZ);
if(isset($this->chunkLock[$chunkHash])){
throw new \InvalidArgumentException("Chunk $chunkX $chunkZ is already locked");
}
$this->chunkLock[$chunkHash] = $lockId;
$this->markTickingChunkForRecheck($chunkX, $chunkZ);
}
/**
* Unlocks a chunk previously locked by lockChunk().
*
* You must provide the same lockID as provided to lockChunk().
* If a null lockID is given, any existing lock will be removed from the chunk, regardless of who owns it.
*
* Returns true if unlocking was successful, false otherwise.
*/
public function unlockChunk(int $chunkX, int $chunkZ, ?ChunkLockId $lockId) : bool{
$chunkHash = World::chunkHash($chunkX, $chunkZ);
if(isset($this->chunkLock[$chunkHash]) && ($lockId === null || $this->chunkLock[$chunkHash] === $lockId)){
unset($this->chunkLock[$chunkHash]);
$this->markTickingChunkForRecheck($chunkX, $chunkZ);
return true;
}
return false;
}
/**
* Returns whether anyone currently has a lock on the chunk at the given coordinates.
* You should check this to make sure that population tasks aren't currently modifying chunks that you want to use
* in async tasks.
*/
public function isChunkLocked(int $chunkX, int $chunkZ) : bool{
return isset($this->chunkLock[World::chunkHash($chunkX, $chunkZ)]);
}
public function setChunk(int $chunkX, int $chunkZ, Chunk $chunk) : void{
$chunkHash = World::chunkHash($chunkX, $chunkZ);
$oldChunk = $this->loadChunk($chunkX, $chunkZ);
if($oldChunk !== null && $oldChunk !== $chunk){
$deletedTiles = 0;
$transferredTiles = 0;
foreach($oldChunk->getTiles() as $oldTile){
$tilePosition = $oldTile->getPosition();
$localX = $tilePosition->getFloorX() & Chunk::COORD_MASK;
$localY = $tilePosition->getFloorY();
$localZ = $tilePosition->getFloorZ() & Chunk::COORD_MASK;
$newBlock = $this->blockStateRegistry->fromStateId($chunk->getBlockStateId($localX, $localY, $localZ));
$expectedTileClass = $newBlock->getIdInfo()->getTileClass();
if(
$expectedTileClass === null || //new block doesn't expect a tile
!($oldTile instanceof $expectedTileClass) || //new block expects a different tile
(($newTile = $chunk->getTile($localX, $localY, $localZ)) !== null && $newTile !== $oldTile) //new chunk already has a different tile
){
$oldTile->close();
$deletedTiles++;
}else{
$transferredTiles++;
$chunk->addTile($oldTile);
$oldChunk->removeTile($oldTile);
}
}
if($deletedTiles > 0 || $transferredTiles > 0){
$this->logger->debug("Replacement of chunk $chunkX $chunkZ caused deletion of $deletedTiles obsolete/conflicted tiles, and transfer of $transferredTiles");
}
}
$this->chunks[$chunkHash] = $chunk;
$this->blockCacheSize -= count($this->blockCache[$chunkHash] ?? []);
unset($this->blockCache[$chunkHash]);
unset($this->blockCollisionBoxCache[$chunkHash]);
unset($this->changedBlocks[$chunkHash]);
$chunk->setTerrainDirty();
$this->markTickingChunkForRecheck($chunkX, $chunkZ); //this replacement chunk may not meet the conditions for ticking
if(!$this->isChunkInUse($chunkX, $chunkZ)){
$this->unloadChunkRequest($chunkX, $chunkZ);
}
if($oldChunk === null){
if(ChunkLoadEvent::hasHandlers()){
(new ChunkLoadEvent($this, $chunkX, $chunkZ, $chunk, true))->call();
}
foreach($this->getChunkListeners($chunkX, $chunkZ) as $listener){
$listener->onChunkLoaded($chunkX, $chunkZ, $chunk);
}
}else{
foreach($this->getChunkListeners($chunkX, $chunkZ) as $listener){
$listener->onChunkChanged($chunkX, $chunkZ, $chunk);
}
}
for($cX = -1; $cX <= 1; ++$cX){
for($cZ = -1; $cZ <= 1; ++$cZ){
foreach($this->getChunkEntities($chunkX + $cX, $chunkZ + $cZ) as $entity){
$entity->onNearbyBlockChange();
}
}
}
}
/**
* Gets the highest block Y value at a specific $x and $z
*
* @return int|null 0-255, or null if the column is empty
* @throws WorldException if the terrain is not generated
*/
public function getHighestBlockAt(int $x, int $z) : ?int{
if(($chunk = $this->loadChunk($x >> Chunk::COORD_BIT_SIZE, $z >> Chunk::COORD_BIT_SIZE)) !== null){
return $chunk->getHighestBlockAt($x & Chunk::COORD_MASK, $z & Chunk::COORD_MASK);
}
throw new WorldException("Cannot get highest block in an ungenerated chunk");
}
/**
* Returns whether the given position is in a loaded area of terrain.
