osb/source/game/StarCelestialDatabase.hpp

227 lines
8.4 KiB
C++
Raw Normal View History

#pragma once
2023-06-20 04:33:09 +00:00
#include "StarRect.hpp"
#include "StarTtlCache.hpp"
#include "StarWeightedPool.hpp"
#include "StarThread.hpp"
#include "StarBTreeDatabase.hpp"
#include "StarCelestialTypes.hpp"
#include "StarPerlin.hpp"
namespace Star {
STAR_CLASS(CelestialDatabase);
STAR_CLASS(CelestialMasterDatabase);
STAR_CLASS(CelestialSlaveDatabase);
class CelestialDatabase {
public:
virtual ~CelestialDatabase();
// The x/y region of usable worlds.
RectI xyRange() const;
// The maximum number of bodies that can orbit a single system center /
// planetary body. Orbital numbers are up to this number of levels
// *inclusive*, so planetary orbit numbers would be 1-N, and planetary orbit
// "0", in this system, would refer to the center of the planetary system
// itself, e.g. a star. In the same way, satellites around a planetary
// object are numbered 1-N, and 0 refers to the planetary object itself.
int planetOrbitalLevels() const;
int satelliteOrbitalLevels() const;
// The following methods are allowed to return no information even in the
// case of valid coordinates, due to delayed loading.
virtual Maybe<CelestialParameters> parameters(CelestialCoordinate const& coordinate) = 0;
virtual Maybe<String> name(CelestialCoordinate const& coordinate) = 0;
virtual Maybe<bool> hasChildren(CelestialCoordinate const& coordinate) = 0;
virtual List<CelestialCoordinate> children(CelestialCoordinate const& coordinate) = 0;
virtual List<int> childOrbits(CelestialCoordinate const& coordinate) = 0;
// Return all valid system coordinates in the given x/y range. All systems
// are guaranteed to have unique x/y coordinates, and are meant to be viewed
// from the top in 2d. The z-coordinate is there simpy as a validation
// parameter.
virtual List<CelestialCoordinate> scanSystems(RectI const& region, Maybe<StringSet> const& includedTypes = {}) = 0;
virtual List<pair<Vec2I, Vec2I>> scanConstellationLines(RectI const& region) = 0;
// Returns false if part or all of the specified region is not loaded. This
// is only relevant for calls to scanSystems and scanConstellationLines, and
// does not imply that each individual system in the given region is fully
// loaded with all planets moons etc, only that scanSystem and
// scanConstellationLines are not waiting on missing data.
virtual bool scanRegionFullyLoaded(RectI const& region) = 0;
protected:
Vec2I chunkIndexFor(CelestialCoordinate const& coordinate) const;
Vec2I chunkIndexFor(Vec2I const& systemXY) const;
// Returns the chunk indexes for the given region.
List<Vec2I> chunkIndexesFor(RectI const& region) const;
// Returns the region of the given chunk.
RectI chunkRegion(Vec2I const& chunkIndex) const;
// m_baseInformation should only be modified in the constructor, as it is not
// thread protected.
CelestialBaseInformation m_baseInformation;
};
class CelestialMasterDatabase : public CelestialDatabase {
public:
CelestialMasterDatabase(Maybe<String> databaseFile = {});
CelestialBaseInformation baseInformation() const;
CelestialResponse respondToRequest(CelestialRequest const& requests);
// Unload data that has not been used in the configured TTL time, and
// periodically commit to the underlying database if it is in use.
void cleanupAndCommit();
// Does this coordinate point to a valid existing object?
bool coordinateValid(CelestialCoordinate const& coordinate);
// Find a planetary or satellite object randomly throughout the entire
// celestial space that satisfies the given parameters. May fail to find
// anything, though with the defaults this is vanishingly unlikely.
Maybe<CelestialCoordinate> findRandomWorld(unsigned tries = 10, unsigned trySpatialRange = 50,
function<bool(CelestialCoordinate)> filter = {}, Maybe<uint64_t> seed = {});
// CelestialMasterDatabase always returns actual data, as it does just in
// time generation.
