osb/source/game/StarWorldStorage.cpp

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#include "StarWorldStorage.hpp"
#include "StarFile.hpp"
#include "StarCompression.hpp"
#include "StarJsonExtra.hpp"
#include "StarDataStreamExtra.hpp"
#include "StarIterator.hpp"
#include "StarLogging.hpp"
#include "StarRoot.hpp"
#include "StarEntityMap.hpp"
#include "StarEntityFactory.hpp"
#include "StarAssets.hpp"
#include "StarMaterialDatabase.hpp"
#include "StarLiquidsDatabase.hpp"
namespace Star {
WorldChunks WorldStorage::getWorldChunksUpdate(WorldChunks const& oldChunks, WorldChunks const& newChunks) {
WorldChunks update;
for (auto const& p : oldChunks) {
if (!newChunks.contains(p.first))
update[p.first] = {};
}
for (auto const& p : newChunks) {
if (oldChunks.value(p.first) != p.second)
update[p.first] = p.second;
}
return update;
}
void WorldStorage::applyWorldChunksUpdateToFile(String const& file, WorldChunks const& update) {
BTreeDatabase db;
openDatabase(db, File::open(file, IOMode::ReadWrite));
for (auto const& p : update) {
if (p.second)
db.insert(p.first, *p.second);
else
db.remove(p.first);
}
}
WorldChunks WorldStorage::getWorldChunksFromFile(String const& file) {
BTreeDatabase db;
openDatabase(db, File::open(file, IOMode::Read));
WorldChunks chunks;
db.forAll([&chunks](ByteArray key, ByteArray value) { chunks.add(std::move(key), std::move(value)); });
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return chunks;
}
WorldStorage::WorldStorage(Vec2U const& worldSize, IODevicePtr const& device, WorldGeneratorFacadePtr const& generatorFacade)
: WorldStorage() {
m_tileArray = make_shared<ServerTileSectorArray>(worldSize);
m_entityMap = make_shared<EntityMap>(worldSize, MinServerEntityId, MaxServerEntityId);
m_generatorFacade = generatorFacade;
m_floatingDungeonWorld = false;
// Creating a new world, clear any existing data.
device->resize(0);
openDatabase(m_db, device);
m_db.insert(metadataKey(), writeWorldMetadata(WorldMetadataStore{worldSize, VersionedJson()}));
m_db.commit();
}
WorldStorage::WorldStorage(IODevicePtr const& device, WorldGeneratorFacadePtr const& generatorFacade) : WorldStorage() {
m_generatorFacade = generatorFacade;
m_floatingDungeonWorld = false;
openDatabase(m_db, device);
Vec2U worldSize = readWorldMetadata(*m_db.find(metadataKey())).worldSize;
m_tileArray = make_shared<ServerTileSectorArray>(worldSize);
m_entityMap = make_shared<EntityMap>(worldSize, MinServerEntityId, MaxServerEntityId);
}
WorldStorage::WorldStorage(WorldChunks const& chunks, WorldGeneratorFacadePtr const& generatorFacade) : WorldStorage() {
m_generatorFacade = generatorFacade;
m_floatingDungeonWorld = false;
openDatabase(m_db, File::ephemeralFile());
for (auto const& p : chunks) {
if (p.second)
m_db.insert(p.first, *p.second);
}
Vec2U worldSize = readWorldMetadata(*m_db.find(metadataKey())).worldSize;
m_tileArray = make_shared<ServerTileSectorArray>(worldSize);
m_entityMap = make_shared<EntityMap>(worldSize, MinServerEntityId, MaxServerEntityId);
}
WorldStorage::~WorldStorage() {
if (m_db.isOpen()) {
unloadAll(true);
m_db.close();
}
}
VersionedJson WorldStorage::worldMetadata() {
return readWorldMetadata(*m_db.find(metadataKey())).userMetadata;
}
void WorldStorage::setWorldMetadata(VersionedJson const& metadata) {
m_db.insert(metadataKey(), writeWorldMetadata({Vec2U(m_tileArray->size()), metadata}));
}
ServerTileSectorArrayPtr const& WorldStorage::tileArray() const {
return m_tileArray;
}
EntityMapPtr const& WorldStorage::entityMap() const {
return m_entityMap;
}
Maybe<WorldStorage::Sector> WorldStorage::sectorForPosition(Vec2I const& position) const {
auto s = m_tileArray->sectorFor(position);
if (m_tileArray->sectorValid(s))
return s;
return {};
}
List<WorldStorage::Sector> WorldStorage::sectorsForRegion(RectI const& region) const {