*/
public function isInLoadedTerrain(Vector3 $pos) : bool{
return $this->isChunkLoaded($pos->getFloorX() >> Chunk::COORD_BIT_SIZE, $pos->getFloorZ() >> Chunk::COORD_BIT_SIZE);
}
public function isChunkLoaded(int $x, int $z) : bool{
return isset($this->chunks[World::chunkHash($x, $z)]);
}
public function isChunkGenerated(int $x, int $z) : bool{
return $this->loadChunk($x, $z) !== null;
}
public function isChunkPopulated(int $x, int $z) : bool{
$chunk = $this->loadChunk($x, $z);
return $chunk !== null && $chunk->isPopulated();
}
/**
* Returns a Position pointing to the spawn
*/
public function getSpawnLocation() : Position{
return Position::fromObject($this->provider->getWorldData()->getSpawn(), $this);
}
/**
* Sets the world spawn location
*/
public function setSpawnLocation(Vector3 $pos) : void{
$previousSpawn = $this->getSpawnLocation();
$this->provider->getWorldData()->setSpawn($pos);
(new SpawnChangeEvent($this, $previousSpawn))->call();
$location = Position::fromObject($pos, $this);
foreach($this->players as $player){
$player->getNetworkSession()->syncWorldSpawnPoint($location);
}
}
/**
* @throws \InvalidArgumentException
*/
public function addEntity(Entity $entity) : void{
if($entity->isClosed()){
throw new \InvalidArgumentException("Attempted to add a garbage closed Entity to world");
}
if($entity->getWorld() !== $this){
throw new \InvalidArgumentException("Invalid Entity world");
}
if(array_key_exists($entity->getId(), $this->entities)){
if($this->entities[$entity->getId()] === $entity){
throw new \InvalidArgumentException("Entity " . $entity->getId() . " has already been added to this world");
}else{
throw new AssumptionFailedError("Found two different entities sharing entity ID " . $entity->getId());
}
}
if(!EntityFactory::getInstance()->isRegistered($entity::class)){
//canSaveWithChunk is mutable, so that means it could be toggled after adding the entity and cause a crash
//later on. Better we just force all entities to have a save ID, even if it might not be needed.
throw new \LogicException("Entity " . $entity::class . " is not registered for a save ID in EntityFactory");
}
$pos = $entity->getPosition()->asVector3();
$this->entitiesByChunk[World::chunkHash($pos->getFloorX() >> Chunk::COORD_BIT_SIZE, $pos->getFloorZ() >> Chunk::COORD_BIT_SIZE)][$entity->getId()] = $entity;
$this->entityLastKnownPositions[$entity->getId()] = $pos;
if($entity instanceof Player){
$this->players[$entity->getId()] = $entity;
}
$this->entities[$entity->getId()] = $entity;
}
/**
* Removes the entity from the world index
*
* @throws \InvalidArgumentException
*/
public function removeEntity(Entity $entity) : void{
if($entity->getWorld() !== $this){
throw new \InvalidArgumentException("Invalid Entity world");
}
if(!array_key_exists($entity->getId(), $this->entities)){
throw new \InvalidArgumentException("Entity is not tracked by this world (possibly already removed?)");
}
$pos = $this->entityLastKnownPositions[$entity->getId()];
$chunkHash = World::chunkHash($pos->getFloorX() >> Chunk::COORD_BIT_SIZE, $pos->getFloorZ() >> Chunk::COORD_BIT_SIZE);
if(isset($this->entitiesByChunk[$chunkHash][$entity->getId()])){
if(count($this->entitiesByChunk[$chunkHash]) === 1){
unset($this->entitiesByChunk[$chunkHash]);
}else{
unset($this->entitiesByChunk[$chunkHash][$entity->getId()]);
}
}
unset($this->entityLastKnownPositions[$entity->getId()]);
if($entity instanceof Player){
unset($this->players[$entity->getId()]);
$this->checkSleep();
}
unset($this->entities[$entity->getId()]);
unset($this->updateEntities[$entity->getId()]);
}
/**
* @internal
*/
public function onEntityMoved(Entity $entity) : void{
if(!array_key_exists($entity->getId(), $this->entityLastKnownPositions)){
//this can happen if the entity was teleported before addEntity() was called
return;
}
$oldPosition = $this->entityLastKnownPositions[$entity->getId()];
$newPosition = $entity->getPosition();
$oldChunkX = $oldPosition->getFloorX() >> Chunk::COORD_BIT_SIZE;
$oldChunkZ = $oldPosition->getFloorZ() >> Chunk::COORD_BIT_SIZE;
$newChunkX = $newPosition->getFloorX() >> Chunk::COORD_BIT_SIZE;
$newChunkZ = $newPosition->getFloorZ() >> Chunk::COORD_BIT_SIZE;
if($oldChunkX !== $newChunkX || $oldChunkZ !== $newChunkZ){
$oldChunkHash = World::chunkHash($oldChunkX, $oldChunkZ);
if(isset($this->entitiesByChunk[$oldChunkHash][$entity->getId()])){
if(count($this->entitiesByChunk[$oldChunkHash]) === 1){
unset($this->entitiesByChunk[$oldChunkHash]);
}else{
unset($this->entitiesByChunk[$oldChunkHash][$entity->getId()]);
}
}
$newViewers = $this->getViewersForPosition($newPosition);
foreach($entity->getViewers() as $player){
if(!isset($newViewers[spl_object_id($player)])){
$entity->despawnFrom($player);
}else{
unset($newViewers[spl_object_id($player)]);
}
}
foreach($newViewers as $player){
$entity->spawnTo($player);
}
$newChunkHash = World::chunkHash($newChunkX, $newChunkZ);
$this->entitiesByChunk[$newChunkHash][$entity->getId()] = $entity;
}
$this->entityLastKnownPositions[$entity->getId()] = $newPosition->asVector3();
}
/**
* @internal Tiles are now bound with blocks, and their creation is automatic. They should not be directly added.