Maybe<CelestialParameters> parameters(CelestialCoordinate const& coordinate) override;
Maybe<String> name(CelestialCoordinate const& coordinate) override;
Maybe<bool> hasChildren(CelestialCoordinate const& coordinate) override;
List<CelestialCoordinate> children(CelestialCoordinate const& coordinate) override;
List<int> childOrbits(CelestialCoordinate const& coordinate) override;
List<CelestialCoordinate> scanSystems(RectI const& region, Maybe<StringSet> const& includedTypes = {}) override;
List<pair<Vec2I, Vec2I>> scanConstellationLines(RectI const& region) override;
bool scanRegionFullyLoaded(RectI const& region) override;
// overwrite the celestial parameters for the world at the given celestial coordinate
void updateParameters(CelestialCoordinate const& coordinate, CelestialParameters const& parameters);
protected:
struct SatelliteType {
String typeName;
Json baseParameters;
JsonArray variationParameters;
JsonObject orbitParameters;
};
struct PlanetaryType {
String typeName;
float satelliteProbability;
size_t maxSatelliteCount;
Json baseParameters;
JsonArray variationParameters;
JsonObject orbitParameters;
};
struct SystemType {
String typeName;
bool constellationCapable;
Json baseParameters;
JsonArray variationParameters;
List<CelestialOrbitRegion> orbitRegions;
};
struct GenerationInformation {
float systemProbability;
float constellationProbability;
Vec2U constellationLineCountRange;
unsigned constellationMaxTries;
float maximumConstellationLineLength;
float minimumConstellationLineLength;
float minimumConstellationMagnitude;
float minimumConstellationLineCloseness;
Map<String, SystemType> systemTypes;
PerlinD systemTypePerlin;
Json systemTypeBins;
StringMap<PlanetaryType> planetaryTypes;
StringMap<SatelliteType> satelliteTypes;
StringList planetarySuffixes;
StringList satelliteSuffixes;
WeightedPool<String> systemPrefixNames;
WeightedPool<String> systemNames;
WeightedPool<String> systemSuffixNames;
};
static Maybe<CelestialOrbitRegion> orbitRegion(
List<CelestialOrbitRegion> const& orbitRegions, int planetaryOrbitNumber);
typedef std::function<void(std::function<void()>&&)>&& UnlockDuringFunction;
CelestialChunk const& getChunk(Vec2I const& chunkLocation, UnlockDuringFunction unlockDuring = {});
2023-06-20 04:33:09 +00:00
CelestialChunk produceChunk(Vec2I const& chunkLocation) const;
Maybe<pair<CelestialParameters, HashMap<int, CelestialPlanet>>> produceSystem(
RandomSource& random, Vec3I const& location) const;
List<CelestialConstellation> produceConstellations(
RandomSource& random, List<Vec2I> const& constellationCandidates) const;
GenerationInformation m_generationInformation;
mutable RecursiveMutex m_mutex;
HashTtlCache<Vec2I, CelestialChunk> m_chunkCache;
BTreeSha256Database m_database;
float m_commitInterval;
Timer m_commitTimer;
};
class CelestialSlaveDatabase : public CelestialDatabase {
public:
CelestialSlaveDatabase(CelestialBaseInformation baseInformation);
// Signal that the given region should be requested from the master database.
void signalRegion(RectI const& region);
// Signal that the given system should be fully requested from the master
// database.
void signalSystem(CelestialCoordinate const& system);
// There is an internal activity time for chunk requests to live to prevent
// repeatedly requesting the same set of chunks.
List<CelestialRequest> pullRequests();
void pushResponses(List<CelestialResponse> responses);
// Unload data that has not been used in the configured TTL time.
void cleanup();
Maybe<CelestialParameters> parameters(CelestialCoordinate const& coordinate) override;
Maybe<String> name(CelestialCoordinate const& coordinate) override;
Maybe<bool> hasChildren(CelestialCoordinate const& coordinate) override;
List<CelestialCoordinate> children(CelestialCoordinate const& coordinate) override;
List<int> childOrbits(CelestialCoordinate const& coordinate) override;
List<CelestialCoordinate> scanSystems(RectI const& region, Maybe<StringSet> const& includedTypes = {}) override;
List<pair<Vec2I, Vec2I>> scanConstellationLines(RectI const& region) override;
bool scanRegionFullyLoaded(RectI const& region) override;
void invalidateCacheFor(CelestialCoordinate const& coordinate);
private:
float m_requestTimeout;
mutable RecursiveMutex m_mutex;
HashTtlCache<Vec2I, CelestialChunk> m_chunkCache;
HashMap<Vec2I, Timer> m_pendingChunkRequests;
HashMap<Vec3I, Timer> m_pendingSystemRequests;
};
}