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-rw-r--r--src/World.h81
1 files changed, 73 insertions, 8 deletions
diff --git a/src/World.h b/src/World.h
index 86cbb3e7e..3e63e2b8c 100644
--- a/src/World.h
+++ b/src/World.h
@@ -47,7 +47,6 @@ class cFlowerPotEntity;
class cFurnaceEntity;
class cNoteEntity;
class cMobHeadEntity;
-class cMobCensus;
class cCompositeChat;
class cCuboid;
@@ -117,6 +116,20 @@ public:
};
+ class cTaskSendBlockToAllPlayers :
+ public cTask
+ {
+ public:
+ cTaskSendBlockToAllPlayers(std::vector<Vector3i> & a_SendQueue);
+
+ protected:
+ // cTask overrides:
+ virtual void Run(cWorld & a_World) override;
+
+ std::vector<Vector3i> m_SendQueue;
+ };
+
+
static const char * GetClassStatic(void) // Needed for ManualBindings's ForEach templates
{
return "cWorld";
@@ -270,8 +283,15 @@ public:
void CollectPickupsByPlayer(cPlayer * a_Player);
- void AddPlayer( cPlayer* a_Player );
- void RemovePlayer( cPlayer* a_Player );
+ /** Adds the player to the world.
+ Uses a queue to store the player object until the Tick thread processes the addition event.
+ Also adds the player as an entity in the chunkmap, and the player's ClientHandle, if any, for ticking. */
+ void AddPlayer(cPlayer * a_Player);
+
+ /** Removes the player from the world.
+ Removes the player from the addition queue, too, if appropriate.
+ If the player has a ClientHandle, the ClientHandle is removed from all chunks in the world and will not be ticked by this world anymore. */
+ void RemovePlayer(cPlayer * a_Player);
/** Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true */
virtual bool ForEachPlayer(cPlayerListCallback & a_Callback) override; // >> EXPORTED IN MANUALBINDINGS <<
@@ -287,7 +307,8 @@ public:
void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
- /** Adds the entity into its appropriate chunk; takes ownership of the entity ptr */
+ /** Adds the entity into its appropriate chunk; takes ownership of the entity ptr.
+ The entity is added lazily - this function only puts it in a queue that is then processed by the Tick thread. */
void AddEntity(cEntity * a_Entity);
bool HasEntity(int a_UniqueID);
@@ -373,7 +394,7 @@ public:
/** Sets the block at the specified coords to the specified value.
Full processing, incl. updating neighbors, is performed.
*/
- void SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
+ void SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, bool a_SendToClients = true);
/** Sets the block at the specified coords to the specified value.
The replacement doesn't trigger block updates.
@@ -685,13 +706,41 @@ public:
/** Returns the current weather. Instead of comparing values directly to the weather constants, use IsWeatherXXX() functions, if possible */
eWeather GetWeather (void) const { return m_Weather; };
+ /** Returns true if the current weather is sun */
bool IsWeatherSunny(void) const { return (m_Weather == wSunny); }
- bool IsWeatherRain (void) const { return (m_Weather == wRain); }
+
+ /** Returns true if it is sunny at the specified location. This takes into account biomes. */
+ bool IsWeatherSunnyAt(int a_BlockX, int a_BlockZ)
+ {
+ return (IsWeatherSunny() || IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
+ }
+
+ /** Returns true if the current weather is rain */
+ bool IsWeatherRain(void) const { return (m_Weather == wRain); }
+
+ /** Returns true if it is raining at the specified location. This takes into account biomes. */
+ bool IsWeatherRainAt (int a_BlockX, int a_BlockZ)
+ {
+ return (IsWeatherRain() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
+ }
+
+ /** Returns true if the current weather is stormy */
bool IsWeatherStorm(void) const { return (m_Weather == wStorm); }
- /** Returns true if the current weather has any precipitation - rain or storm */
- bool IsWeatherWet (void) const { return (m_Weather != wSunny); }
+ /** Returns true if the weather is stormy at the specified location. This takes into account biomes. */
+ bool IsWeatherStormAt(int a_BlockX, int a_BlockZ)
+ {
+ return (IsWeatherStorm() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
+ }
+
+ /** Returns true if the current weather has any precipitation - rain, storm or snow */
+ bool IsWeatherWet(void) const { return !IsWeatherSunny(); }
+ /** Returns true if it is raining, stormy or snowing at the specified location. This takes into account biomes. */
+ bool IsWeatherWetAt(int a_BlockX, int a_BlockZ)
+ {
+ return (IsWeatherWet() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
+ }
// tolua_end
cChunkGenerator & GetGenerator(void) { return m_Generator; }
@@ -912,6 +961,18 @@ private:
/** Clients that are scheduled for adding, waiting for TickClients to add them */
cClientHandleList m_ClientsToAdd;
+ /** Guards m_EntitiesToAdd */
+ cCriticalSection m_CSEntitiesToAdd;
+
+ /** List of entities that are scheduled for adding, waiting for the Tick thread to add them. */
+ cEntityList m_EntitiesToAdd;
+
+ /** Guards m_PlayersToAdd */
+ cCriticalSection m_CSPlayersToAdd;
+
+ /** List of players that are scheduled for adding, waiting for the Tick thread to add them. */
+ cPlayerList m_PlayersToAdd;
+
cWorld(const AString & a_WorldName);
virtual ~cWorld();
@@ -949,6 +1010,10 @@ private:
/** Creates a new redstone simulator.*/
cRedstoneSimulator * InitializeRedstoneSimulator(cIniFile & a_IniFile);
+
+ /** Adds the players queued in the m_PlayersToAdd queue into the m_Players list.
+ Assumes it is called from the Tick thread. */
+ void AddQueuedPlayers(void);
}; // tolua_export