* @throws \InvalidArgumentException
*/
public function addTile(Tile $tile) : void{
if($tile->isClosed()){
throw new \InvalidArgumentException("Attempted to add a garbage closed Tile to world");
}
$pos = $tile->getPosition();
if(!$pos->isValid() || $pos->getWorld() !== $this){
throw new \InvalidArgumentException("Invalid Tile world");
}
if(!$this->isInWorld($pos->getFloorX(), $pos->getFloorY(), $pos->getFloorZ())){
throw new \InvalidArgumentException("Tile position is outside the world bounds");
}
if(!TileFactory::getInstance()->isRegistered($tile::class)){
throw new \LogicException("Tile " . $tile::class . " is not registered for a save ID in TileFactory");
}
$chunkX = $pos->getFloorX() >> Chunk::COORD_BIT_SIZE;
$chunkZ = $pos->getFloorZ() >> Chunk::COORD_BIT_SIZE;
if(isset($this->chunks[$hash = World::chunkHash($chunkX, $chunkZ)])){
$this->chunks[$hash]->addTile($tile);
}else{
throw new \InvalidArgumentException("Attempted to create tile " . get_class($tile) . " in unloaded chunk $chunkX $chunkZ");
}
//delegate tile ticking to the corresponding block
$this->scheduleDelayedBlockUpdate($pos->asVector3(), 1);
}
/**
* @internal Tiles are now bound with blocks, and their removal is automatic. They should not be directly removed.
* @throws \InvalidArgumentException
*/
public function removeTile(Tile $tile) : void{
$pos = $tile->getPosition();
if(!$pos->isValid() || $pos->getWorld() !== $this){
throw new \InvalidArgumentException("Invalid Tile world");
}
$chunkX = $pos->getFloorX() >> Chunk::COORD_BIT_SIZE;
$chunkZ = $pos->getFloorZ() >> Chunk::COORD_BIT_SIZE;
if(isset($this->chunks[$hash = World::chunkHash($chunkX, $chunkZ)])){
$this->chunks[$hash]->removeTile($tile);
}
foreach($this->getChunkListeners($chunkX, $chunkZ) as $listener){
$listener->onBlockChanged($pos->asVector3());
}
}
public function isChunkInUse(int $x, int $z) : bool{
return isset($this->chunkLoaders[$index = World::chunkHash($x, $z)]) && count($this->chunkLoaders[$index]) > 0;
}
/**
* Attempts to load a chunk from the world provider (if not already loaded). If the chunk is already loaded, it is
* returned directly.
*
* @return Chunk|null the requested chunk, or null on failure.
