Add autogenerate-to-visibilitylimits option to allow automatic priming/generating of chunks within defined visibility area
Avoid rendering tiles with nothing but empty chunks Limit size of hash-file cache, and move hash files to world-specific tile directories
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3674ba3786
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6dac7f0689
7 changed files with 128 additions and 25 deletions
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@ -31,6 +31,8 @@ public class NewMapChunkCache implements MapChunkCache {
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private boolean biome, biomeraw, highesty, blockdata;
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private HiddenChunkStyle hidestyle = HiddenChunkStyle.FILL_AIR;
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private List<VisibilityLimit> visible_limits = null;
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private boolean do_generate = false;
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private boolean isempty = true;
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private ChunkSnapshot[] snaparray; /* Index = (x-x_min) + ((z-z_min)*x_dim) */
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@ -296,7 +298,11 @@ public class NewMapChunkCache implements MapChunkCache {
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}
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}
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boolean wasLoaded = w.isChunkLoaded(chunk.x, chunk.z);
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boolean didload = w.loadChunk(chunk.x, chunk.z, false);
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boolean didload = w.loadChunk(chunk.x, chunk.z, do_generate && vis);
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boolean didgenerate = false;
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/* If we didn't load, and we're supposed to generate, do it */
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if((!didload) && do_generate && vis)
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didgenerate = didload = w.loadChunk(chunk.x, chunk.z, true);
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/* If it did load, make cache of it */
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if(didload) {
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ChunkSnapshot ss = null;
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@ -329,17 +335,20 @@ public class NewMapChunkCache implements MapChunkCache {
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if ((!wasLoaded) && didload) {
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/* It looks like bukkit "leaks" entities - they don't get removed from the world-level table
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* when chunks are unloaded but not saved - removing them seems to do the trick */
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Chunk cc = w.getChunkAt(chunk.x, chunk.z);
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if(cc != null) {
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for(Entity e: cc.getEntities())
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e.remove();
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if(!didgenerate) {
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Chunk cc = w.getChunkAt(chunk.x, chunk.z);
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if(cc != null) {
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for(Entity e: cc.getEntities())
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e.remove();
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}
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}
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/* Since we only remember ones we loaded, and we're synchronous, no player has
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* moved, so it must be safe (also prevent chunk leak, which appears to happen
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* because isChunkInUse defined "in use" as being within 256 blocks of a player,
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* while the actual in-use chunk area for a player where the chunks are managed
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* by the MC base server is 21x21 (or about a 160 block radius) */
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w.unloadChunk(chunk.x, chunk.z, false, false);
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* by the MC base server is 21x21 (or about a 160 block radius).
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* Also, if we did generate it, need to save it */
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w.unloadChunk(chunk.x, chunk.z, didgenerate, false);
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/* And pop preserved chunk - this is a bad leak in Bukkit for map traversals like us */
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try {
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if(poppreservedchunk != null)
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@ -351,10 +360,13 @@ public class NewMapChunkCache implements MapChunkCache {
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cnt++;
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}
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if(iterator.hasNext() == false) { /* If we're done */
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isempty = true;
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/* Fill missing chunks with empty dummy chunk */
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for(int i = 0; i < snaparray.length; i++) {
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if(snaparray[i] == null)
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snaparray[i] = EMPTY;
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else if(snaparray[i] != EMPTY)
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isempty = false;
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}
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}
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return cnt;
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@ -367,6 +379,12 @@ public class NewMapChunkCache implements MapChunkCache {
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return !iterator.hasNext();
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return false;
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}
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/**
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* Test if all empty blocks
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*/
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public boolean isEmpty() {
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return isempty;
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}
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/**
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* Unload chunks
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*/
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@ -436,6 +454,16 @@ public class NewMapChunkCache implements MapChunkCache {
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public void setHiddenFillStyle(HiddenChunkStyle style) {
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this.hidestyle = style;
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}
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/**
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* Set autogenerate - must be done after at least one visible range has been set
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*/
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public void setAutoGenerateVisbileRanges(boolean do_generate) {
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if(do_generate && ((visible_limits == null) || (visible_limits.size() == 0))) {
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Log.severe("Cannot setAutoGenerateVisibleRanges() without visible ranges defined");
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return;
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}
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this.do_generate = do_generate;
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}
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/**
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* Add visible area limit - can be called more than once
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* Needs to be set before chunks are loaded
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