2024-02-25 14:46:47 +00:00
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#pragma once
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2023-06-20 04:33:09 +00:00
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#include "StarBTreeDatabase.hpp"
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#include "StarVersioningDatabase.hpp"
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#include "StarEntity.hpp"
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#include "StarOrderedSet.hpp"
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#include "StarWorldTiles.hpp"
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#include "StarRpcPromise.hpp"
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#include "StarBiomePlacement.hpp"
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namespace Star {
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STAR_EXCEPTION(WorldStorageException, StarException);
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STAR_CLASS(EntityMap);
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STAR_STRUCT(WorldGeneratorFacade);
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STAR_CLASS(WorldStorage);
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typedef HashMap<ByteArray, Maybe<ByteArray>> WorldChunks;
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enum class SectorLoadLevel : uint8_t {
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None = 0,
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Tiles = 1,
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Entities = 2,
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Loaded = 2
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};
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enum class SectorGenerationLevel : uint8_t {
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None = 0,
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BaseTiles = 1,
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MicroDungeons = 2,
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CaveLiquid = 3,
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Finalize = 4,
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Complete = 4,
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Terraform = 5
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};
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struct WorldGeneratorFacade {
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typedef ServerTileSectorArray::Sector Sector;
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WorldGeneratorFacade() {}
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virtual ~WorldGeneratorFacade() {}
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// Should bring a given sector from generationLevel - 1 to generationLevel.
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virtual void generateSectorLevel(WorldStorage* storage, Sector const& sector, SectorGenerationLevel generationLevel) = 0;
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virtual void sectorLoadLevelChanged(WorldStorage* storage, Sector const& sector, SectorLoadLevel loadLevel) = 0;
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// Perform terraforming operations (biome reapplication) on the given sector
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virtual void terraformSector(WorldStorage* storage, Sector const& sector) = 0;
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// Called after an entity is loaded, but before the entity is added to the
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// EntityMap.
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virtual void initEntity(WorldStorage* storage, EntityId newEntityId, EntityPtr const& entity) = 0;
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// Called after the entity is removed from the entity map but before it is
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// stored.
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virtual void destructEntity(WorldStorage* storage, EntityPtr const& entity) = 0;
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// Should return true if this entity should maintain the sector, false
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// otherwise.
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virtual bool entityKeepAlive(WorldStorage* storage, EntityPtr const& entity) const = 0;
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// Should return true if this entity should be stored along with the world,
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// false otherwise.
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virtual bool entityPersistent(WorldStorage* storage, EntityPtr const& entity) const = 0;
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// Queues up a microdungeon. Fulfills the rpc promise with the position the
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// microdungeon was placed at
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virtual RpcPromise<Vec2I> enqueuePlacement(List<BiomeItemDistribution> placements, Maybe<DungeonId> id) = 0;
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};
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// Handles paging entity and tile data in / out of disk backed storage for
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// WorldServer and triggers initial generation. Ties tile sectors to entity
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// sectors, and allows for multiple stage generation of those sectors. Sector
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// generation is done in stages, so that lower generation stages are done in a
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// one sector border around the higher generation stages.
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//
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// WorldStorage is designed so that once constructed, any exceptions triggered
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// during loading, unloading, or generation that would result in an
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// indeterminate world state cause the underlying database to be rolled back
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// and then immediately closed. The underlying database committed only when
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// destructed without error, or a manual call to sync().
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class WorldStorage {
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public:
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typedef ServerTileSectorArray::Sector Sector;
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typedef ServerTileSectorArray::Array TileArray;
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typedef ServerTileSectorArray::ArrayPtr TileArrayPtr;
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static WorldChunks getWorldChunksUpdate(WorldChunks const& oldChunks, WorldChunks const& newChunks);
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static void applyWorldChunksUpdateToFile(String const& file, WorldChunks const& update);
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static WorldChunks getWorldChunksFromFile(String const& file);
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// Create a new world of the given size.
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WorldStorage(Vec2U const& worldSize, IODevicePtr const& device, WorldGeneratorFacadePtr const& generatorFacade);
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// Read an existing world.
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WorldStorage(IODevicePtr const& device, WorldGeneratorFacadePtr const& generatorFacade);
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// Read an in-memory world.