*/
public function loadChunk(int $x, int $z) : ?Chunk{
if(isset($this->chunks[$chunkHash = World::chunkHash($x, $z)])){
return $this->chunks[$chunkHash];
}
$this->timings->syncChunkLoad->startTiming();
$this->cancelUnloadChunkRequest($x, $z);
$this->timings->syncChunkLoadData->startTiming();
$loadedChunkData = null;
try{
$loadedChunkData = $this->provider->loadChunk($x, $z);
}catch(CorruptedChunkException $e){
$this->logger->critical("Failed to load chunk x=$x z=$z: " . $e->getMessage());
}
$this->timings->syncChunkLoadData->stopTiming();
if($loadedChunkData === null){
$this->timings->syncChunkLoad->stopTiming();
return null;
}
$chunkData = $loadedChunkData->getData();
$chunk = new Chunk($chunkData->getSubChunks(), $chunkData->isPopulated());
if(!$loadedChunkData->isUpgraded()){
$chunk->clearTerrainDirtyFlags();
}else{
$this->logger->debug("Chunk $x $z has been upgraded, will be saved at the next autosave opportunity");
}
$this->chunks[$chunkHash] = $chunk;
$this->blockCacheSize -= count($this->blockCache[$chunkHash] ?? []);
unset($this->blockCache[$chunkHash]);
unset($this->blockCollisionBoxCache[$chunkHash]);
$this->initChunk($x, $z, $chunkData);
if(ChunkLoadEvent::hasHandlers()){
(new ChunkLoadEvent($this, $x, $z, $this->chunks[$chunkHash], false))->call();
}
if(!$this->isChunkInUse($x, $z)){
$this->logger->debug("Newly loaded chunk $x $z has no loaders registered, will be unloaded at next available opportunity");
$this->unloadChunkRequest($x, $z);
}
foreach($this->getChunkListeners($x, $z) as $listener){
$listener->onChunkLoaded($x, $z, $this->chunks[$chunkHash]);
}
$this->markTickingChunkForRecheck($x, $z); //tickers may have been registered before the chunk was loaded
$this->timings->syncChunkLoad->stopTiming();
return $this->chunks[$chunkHash];
}
private function initChunk(int $chunkX, int $chunkZ, ChunkData $chunkData) : void{
$logger = new \PrefixedLogger($this->logger, "Loading chunk $chunkX $chunkZ");
if(count($chunkData->getEntityNBT()) !== 0){
$this->timings->syncChunkLoadEntities->startTiming();
$entityFactory = EntityFactory::getInstance();
foreach($chunkData->getEntityNBT() as $k => $nbt){
try{
$entity = $entityFactory->createFromData($this, $nbt);
}catch(SavedDataLoadingException $e){
$logger->error("Bad entity data at list position $k: " . $e->getMessage());
$logger->logException($e);
continue;
}
if($entity === null){
$saveIdTag = $nbt->getTag("identifier") ?? $nbt->getTag("id");
$saveId = "<unknown>";
if($saveIdTag instanceof StringTag){
$saveId = $saveIdTag->getValue();
}elseif($saveIdTag instanceof IntTag){ //legacy MCPE format
$saveId = "legacy(" . $saveIdTag->getValue() . ")";
}
$logger->warning("Deleted unknown entity type $saveId");
}
//TODO: we can't prevent entities getting added to unloaded chunks if they were saved in the wrong place
//here, because entities currently add themselves to the world
}
$this->timings->syncChunkLoadEntities->stopTiming();
}
if(count($chunkData->getTileNBT()) !== 0){
$this->timings->syncChunkLoadTileEntities->startTiming();
$tileFactory = TileFactory::getInstance();
foreach($chunkData->getTileNBT() as $k => $nbt){
try{
$tile = $tileFactory->createFromData($this, $nbt);
}catch(SavedDataLoadingException $e){
$logger->error("Bad tile entity data at list position $k: " . $e->getMessage());
$logger->logException($e);
continue;
}
if($tile === null){
$logger->warning("Deleted unknown tile entity type " . $nbt->getString("id", "<unknown>"));
continue;
}
$tilePosition = $tile->getPosition();
if(!$this->isChunkLoaded($tilePosition->getFloorX() >> Chunk::COORD_BIT_SIZE, $tilePosition->getFloorZ() >> Chunk::COORD_BIT_SIZE)){
$logger->error("Found tile saved on wrong chunk - unable to fix due to correct chunk not loaded");
}elseif(!$this->isInWorld($tilePosition->getFloorX(), $tilePosition->getFloorY(), $tilePosition->getFloorZ())){
$logger->error("Cannot add tile with position outside the world bounds: x=$tilePosition->x,y=$tilePosition->y,z=$tilePosition->z");
}elseif($this->getTile($tilePosition) !== null){
$logger->error("Cannot add tile at x=$tilePosition->x,y=$tilePosition->y,z=$tilePosition->z: Another tile is already at that position");
}else{
$this->addTile($tile);
}
}
$this->timings->syncChunkLoadTileEntities->stopTiming();
}
}
private function queueUnloadChunk(int $x, int $z) : void{
$this->unloadQueue[World::chunkHash($x, $z)] = microtime(true);
}
public function unloadChunkRequest(int $x, int $z, bool $safe = true) : bool{
if(($safe && $this->isChunkInUse($x, $z)) || $this->isSpawnChunk($x, $z)){
return false;
}
$this->queueUnloadChunk($x, $z);
return true;
}
public function cancelUnloadChunkRequest(int $x, int $z) : void{
unset($this->unloadQueue[World::chunkHash($x, $z)]);
}
public function unloadChunk(int $x, int $z, bool $safe = true, bool $trySave = true) : bool{
if($safe && $this->isChunkInUse($x, $z)){
