package org.dynmap; import java.lang.reflect.Method; import java.util.LinkedList; import org.bukkit.World; import org.bukkit.Chunk; import org.bukkit.entity.Entity; /** * Container for managing chunks, as well as abstracting the different methods we may * handle chunk data (existing chunk loading, versus upcoming chunk snapshots) * */ public class MapChunkCache { private World w; private static Method getchunkdata = null; private static Method gethandle = null; private static boolean initialized = false; private int x_min, x_max, z_min, z_max; private int x_dim; private CraftChunkSnapshot[] snaparray; /* Index = (x-x_min) + ((z-z_min)*x_dim) */ private LinkedList loadedChunks = new LinkedList(); /** * Create chunk cache container * @param w - world * @param x_min - minimum chunk x coordinate * @param z_min - minimum chunk z coordinate * @param x_max - maximum chunk x coordinate * @param z_max - maximum chunk z coordinate */ @SuppressWarnings({ "unchecked" }) public MapChunkCache(World w, DynmapChunk[] chunks) { /* Compute range */ if(chunks.length == 0) { this.x_min = 0; this.x_max = 0; this.z_min = 0; this.z_max = 0; x_dim = 1; } else { x_min = x_max = chunks[0].x; z_min = z_max = chunks[0].z; for(int i = 1; i < chunks.length; i++) { if(chunks[i].x > x_max) x_max = chunks[i].x; if(chunks[i].x < x_min) x_min = chunks[i].x; if(chunks[i].z > z_max) z_max = chunks[i].z; if(chunks[i].z < z_min) z_min = chunks[i].z; } x_dim = x_max - x_min + 1; } this.w = w; if(!initialized) { try { Class c = Class.forName("net.minecraft.server.Chunk"); getchunkdata = c.getDeclaredMethod("a", new Class[] { byte[].class, int.class, int.class, int.class, int.class, int.class, int.class, int.class }); c = Class.forName("org.bukkit.craftbukkit.CraftChunk"); gethandle = c.getDeclaredMethod("getHandle", new Class[0]); } catch (ClassNotFoundException cnfx) { } catch (NoSuchMethodException nsmx) { } initialized = true; if(gethandle != null) Log.info("Chunk snapshot support enabled"); else Log.info("Chunk snapshot support disabled"); } if(gethandle != null) { /* We can use caching */ snaparray = new CraftChunkSnapshot[x_dim * (z_max-z_min+1)]; } if(snaparray != null) { // Load the required chunks. for (DynmapChunk chunk : chunks) { boolean wasLoaded = w.isChunkLoaded(chunk.x, chunk.z); boolean didload = w.loadChunk(chunk.x, chunk.z, false); /* If it did load, make cache of it */ if(didload) { Chunk c = w.getChunkAt(chunk.x, chunk.z); try { Object cc = gethandle.invoke(c); byte[] buf = new byte[32768 + 16384 + 16384 + 16384]; /* Get big enough buffer for whole chunk */ getchunkdata.invoke(cc, buf, 0, 0, 0, 16, 128, 16, 0); CraftChunkSnapshot ss = new CraftChunkSnapshot(chunk.x, chunk.z, buf); snaparray[(chunk.x-x_min) + (chunk.z - z_min)*x_dim] = ss; } catch (Exception x) { } } if ((!wasLoaded) && didload) { /* It looks like bukkit "leaks" entities - they don't get removed from the world-level table * when chunks are unloaded but not saved - removing them seems to do the trick */ Chunk cc = w.getChunkAt(chunk.x, chunk.z); if(cc != null) { for(Entity e: cc.getEntities()) e.remove(); } /* Since we only remember ones we loaded, and we're synchronous, no player has * moved, so it must be safe (also prevent chunk leak, which appears to happen * because isChunkInUse defined "in use" as being within 256 blocks of a player, * while the actual in-use chunk area for a player where the chunks are managed * by the MC base server is 21x21 (or about a 160 block radius) */ w.unloadChunk(chunk.x, chunk.z, false, false); } } } else { /* Else, load and keep them loaded for now */ // Load the required chunks. for (DynmapChunk chunk : chunks) { boolean wasLoaded = w.isChunkLoaded(chunk.x, chunk.z); boolean didload = w.loadChunk(chunk.x, chunk.z, false); if ((!wasLoaded) && didload) loadedChunks.add(chunk); } } } /** * Unload chunks */ public void unloadChunks() { if(snaparray != null) { for(int i = 0; i < snaparray.length; i++) { snaparray[i] = null; } } else { while (!loadedChunks.isEmpty()) { DynmapChunk c = loadedChunks.pollFirst(); /* It looks like bukkit "leaks" entities - they don't get removed from the world-level table * when chunks are unloaded but not saved - removing them seems to do the trick */ Chunk cc = w.getChunkAt(c.x, c.z); if(cc != null) { for(Entity e: cc.getEntities()) e.remove(); } /* Since we only remember ones we loaded, and we're synchronous, no player has * moved, so it must be safe (also prevent chunk leak, which appears to happen * because isChunkInUse defined "in use" as being within 256 blocks of a player, * while the actual in-use chunk area for a player where the chunks are managed * by the MC base server is 21x21 (or about a 160 block radius) */ w.unloadChunk(c.x, c.z, false, false); } } } /** * Get block ID at coordinates */ public int getBlockTypeID(int x, int y, int z) { if(snaparray != null) { CraftChunkSnapshot ss = snaparray[((x>>4) - x_min) + ((z>>4) - z_min) * x_dim]; if(ss == null) return 0; else return ss.getBlockTypeId(x & 0xF, y, z & 0xF); } else { return w.getBlockTypeIdAt(x, y, z); } } /** * Get block data at coordiates */ public byte getBlockData(int x, int y, int z) { if(snaparray != null) { CraftChunkSnapshot ss = snaparray[((x>>4) - x_min) + ((z>>4) - z_min) * x_dim]; if(ss == null) return 0; else return (byte)ss.getBlockData(x & 0xF, y, z & 0xF); } else { return w.getBlockAt(x, y, z).getData(); } } /* Get highest block Y * */ public int getHighestBlockYAt(int x, int z) { if(snaparray != null) { CraftChunkSnapshot ss = snaparray[((x>>4) - x_min) + ((z>>4) - z_min) * x_dim]; if(ss == null) { return 1; } else return ss.getHighestBlockYAt(x & 0xF, z & 0xF); } else { return w.getHighestBlockYAt(x, z); } } /* Get sky light level */ public int getBlockSkyLight(int x, int y, int z) { if(snaparray != null) { CraftChunkSnapshot ss = snaparray[((x>>4) - x_min) + ((z>>4) - z_min) * x_dim]; if(ss == null) { return 15; } else return ss.getBlockSkyLight(x & 0xF, y, z & 0xF); } else { return 15; } } }