return m_tileArray->validSectorsFor(region);
}
Maybe<RectI> WorldStorage::regionForSector(Sector sector) const {
if (m_tileArray->sectorValid(sector))
return m_tileArray->sectorRegion(sector);
return {};
}
SectorLoadLevel WorldStorage::sectorLoadLevel(Sector sector) const {
return m_sectorMetadata.value(sector).loadLevel;
}
Maybe<SectorGenerationLevel> WorldStorage::sectorGenerationLevel(Sector sector) const {
if (auto p = m_sectorMetadata.ptr(sector))
return p->generationLevel;
return {};
}
bool WorldStorage::sectorActive(Sector sector) const {
if (auto p = m_sectorMetadata.ptr(sector)) {
if (p->loadLevel == SectorLoadLevel::Loaded && p->generationLevel == SectorGenerationLevel::Complete)
return true;
}
return false;
}
void WorldStorage::loadSector(Sector sector) {
try {
loadSectorToLevel(sector, SectorLoadLevel::Loaded);
setSectorTimeToLive(sector, randomizedSectorTTL());
} catch (std::exception const& e) {
m_db.rollback();
m_db.close();
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throw WorldStorageException(strf("Failed to load sector {}", sector), e);
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}
}
void WorldStorage::activateSector(Sector sector) {
try {
generateSectorToLevel(sector, SectorGenerationLevel::Complete);
setSectorTimeToLive(sector, randomizedSectorTTL());
} catch (std::exception const& e) {
m_db.rollback();
m_db.close();
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throw WorldStorageException(strf("Failed to load sector {}", sector), e);
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}
}
void WorldStorage::queueSectorActivation(Sector sector) {
if (auto p = m_sectorMetadata.ptr(sector)) {
p->timeToLive = randomizedSectorTTL();
// Don't bother queueing the sector if it is already fully loaded
if (p->loadLevel == SectorLoadLevel::Loaded && p->generationLevel == SectorGenerationLevel::Complete)
return;
}
auto p = m_generationQueue.insert(sector, m_generationQueueTimeToLive);
m_generationQueue.toFront(p.first);
}
void WorldStorage::triggerTerraformSector(Sector sector) {
try {
loadSectorToLevel(sector, SectorLoadLevel::Loaded);
if (auto p = m_sectorMetadata.ptr(sector)) {
if (p->generationLevel < SectorGenerationLevel::Complete)
generateSectorToLevel(sector, SectorGenerationLevel::Complete);
p->generationLevel = SectorGenerationLevel::Terraform;
} else {
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throw WorldStorageException(strf("Couldn't flag sector {} for terraforming; metadata unavailable", sector));
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}
} catch (std::exception const& e) {
m_db.rollback();
m_db.close();
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throw WorldStorageException(strf("Failed to terraform sector {}", sector), e);
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}
}
RpcPromise<Vec2I> WorldStorage::enqueuePlacement(List<BiomeItemDistribution> distributions, Maybe<DungeonId> id) {
return m_generatorFacade->enqueuePlacement(std::move(distributions), id);
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}
Maybe<float> WorldStorage::sectorTimeToLive(Sector sector) const {
if (auto p = m_sectorMetadata.ptr(sector))
return p->timeToLive;
return {};
}
bool WorldStorage::setSectorTimeToLive(Sector sector, float newTimeToLive) {
if (auto p = m_sectorMetadata.ptr(sector)) {
p->timeToLive = newTimeToLive;
return true;
}
return false;
}
Maybe<Vec2F> WorldStorage::findUniqueEntity(String const& uniqueId) {
if (auto entity = m_entityMap->entity(m_entityMap->uniqueEntityId(uniqueId)))
return entity->position();
// Only return the unique index entry for the entity IF that stored sector is
// not loaded, if the stored sector is loaded then the entity ought to have
// been in the live entity map.