return false;
}
if(!$this->isChunkLoaded($x, $z)){
return true;
}
$this->timings->doChunkUnload->startTiming();
$chunkHash = World::chunkHash($x, $z);
$chunk = $this->chunks[$chunkHash] ?? null;
if($chunk !== null){
if(ChunkUnloadEvent::hasHandlers()){
$ev = new ChunkUnloadEvent($this, $x, $z, $chunk);
$ev->call();
if($ev->isCancelled()){
$this->timings->doChunkUnload->stopTiming();
return false;
}
}
if($trySave && $this->getAutoSave()){
$this->timings->syncChunkSave->startTiming();
try{
$this->provider->saveChunk($x, $z, new ChunkData(
$chunk->getSubChunks(),
$chunk->isPopulated(),
array_map(fn(Entity $e) => $e->saveNBT(), array_values(array_filter($this->getChunkEntities($x, $z), fn(Entity $e) => $e->canSaveWithChunk()))),
array_map(fn(Tile $t) => $t->saveNBT(), array_values($chunk->getTiles())),
), $chunk->getTerrainDirtyFlags());
}finally{
$this->timings->syncChunkSave->stopTiming();
}
}
foreach($this->getChunkListeners($x, $z) as $listener){
$listener->onChunkUnloaded($x, $z, $chunk);
}
foreach($this->getChunkEntities($x, $z) as $entity){
if($entity instanceof Player){
continue;
}
$entity->close();
}
$chunk->onUnload();
}
unset($this->chunks[$chunkHash]);
$this->blockCacheSize -= count($this->blockCache[$chunkHash] ?? []);
unset($this->blockCache[$chunkHash]);
unset($this->blockCollisionBoxCache[$chunkHash]);
unset($this->changedBlocks[$chunkHash]);
unset($this->registeredTickingChunks[$chunkHash]);
$this->markTickingChunkForRecheck($x, $z);
if(array_key_exists($chunkHash, $this->chunkPopulationRequestMap)){
$this->logger->debug("Rejecting population promise for chunk $x $z");
$this->chunkPopulationRequestMap[$chunkHash]->reject();
unset($this->chunkPopulationRequestMap[$chunkHash]);
if(isset($this->activeChunkPopulationTasks[$chunkHash])){
$this->logger->debug("Marking population task for chunk $x $z as orphaned");
$this->activeChunkPopulationTasks[$chunkHash] = false;
}
}
$this->timings->doChunkUnload->stopTiming();
return true;
}
/**
* Returns whether the chunk at the specified coordinates is a spawn chunk
*/
public function isSpawnChunk(int $X, int $Z) : bool{
$spawn = $this->getSpawnLocation();
$spawnX = $spawn->x >> Chunk::COORD_BIT_SIZE;
$spawnZ = $spawn->z >> Chunk::COORD_BIT_SIZE;
return abs($X - $spawnX) <= 1 && abs($Z - $spawnZ) <= 1;
}
/**
* Requests a safe spawn position near the given position, or near the world's spawn position if not provided.
* Terrain near the position will be loaded or generated as needed.
*
* @return Promise Resolved to a Position object, or rejected if the world is unloaded.
* @phpstan-return Promise<Position>
*/
public function requestSafeSpawn(?Vector3 $spawn = null) : Promise{
/** @phpstan-var PromiseResolver<Position> $resolver */
$resolver = new PromiseResolver();
$spawn ??= $this->getSpawnLocation();
/*
* TODO: this relies on the assumption that getSafeSpawn() will only alter the Y coordinate of the provided
* position, which is currently OK, but might be a problem in the future.
*/
$this->requestChunkPopulation($spawn->getFloorX() >> Chunk::COORD_BIT_SIZE, $spawn->getFloorZ() >> Chunk::COORD_BIT_SIZE, null)->onCompletion(
function() use ($spawn, $resolver) : void{
$spawn = $this->getSafeSpawn($spawn);
$resolver->resolve($spawn);
},
function() use ($resolver) : void{
$resolver->reject();
}
);
return $resolver->getPromise();
}
/**
* Returns a safe spawn position near the given position, or near the world's spawn position if not provided.
* This function will throw an exception if the terrain is not already generated in advance.
*
* @throws WorldException if the terrain is not generated
*/
public function getSafeSpawn(?Vector3 $spawn = null) : Position{
if(!($spawn instanceof Vector3) || $spawn->y <= $this->minY){
$spawn = $this->getSpawnLocation();
}
$max = $this->maxY;
$v = $spawn->floor();
$chunk = $this->getOrLoadChunkAtPosition($v);
if($chunk === null){
throw new WorldException("Cannot find a safe spawn point in non-generated terrain");
}
$x = (int) $v->x;
$z = (int) $v->z;
$y = (int) min($max - 2, $v->y);
$wasAir = $this->getBlockAt($x, $y - 1, $z)->getTypeId() === BlockTypeIds::AIR; //TODO: bad hack, clean up
for(; $y > $this->minY; --$y){
if($this->getBlockAt($x, $y, $z)->isFullCube()){
if($wasAir){
$y++;
}
break;
}else{
$wasAir = true;
}
}
for(; $y >= $this->minY && $y < $max; ++$y){
if(!$this->getBlockAt($x, $y + 1, $z)->isFullCube()){
if(!$this->getBlockAt($x, $y, $z)->isFullCube()){
return new Position($spawn->x, $y === (int) $spawn->y ? $spawn->y : $y, $spawn->z, $this);
}
}else{
++$y;
}
}
return new Position($spawn->x, $y, $spawn->z, $this);
}
/**
* Gets the current time
*/
public function getTime() : int{
return $this->time;
}
/**
* Returns the current time of day
*/
public function getTimeOfDay() : int{
return $this->time % self::TIME_FULL;
}
/**
* Returns the World display name.
