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author | Alexander Harkness <bearbin@gmail.com> | 2013-07-29 13:13:03 +0200 |
---|---|---|
committer | Alexander Harkness <bearbin@gmail.com> | 2013-07-29 13:13:03 +0200 |
commit | 53e22b11857fed62e2313d6d84d90f88ed412ffb (patch) | |
tree | c61e56725da7dff0154d566722651e2c39c9d6c6 /Tools/AnvilStats/Callback.h | |
parent | WebAdmin: Removed the duplicate memory usage querying (diff) | |
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Diffstat (limited to 'Tools/AnvilStats/Callback.h')
-rw-r--r-- | Tools/AnvilStats/Callback.h | 330 |
1 files changed, 165 insertions, 165 deletions
diff --git a/Tools/AnvilStats/Callback.h b/Tools/AnvilStats/Callback.h index 92d394d0e..83b330651 100644 --- a/Tools/AnvilStats/Callback.h +++ b/Tools/AnvilStats/Callback.h @@ -1,165 +1,165 @@ -
-// Callback.h
-
-// Interfaces to the cCallback base class used as the base class for all statistical callbacks
-
-
-
-
-
-#pragma once
-
-
-
-
-
-// fwd:
-class cParsedNBT;
-
-
-
-
-
-/** The base class for all chunk-processor callbacks, declares the interface.
-The processor calls each virtual function in the order they are declared here with the specified args.
-If the function returns true, the processor moves on to next chunk and starts calling the callbacks again from start with
-the new chunk data.
-So if a statistics collector doesn't need data decompression at all, it can stop the processor from doing so early-enough
-and still get meaningful data.
-A callback is guaranteed to run in a single thread and always the same thread.
-A callback is guaranteed to run on all chunks in a region and one region is guaranteed to be handled by only callback.
-*/
-class cCallback abstract
-{
-public:
- virtual ~cCallback() {} // Force a virtual destructor in each descendant
-
- /// Called to inform the stats module of the chunk coords for newly processing chunk
- virtual bool OnNewChunk(int a_ChunkX, int a_ChunkZ) = 0;
-
- /// Called to inform about the chunk's data offset in the file (chunk mini-header), the number of sectors it uses and the timestamp field value
- virtual bool OnHeader(int a_FileOffset, unsigned char a_NumSectors, int a_Timestamp) { return true; }
-
- /// Called to inform of the compressed chunk data size and position in the file (offset from file start to the actual data)
- virtual bool OnCompressedDataSizePos(int a_CompressedDataSize, int a_DataOffset, char a_CompressionMethod) { return true; }
-
- /// Just in case you wanted to process the NBT yourself ;)
- virtual bool OnDecompressedData(const char * a_DecompressedNBT, int a_DataSize) { return true; }
-
- /// The chunk's NBT should specify chunk coords, these are sent here:
- virtual bool OnRealCoords(int a_ChunkX, int a_ChunkZ) { return true; }
-
- /// The chunk contains a LastUpdate value specifying the last tick in which it was saved.
- virtual bool OnLastUpdate(Int64 a_LastUpdate) { return true; }
-
- virtual bool OnTerrainPopulated(bool a_Populated) { return true; }
-
- virtual bool OnBiomes(const unsigned char * a_BiomeData) { return true; }
-
- /** Called when a heightmap for the chunk is read from the file.
- Note that the heightmap is given in big-endian ints, so if you want it, you need to ntohl() it first!
- */
- virtual bool OnHeightMap(const int * a_HeightMapBE) { return true; }
-
- /** If there is data for the section, this callback is called; otherwise OnEmptySection() is called instead.
- All OnSection() callbacks are called first, and only then all the remaining sections are reported in OnEmptySection().
- */
- virtual bool OnSection(
- unsigned char a_Y,
- const BLOCKTYPE * a_BlockTypes,
- const NIBBLETYPE * a_BlockAdditional,
- const NIBBLETYPE * a_BlockMeta,
- const NIBBLETYPE * a_BlockLight,
- const NIBBLETYPE * a_BlockSkyLight
- ) { return true; }
-
- /** If there is no data for a section, this callback is called; otherwise OnSection() is called instead.