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WorldStorage(WorldChunks const& chunks, WorldGeneratorFacadePtr const& generatorFacade);
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~WorldStorage();
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VersionedJson worldMetadata();
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void setWorldMetadata(VersionedJson const& metadata);
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ServerTileSectorArrayPtr const& tileArray() const;
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EntityMapPtr const& entityMap() const;
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Maybe<Sector> sectorForPosition(Vec2I const& position) const;
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List<Sector> sectorsForRegion(RectI const& region) const;
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Maybe<RectI> regionForSector(Sector sector) const;
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SectorLoadLevel sectorLoadLevel(Sector sector) const;
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// Returns the sector generation level if it is currently loaded, nothing
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// otherwise.
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Maybe<SectorGenerationLevel> sectorGenerationLevel(Sector sector) const;
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// Returns true if the sector is both loaded and fully generated.
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bool sectorActive(Sector) const;
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// Fully load the given sector and reset its TTL without triggering any
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// generation.
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void loadSector(Sector sector);
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// Fully load, reset the TTL, and if necessary, fully generate the given
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// sector.
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void activateSector(Sector sector);
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// Queue the given sector for activation, if it is not already active. If
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// the sector is loaded at all, also resets the TTL.
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void queueSectorActivation(Sector sector);
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// Immediately (synchronously) fully generates the sector, then flags it as requiring
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// terraforming (biome reapplication) which will be handled by the normal generation process
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void triggerTerraformSector(Sector sector);
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// Queues up a microdungeon. Fulfills the rpc promise with the position the
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// microdungeon was placed at
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RpcPromise<Vec2I> enqueuePlacement(List<BiomeItemDistribution> placements, Maybe<DungeonId> id);
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// Return the remaining time to live for a sector, if loaded. A sector's
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// time to live is reset when loaded or generated, and when the time to live
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// reaches zero, the sector is automatically unloaded.
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Maybe<float> sectorTimeToLive(Sector sector) const;
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// Set the given sector's time to live, if it is loaded at all. Returns
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// false if the sector was not loaded so no action was taken.
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bool setSectorTimeToLive(Sector sector, float newTimeToLive);
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// Returns the position for a given unique entity if it exists in this world,
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// loaded or not.
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Maybe<Vec2F> findUniqueEntity(String const& uniqueId);
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// If the given unique entity is not loaded, loads its sector and then if the
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// unique entity is found, returns the entity id, otherwise NullEntityId.
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EntityId loadUniqueEntity(String const& uniqueId);
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// Does any queued generation work, potentially limiting the total number of
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// increases of SectorGenerationLevel by the sectorGenerationLevelLimit, if
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// given. If sectorOrdering is given, then it will be used to prioritize the
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// queued sectors.
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void generateQueue(Maybe<size_t> sectorGenerationLevelLimit, function<bool(Sector, Sector)> sectorOrdering = {});
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// Ticks down the TTL on sectors and generation queue entries, stores old
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// sectors, expires old generation queue entries, and unloads any zombie
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// entities.
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void tick(float dt);
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// Unload all sectors that can be unloaded (if force is specified, ALWAYS
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// unloads all sectors)
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void unloadAll(bool force = false);
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// Sync all active sectors without unloading them, and commits the underlying
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// database.
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void sync();
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// Syncs all active sectors to disk and stores the full content of the world
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// into memory.
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WorldChunks readChunks();
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// if this is set, all terrain generation is assumed to be handled by dungeon placement
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// and steps such as microdungeons, biome objects and grass mods will be skipped
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bool floatingDungeonWorld() const;
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void setFloatingDungeonWorld(bool floatingDungeonWorld);
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private:
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enum class StoreType : uint8_t {
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Metadata = 0,
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TileSector = 1,
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EntitySector = 2,
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UniqueIndex = 3,
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SectorUniques = 4
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};
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typedef pair<Sector, Vec2F> SectorAndPosition;
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struct WorldMetadataStore {
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Vec2U worldSize;
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VersionedJson userMetadata;
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};
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typedef List<VersionedJson> EntitySectorStore;
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// Map of uuid to entity's position and sector they were stored in.
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typedef HashMap<String, SectorAndPosition> UniqueIndexStore;
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// Set of unique ids that are stored in a given sector
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typedef HashSet<String> SectorUniqueStore;
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struct TileSectorStore {
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TileSectorStore();
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// Also store generation level along with tiles, simply because tiles are
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// the first things to be loaded and the last to be stored.