* WARNING: This is NOT guaranteed to be unique. Multiple worlds at runtime may share the same display name.
*/
public function getDisplayName() : string{
return $this->displayName;
}
/**
* Sets the World display name.
*/
public function setDisplayName(string $name) : void{
(new WorldDisplayNameChangeEvent($this, $this->displayName, $name))->call();
$this->displayName = $name;
$this->provider->getWorldData()->setName($name);
}
/**
* Returns the World folder name. This will not change at runtime and will be unique to a world per runtime.
*/
public function getFolderName() : string{
return $this->folderName;
}
/**
* Sets the current time on the world
*/
public function setTime(int $time) : void{
$this->time = $time;
$this->sendTime();
}
/**
* Stops the time for the world, will not save the lock state to disk
*/
public function stopTime() : void{
$this->stopTime = true;
$this->sendTime();
}
/**
* Start the time again, if it was stopped
*/
public function startTime() : void{
$this->stopTime = false;
$this->sendTime();
}
/**
* Gets the world seed
*/
public function getSeed() : int{
return $this->provider->getWorldData()->getSeed();
}
public function getMinY() : int{
return $this->minY;
}
public function getMaxY() : int{
return $this->maxY;
}
public function getDifficulty() : int{
return $this->provider->getWorldData()->getDifficulty();
}
public function setDifficulty(int $difficulty) : void{
if($difficulty < 0 || $difficulty > 3){
throw new \InvalidArgumentException("Invalid difficulty level $difficulty");
}
(new WorldDifficultyChangeEvent($this, $this->getDifficulty(), $difficulty))->call();
$this->provider->getWorldData()->setDifficulty($difficulty);
foreach($this->players as $player){
$player->getNetworkSession()->syncWorldDifficulty($this->getDifficulty());
}
}
private function addChunkHashToPopulationRequestQueue(int $chunkHash) : void{
if(!isset($this->chunkPopulationRequestQueueIndex[$chunkHash])){
$this->chunkPopulationRequestQueue->enqueue($chunkHash);
$this->chunkPopulationRequestQueueIndex[$chunkHash] = true;
}
}
/**
* @phpstan-return Promise<Chunk>
*/
private function enqueuePopulationRequest(int $chunkX, int $chunkZ, ?ChunkLoader $associatedChunkLoader) : Promise{
$chunkHash = World::chunkHash($chunkX, $chunkZ);
$this->addChunkHashToPopulationRequestQueue($chunkHash);
/** @phpstan-var PromiseResolver<Chunk> $resolver */
$resolver = $this->chunkPopulationRequestMap[$chunkHash] = new PromiseResolver();
if($associatedChunkLoader === null){
$temporaryLoader = new class implements ChunkLoader{};
$this->registerChunkLoader($temporaryLoader, $chunkX, $chunkZ);
$resolver->getPromise()->onCompletion(
fn() => $this->unregisterChunkLoader($temporaryLoader, $chunkX, $chunkZ),
static function() : void{}
);
}
return $resolver->getPromise();
}
private function drainPopulationRequestQueue() : void{
$failed = [];
while(count($this->activeChunkPopulationTasks) < $this->maxConcurrentChunkPopulationTasks && !$this->chunkPopulationRequestQueue->isEmpty()){
$nextChunkHash = $this->chunkPopulationRequestQueue->dequeue();
unset($this->chunkPopulationRequestQueueIndex[$nextChunkHash]);
World::getXZ($nextChunkHash, $nextChunkX, $nextChunkZ);
if(isset($this->chunkPopulationRequestMap[$nextChunkHash])){
assert(!($this->activeChunkPopulationTasks[$nextChunkHash] ?? false), "Population for chunk $nextChunkX $nextChunkZ already running");
if(
!$this->orderChunkPopulation($nextChunkX, $nextChunkZ, null)->isResolved() &&
!isset($this->activeChunkPopulationTasks[$nextChunkHash])
){
$failed[] = $nextChunkHash;
}
}
}
//these requests failed even though they weren't rate limited; we can't directly re-add them to the back of the
//queue because it would result in an infinite loop
foreach($failed as $hash){
$this->addChunkHashToPopulationRequestQueue($hash);
}
}
/**
* Checks if a chunk needs to be populated, and whether it's ready to do so.