- OnEmptySection() callbacks are called after all OnSection() callbacks.
- */
- virtual bool OnEmptySection(unsigned char a_Y) { return false; }
-
- /** Called after all sections have been processed via either OnSection() or OnEmptySection().
- */
- virtual bool OnSectionsFinished(void) { return true; }
-
- /** Called for each entity in the chunk.
- Common parameters are parsed from the NBT.
- The callback may parse any other param from the a_NBT and a_NBTTag parameters.
- The a_NBTTag parameter points to the entity compound tag inside the Entities tag.
- */
- virtual bool OnEntity(
- const AString & a_EntityType,
- double a_PosX, double a_PosY, double a_PosZ,
- double a_SpeedX, double a_SpeedY, double a_SpeedZ,
- float a_Yaw, float a_Pitch,
- float a_FallDistance,
- short a_FireTicksLeft,
- short a_AirTicks,
- char a_IsOnGround,
- cParsedNBT & a_NBT,
- int a_NBTTag
- ) { return true; }
-
- /** Called for each tile entity in the chunk.
- Common parameters are parsed from the NBT.
- The callback may parse any other param from the a_NBT and a_NBTTag parameters.
- The a_NBTTag parameter points to the tile entity compound tag inside the TileEntities tag.
- */
- virtual bool OnTileEntity(
- const AString & a_EntityType,
- int a_PosX, int a_PosY, int a_PosZ,
- cParsedNBT & a_NBT,
- int a_NBTTag
- ) { return true; }
-
- /// Called for each tile tick in the chunk
- virtual bool OnTileTick(
- int a_BlockType,
- int a_TicksLeft,
- int a_PosX, int a_PosY, int a_PosZ
- ) { return true; }
-} ;
-
-typedef std::vector<cCallback *> cCallbacks;
-
-
-
-
-
-/** The base class for a factory that creates callback objects for separate threads.
-The processor creates a callback for each thread on which it runs using this factory.
-The factory is guaranteed to be called from a single thread.
-The factory keeps track of all the callbacks that it has created and deletes them when destructed
-*/
-class cCallbackFactory
-{
-public:
- virtual ~cCallbackFactory()
- {
- for (cCallbacks::iterator itr = m_Callbacks.begin(), end = m_Callbacks.end(); itr != end; ++itr)
- {
- delete *itr;
- }
- }
-
- /// Descendants override this method to return the correct callback type
- virtual cCallback * CreateNewCallback(void) = 0;
-
- /// cProcessor uses this method to request a new callback
- cCallback * GetNewCallback(void)
- {
- cCallback * Callback = CreateNewCallback();
- if (Callback != NULL)
- {
- m_Callbacks.push_back(Callback);
- }
- return Callback;
- }
-
-protected:
- cCallbacks m_Callbacks;
-} ;
-
-
-
-
+ +// Callback.h + +// Interfaces to the cCallback base class used as the base class for all statistical callbacks + + + + + +#pragma once + + + + + +// fwd: +class cParsedNBT; + + + + + +/** The base class for all chunk-processor callbacks, declares the interface. +The processor calls each virtual function in the order they are declared here with the specified args. +If the function returns true, the processor moves on to next chunk and starts calling the callbacks again from start with +the new chunk data. +So if a statistics collector doesn't need data decompression at all, it can stop the processor from doing so early-enough +and still get meaningful data. +A callback is guaranteed to run in a single thread and always the same thread. +A callback is guaranteed to run on all chunks in a region and one region is guaranteed to be handled by only callback. +*/ +class cCallback abstract +{ +public: + virtual ~cCallback() {} // Force a virtual destructor in each descendant + + /// Called to inform the stats module of the chunk coords for newly processing chunk + virtual bool OnNewChunk(int a_ChunkX, int a_ChunkZ) = 0; + + /// Called to inform about the chunk's data offset in the file (chunk mini-header), the number of sectors it uses and the timestamp field value + virtual bool OnHeader(int a_FileOffset, unsigned char a_NumSectors, int a_Timestamp) { return true; } + + /// Called to inform of the compressed chunk data size and position in the file (offset from file start to the actual data) + virtual bool OnCompressedDataSizePos(int