The prototype of chunk loading system, multi-thread needs additional attention

This commit is contained in:
Tnze
2022-06-18 18:11:00 +08:00
parent 7c80f1e7c0
commit e405acaa02
4 changed files with 34 additions and 94 deletions

View File

@ -13,14 +13,14 @@ import (
"github.com/Tnze/go-mc/save"
)
type ChunkPos struct{ X, Z int }
type ChunkPos [2]int32
func (c ChunkPos) WriteTo(w io.Writer) (n int64, err error) {
n, err = pk.Int(c.X).WriteTo(w)
n, err = pk.Int(c[0]).WriteTo(w)
if err != nil {
return
}
n1, err := pk.Int(c.Z).WriteTo(w)
n1, err := pk.Int(c[1]).WriteTo(w)
return n + n1, err
}
@ -33,7 +33,7 @@ func (c *ChunkPos) ReadFrom(r io.Reader) (n int64, err error) {
if n1, err = z.ReadFrom(r); err != nil {
return n + n1, err
}
*c = ChunkPos{int(x), int(z)}
*c = ChunkPos{int32(x), int32(z)}
return n + n1, nil
}
@ -41,6 +41,7 @@ type Chunk struct {
Sections []Section
HeightMaps HeightMaps
BlockEntity []BlockEntity
Status ChunkStatus
}
func EmptyChunk(secs int) *Chunk {
@ -57,6 +58,7 @@ func EmptyChunk(secs int) *Chunk {
HeightMaps: HeightMaps{
MotionBlocking: NewBitStorage(bits.Len(uint(secs)*16), 16*16, nil),
},
Status: StatusEmpty,
}
}
@ -220,6 +222,7 @@ func ChunkFromSave(c *save.Chunk) (*Chunk, error) {
OceanFloor: NewBitStorage(bitsForHeight, 16*16, oceanFloor),
WorldSurface: NewBitStorage(bitsForHeight, 16*16, worldSurface),
},
Status: ChunkStatus(c.Status),
}, nil
}
@ -278,7 +281,8 @@ func ChunkToSave(c *Chunk, dst *save.Chunk) (err error) {
s.BlockLight = v.BlockLight
}
dst.Sections = sections
//dst.Heightmaps.MotionBlocking = c.HeightMaps.MotionBlocking.Raw()
dst.Heightmaps.MotionBlocking = c.HeightMaps.MotionBlocking.Raw()
dst.Status = string(c.Status)
return
}

19
level/chunkstatus.go Normal file
View File

@ -0,0 +1,19 @@
package level
type ChunkStatus string
const (
StatusEmpty ChunkStatus = "empty"
StatusStructureStarts ChunkStatus = "structure_starts"
StatusStructureReferences ChunkStatus = "structure_references"
StatusBiomes ChunkStatus = "biomes"
StatusNoise ChunkStatus = "noise"
StatusSurface ChunkStatus = "surface"
StatusCarvers ChunkStatus = "carvers"
StatusLiquidCarvers ChunkStatus = "liquid_carvers"
StatusFeatures ChunkStatus = "features"
StatusLight ChunkStatus = "light"
StatusSpawn ChunkStatus = "spawn"
StatusHeightmaps ChunkStatus = "heightmaps"
StatusFull ChunkStatus = "full"
)