* @return bool[]|PromiseResolver[]|null[]
* @phpstan-return array{?PromiseResolver<Chunk>, bool}
*/
private function checkChunkPopulationPreconditions(int $chunkX, int $chunkZ) : array{
$chunkHash = World::chunkHash($chunkX, $chunkZ);
$resolver = $this->chunkPopulationRequestMap[$chunkHash] ?? null;
if($resolver !== null && isset($this->activeChunkPopulationTasks[$chunkHash])){
//generation is already running
return [$resolver, false];
}
$temporaryChunkLoader = new class implements ChunkLoader{};
$this->registerChunkLoader($temporaryChunkLoader, $chunkX, $chunkZ);
$chunk = $this->loadChunk($chunkX, $chunkZ);
$this->unregisterChunkLoader($temporaryChunkLoader, $chunkX, $chunkZ);
if($chunk !== null && $chunk->isPopulated()){
//chunk is already populated; return a pre-resolved promise that will directly fire callbacks assigned
$resolver ??= new PromiseResolver();
unset($this->chunkPopulationRequestMap[$chunkHash]);
$resolver->resolve($chunk);
return [$resolver, false];
}
return [$resolver, true];
}
/**
* Attempts to initiate asynchronous generation/population of the target chunk, if it's currently reasonable to do
* so (and if it isn't already generated/populated).
* If the generator is busy, the request will be put into a queue and delayed until a better time.
*
* A ChunkLoader can be associated with the generation request to ensure that the generation request is cancelled if
* no loaders are attached to the target chunk. If no loader is provided, one will be assigned (and automatically
* removed when the generation request completes).
*
* @phpstan-return Promise<Chunk>
*/
public function requestChunkPopulation(int $chunkX, int $chunkZ, ?ChunkLoader $associatedChunkLoader) : Promise{
[$resolver, $proceedWithPopulation] = $this->checkChunkPopulationPreconditions($chunkX, $chunkZ);
if(!$proceedWithPopulation){
return $resolver?->getPromise() ?? $this->enqueuePopulationRequest($chunkX, $chunkZ, $associatedChunkLoader);
}
if(count($this->activeChunkPopulationTasks) >= $this->maxConcurrentChunkPopulationTasks){
//too many chunks are already generating; delay resolution of the request until later
return $resolver?->getPromise() ?? $this->enqueuePopulationRequest($chunkX, $chunkZ, $associatedChunkLoader);
}
return $this->internalOrderChunkPopulation($chunkX, $chunkZ, $associatedChunkLoader, $resolver);
}
/**
* Initiates asynchronous generation/population of the target chunk, if it's not already generated/populated.
* If generation has already been requested for the target chunk, the promise for the already active request will be
* returned directly.
*
* If the chunk is currently locked (for example due to another chunk using it for async generation), the request
* will be queued and executed at the earliest opportunity.
*
* @phpstan-return Promise<Chunk>
*/
public function orderChunkPopulation(int $chunkX, int $chunkZ, ?ChunkLoader $associatedChunkLoader) : Promise{
[$resolver, $proceedWithPopulation] = $this->checkChunkPopulationPreconditions($chunkX, $chunkZ);
if(!$proceedWithPopulation){
return $resolver?->getPromise() ?? $this->enqueuePopulationRequest($chunkX, $chunkZ, $associatedChunkLoader);
}
return $this->internalOrderChunkPopulation($chunkX, $chunkZ, $associatedChunkLoader, $resolver);
}
/**
* @phpstan-param PromiseResolver<Chunk>|null $resolver
* @phpstan-return Promise<Chunk>
*/
private function internalOrderChunkPopulation(int $chunkX, int $chunkZ, ?ChunkLoader $associatedChunkLoader, ?PromiseResolver $resolver) : Promise{
$chunkHash = World::chunkHash($chunkX, $chunkZ);
$timings = $this->timings->chunkPopulationOrder;
$timings->startTiming();
try{
for($xx = -1; $xx <= 1; ++$xx){
for($zz = -1; $zz <= 1; ++$zz){
if($this->isChunkLocked($chunkX + $xx, $chunkZ + $zz)){
//chunk is already in use by another generation request; queue the request for later
return $resolver?->getPromise() ?? $this->enqueuePopulationRequest($chunkX, $chunkZ, $associatedChunkLoader);
}
}
}
$this->activeChunkPopulationTasks[$chunkHash] = true;
if($resolver === null){
$resolver = new PromiseResolver();
$this->chunkPopulationRequestMap[$chunkHash] = $resolver;
}
$chunkPopulationLockId = new ChunkLockId();
$temporaryChunkLoader = new class implements ChunkLoader{
};
for($xx = -1; $xx <= 1; ++$xx){
for($zz = -1; $zz <= 1; ++$zz){
$this->lockChunk($chunkX + $xx, $chunkZ + $zz, $chunkPopulationLockId);
$this->registerChunkLoader($temporaryChunkLoader, $chunkX + $xx, $chunkZ + $zz);
}
}
$centerChunk = $this->loadChunk($chunkX, $chunkZ);
$adjacentChunks = $this->getAdjacentChunks($chunkX, $chunkZ);
$task = new PopulationTask(