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SectorGenerationLevel generationLevel;
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VersionNumber tileSerializationVersion;
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TileArrayPtr tiles;
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};
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struct SectorMetadata {
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SectorMetadata();
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SectorLoadLevel loadLevel;
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SectorGenerationLevel generationLevel;
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float timeToLive;
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};
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static ByteArray metadataKey();
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static WorldMetadataStore readWorldMetadata(ByteArray const& data);
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static ByteArray writeWorldMetadata(WorldMetadataStore const& metadata);
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static ByteArray entitySectorKey(Sector const& sector);
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static EntitySectorStore readEntitySector(ByteArray const& data);
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static ByteArray writeEntitySector(EntitySectorStore const& store);
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static ByteArray tileSectorKey(Sector const& sector);
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static TileSectorStore readTileSector(ByteArray const& data);
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static ByteArray writeTileSector(TileSectorStore const& store);
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static ByteArray uniqueIndexKey(String const& uniqueId);
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static UniqueIndexStore readUniqueIndexStore(ByteArray const& data);
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static ByteArray writeUniqueIndexStore(UniqueIndexStore const& store);
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static ByteArray sectorUniqueKey(Sector const& sector);
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static SectorUniqueStore readSectorUniqueStore(ByteArray const& data);
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static ByteArray writeSectorUniqueStore(SectorUniqueStore const& store);
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static void openDatabase(BTreeDatabase& db, IODevicePtr device);
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WorldStorage();
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bool belongsInSector(Sector const& sector, Vec2F const& position) const;
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// Generate a random TTL value in the configured range
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float randomizedSectorTTL() const;
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// Generate the given sector to the given generation level. If
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// sectorGenerationLevelLimit is given, stops work as soon as the given
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// number of generation level changes has occurred. Returns whether the
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// given sector was fully generated, and the total number of generation
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// levels increased. If any sector's generation level is brought up at all,
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// it will also reset the TTL for that sector.
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pair<bool, size_t> generateSectorToLevel(Sector const& sector, SectorGenerationLevel targetGenerationLevel, size_t sectorGenerationLevelLimit = NPos);
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// Bring the sector up to the given load level, and all surrounding sectors
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// as appropriate. If the load level is brought up, also resets the TTL.
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void loadSectorToLevel(Sector const& sector, SectorLoadLevel targetLoadLevel);
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// Store and unload the given sector to the given level, given the state of
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// the surrounding sectors. If force is true, will always unload to the
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// given level.
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void unloadSectorToLevel(Sector const& sector, SectorLoadLevel targetLoadLevel, bool force = false);
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// Sync this sector to disk without unloading it.
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void syncSector(Sector const& sector);
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// Returns the sectors within WorldSectorSize of the given sector. This is
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// *not exactly the same* as the surrounding 9 sectors in a square pattern,
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// because first this does not return invalid sectors, and second, If a world
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// is not evenly divided by the sector size, this may return extra sectors on
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// one side because they are within range.
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List<Sector> adjacentSectors(Sector const& sector) const;
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// Replace the sector uniques for this sector with the given set
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void updateSectorUniques(Sector const& sector, UniqueIndexStore const& sectorUniques);
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// Merge the stored sector uniques for this sector with the given set
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void mergeSectorUniques(Sector const& sector, UniqueIndexStore const& sectorUniques);
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Maybe<SectorAndPosition> getUniqueIndexEntry(String const& uniqueId);
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void setUniqueIndexEntry(String const& uniqueId, SectorAndPosition const& sectorAndPosition);
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// Remove the index entry for this unique id, if the index entry found points
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// to the given sector
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void removeUniqueIndexEntry(String const& uniqueId, Sector const& sector);
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Vec2F m_sectorTimeToLive;
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float m_generationQueueTimeToLive;
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ServerTileSectorArrayPtr m_tileArray;
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EntityMapPtr m_entityMap;
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WorldGeneratorFacadePtr m_generatorFacade;
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bool m_floatingDungeonWorld;
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StableHashMap<Sector, SectorMetadata> m_sectorMetadata;
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OrderedHashMap<Sector, float> m_generationQueue;
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BTreeDatabase m_db;
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};
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}
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