a_CompressedDataSize, int a_DataOffset, char a_CompressionMethod) { return true; } + + /// Just in case you wanted to process the NBT yourself ;) + virtual bool OnDecompressedData(const char * a_DecompressedNBT, int a_DataSize) { return true; } + + /// The chunk's NBT should specify chunk coords, these are sent here: + virtual bool OnRealCoords(int a_ChunkX, int a_ChunkZ) { return true; } + + /// The chunk contains a LastUpdate value specifying the last tick in which it was saved. + virtual bool OnLastUpdate(Int64 a_LastUpdate) { return true; } + + virtual bool OnTerrainPopulated(bool a_Populated) { return true; } + + virtual bool OnBiomes(const unsigned char * a_BiomeData) { return true; } + + /** Called when a heightmap for the chunk is read from the file. + Note that the heightmap is given in big-endian ints, so if you want it, you need to ntohl() it first! + */ + virtual bool OnHeightMap(const int * a_HeightMapBE) { return true; } + + /** If there is data for the section, this callback is called; otherwise OnEmptySection() is called instead. + All OnSection() callbacks are called first, and only then all the remaining sections are reported in OnEmptySection(). + */ + virtual bool OnSection( + unsigned char a_Y, + const BLOCKTYPE * a_BlockTypes, + const NIBBLETYPE * a_BlockAdditional, + const NIBBLETYPE * a_BlockMeta, + const NIBBLETYPE * a_BlockLight, + const NIBBLETYPE * a_BlockSkyLight + ) { return true; } + + /** If there is no data for a section, this callback is called; otherwise OnSection() is called instead. + OnEmptySection() callbacks are called after all OnSection() callbacks. + */ + virtual bool OnEmptySection(unsigned char a_Y) { return false; } + + /** Called after all sections have been processed via either OnSection() or OnEmptySection(). + */ + virtual bool OnSectionsFinished(void) { return true; } + + /** Called for each entity in the chunk. + Common parameters are parsed from the NBT. + The callback may parse any other param from the a_NBT and a_NBTTag parameters. + The a_NBTTag parameter points to the entity compound tag inside the Entities tag. + */ + virtual bool OnEntity( + const AString & a_EntityType, + double a_PosX, double a_PosY, double a_PosZ, + double a_SpeedX, double a_SpeedY, double a_SpeedZ, + float a_Yaw, float a_Pitch, + float a_FallDistance, + short a_FireTicksLeft, + short a_AirTicks, + char a_IsOnGround, + cParsedNBT & a_NBT, + int a_NBTTag + ) { return true; } + + /** Called for each tile entity in the chunk. + Common parameters are parsed from the NBT. + The callback may parse any other param from the a_NBT and a_NBTTag parameters. + The a_NBTTag parameter points to the tile entity compound tag inside the TileEntities tag. + */ + virtual bool OnTileEntity( + const AString & a_EntityType, + int a_PosX, int a_PosY, int a_PosZ, + cParsedNBT & a_NBT, + int a_NBTTag + ) { return true; } + + /// Called for each tile tick in the chunk + virtual bool OnTileTick( + int a_BlockType, + int a_TicksLeft, + int a_PosX, int a_PosY, int a_PosZ + ) { return true; } +} ; + +typedef std::vector<cCallback *> cCallbacks; + + + + + +/** The base class for a factory that creates callback objects for separate threads. +The processor creates a callback for each thread on which it runs using this factory. +The factory is guaranteed to be called from a single thread. +The factory keeps track of all the callbacks that it has created and deletes them when destructed +*/ +class cCallbackFactory +{ +public: + virtual ~cCallbackFactory() + { + for (cCallbacks::iterator itr = m_Callbacks.begin(), end = m_Callbacks.end(); itr != end; ++itr) + { + delete *itr; + } + } + + /// Descendants override this method to return the correct callback type + virtual cCallback * CreateNewCallback(void) = 0; + + /// cProcessor uses this method to request a new callback + cCallback * GetNewCallback(void) + { + cCallback * Callback = CreateNewCallback(); + if (Callback != NULL) + { + m_Callbacks.push_back(Callback); + } + return Callback; + } + +protected: + cCallbacks m_Callbacks; +} ; + + + + |