$this->worldId,
$chunkX,
$chunkZ,
$centerChunk,
$adjacentChunks,
function(Chunk $centerChunk, array $adjacentChunks) use ($chunkPopulationLockId, $chunkX, $chunkZ, $temporaryChunkLoader) : void{
if(!$this->isLoaded()){
return;
}
$this->generateChunkCallback($chunkPopulationLockId, $chunkX, $chunkZ, $centerChunk, $adjacentChunks, $temporaryChunkLoader);
}
);
$workerId = $this->workerPool->selectWorker();
if(!isset($this->workerPool->getRunningWorkers()[$workerId]) && isset($this->generatorRegisteredWorkers[$workerId])){
$this->logger->debug("Selected worker $workerId previously had generator registered, but is now offline");
unset($this->generatorRegisteredWorkers[$workerId]);
}
if(!isset($this->generatorRegisteredWorkers[$workerId])){
$this->registerGeneratorToWorker($workerId);
}
$this->workerPool->submitTaskToWorker($task, $workerId);
return $resolver->getPromise();
}finally{
$timings->stopTiming();
}
}
/**
* @param Chunk[] $adjacentChunks chunkHash => chunk
* @phpstan-param array<int, Chunk> $adjacentChunks
*/
private function generateChunkCallback(ChunkLockId $chunkLockId, int $x, int $z, Chunk $chunk, array $adjacentChunks, ChunkLoader $temporaryChunkLoader) : void{
$timings = $this->timings->chunkPopulationCompletion;
$timings->startTiming();
$dirtyChunks = 0;
for($xx = -1; $xx <= 1; ++$xx){
for($zz = -1; $zz <= 1; ++$zz){
$this->unregisterChunkLoader($temporaryChunkLoader, $x + $xx, $z + $zz);
if(!$this->unlockChunk($x + $xx, $z + $zz, $chunkLockId)){
$dirtyChunks++;
}
}
}
$index = World::chunkHash($x, $z);
if(!isset($this->activeChunkPopulationTasks[$index])){
throw new AssumptionFailedError("This should always be set, regardless of whether the task was orphaned or not");
}
if(!$this->activeChunkPopulationTasks[$index]){
$this->logger->debug("Discarding orphaned population result for chunk x=$x,z=$z");
unset($this->activeChunkPopulationTasks[$index]);
}else{
if($dirtyChunks === 0){
$oldChunk = $this->loadChunk($x, $z);
$this->setChunk($x, $z, $chunk);
foreach($adjacentChunks as $relativeChunkHash => $adjacentChunk){
World::getXZ($relativeChunkHash, $relativeX, $relativeZ);
if($relativeX < -1 || $relativeX > 1 || $relativeZ < -1 || $relativeZ > 1){
throw new AssumptionFailedError("Adjacent chunks should be in range -1 ... +1 coordinates");
}
$this->setChunk($x + $relativeX, $z + $relativeZ, $adjacentChunk);
}
if(($oldChunk === null || !$oldChunk->isPopulated()) && $chunk->isPopulated()){
if(ChunkPopulateEvent::hasHandlers()){
(new ChunkPopulateEvent($this, $x, $z, $chunk))->call();
}
foreach($this->getChunkListeners($x, $z) as $listener){
$listener->onChunkPopulated($x, $z, $chunk);
}
}
}else{
$this->logger->debug("Discarding population result for chunk x=$x,z=$z - terrain was modified on the main thread before async population completed");
}
//This needs to be in this specific spot because user code might call back to orderChunkPopulation().
//If it does, and finds the promise, and doesn't find an active task associated with it, it will schedule
//another PopulationTask. We don't want that because we're here processing the results.
//We can't remove the promise from the array before setting the chunks in the world because that would lead
//to the same problem. Therefore, it's necessary that this code be split into two if/else, with this in the
//middle.
unset($this->activeChunkPopulationTasks[$index]);
if($dirtyChunks === 0){
$promise = $this->chunkPopulationRequestMap[$index] ?? null;
if($promise !== null){
unset($this->chunkPopulationRequestMap[$index]);
$promise->resolve($chunk);
}else{
//Handlers of ChunkPopulateEvent, ChunkLoadEvent, or just ChunkListeners can cause this
$this->logger->debug("Unable to resolve population promise for chunk x=$x,z=$z - populated chunk was forcibly unloaded while setting modified chunks");
}
}else{
//request failed, stick it back on the queue
//we didn't resolve the promise or touch it in any way, so any fake chunk loaders are still valid and
//don't need to be added a second time.
$this->addChunkHashToPopulationRequestQueue($index);
}
$this->drainPopulationRequestQueue();
}
$timings->stopTiming();
}
public function doChunkGarbageCollection() : void{
$this->timings->doChunkGC->startTiming();
foreach($this->chunks as $index => $chunk){
if(!isset($this->unloadQueue[$index])){
World::getXZ($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 $force = false) : void{
if(count($this->unloadQueue) > 0){
$maxUnload = 96;
$now = microtime(true);
foreach($this->unloadQueue as $index => $time){
World::getXZ($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;
}
}
}
}
}