if (auto sectorAndPosition = getUniqueIndexEntry(uniqueId)) {
if (m_sectorMetadata.value(sectorAndPosition->first).loadLevel < SectorLoadLevel::Entities)
return sectorAndPosition->second;
}
return {};
}
EntityId WorldStorage::loadUniqueEntity(String const& uniqueId) {
EntityId entityId = m_entityMap->uniqueEntityId(uniqueId);
if (entityId != NullEntityId)
return entityId;
if (auto sectorAndPosition = getUniqueIndexEntry(uniqueId)) {
loadSector(sectorAndPosition->first);
return m_entityMap->uniqueEntityId(uniqueId);
}
return {};
}
void WorldStorage::generateQueue(Maybe<size_t> sectorGenerationLevelLimit, function<bool(Sector, Sector)> sectorOrdering) {
try {
if (sectorOrdering) {
m_generationQueue.sort([&sectorOrdering](auto const& a, auto const& b) {
return sectorOrdering(a.first, b.first);
});
}
unsigned total = 0;
while (!m_generationQueue.empty()) {
if (sectorGenerationLevelLimit && *sectorGenerationLevelLimit == 0)
break;
auto p = generateSectorToLevel(m_generationQueue.firstKey(), SectorGenerationLevel::Complete, sectorGenerationLevelLimit.value(NPos));
if (p.first)
m_generationQueue.removeFirst();
if (sectorGenerationLevelLimit)
*sectorGenerationLevelLimit -= p.second;
total += p.second;
}
} catch (std::exception const& e) {
m_db.rollback();
m_db.close();
throw WorldStorageException("WorldStorage generation failed while generating from queue", e);
}
}
void WorldStorage::tick(float dt) {
try {
// Tick down generation queue entries, and erase any that are expired.
eraseWhere(m_generationQueue, [dt](auto& p) {
p.second -= dt;
return p.second <= 0.0f;
});
// Tick down sector TTL values
for (auto& p : m_sectorMetadata)
p.second.timeToLive -= dt;
// Loop over every loaded sector, figure out whether the sector needs to be
// unloaded, kept alive by a keep-alive entity, or has any entities that need
// to be stored because they moved into an entity-unloaded sector (zombies).
auto entityFactory = Root::singleton().entityFactory();
for (auto const& p : m_sectorMetadata.pairs()) {
auto const& sector = p.first;
auto const& metadata = p.second;
bool needsUnload = metadata.timeToLive <= 0.0f;
// If it is not time to unload the sector, then we don't need to scan for
// keep-alive entities. If the sector is fully loaded, it can not have any
// zombie entities. If both of these are true, there is no work to do.
if (!needsUnload && metadata.loadLevel == SectorLoadLevel::Entities)
continue;
bool keepAlive = false;
List<EntityPtr> zombieEntities;
m_entityMap->forEachEntity(RectF(m_tileArray->sectorRegion(sector)), [&](EntityPtr const& entity) {
if (belongsInSector(sector, entity->position())) {
if (!keepAlive && m_generatorFacade->entityKeepAlive(this, entity))
keepAlive = true;
else if (metadata.loadLevel < SectorLoadLevel::Entities)
zombieEntities.append(entity);
}
});
if (keepAlive) {
setSectorTimeToLive(sector, randomizedSectorTTL());
} else if (needsUnload) {
unloadSectorToLevel(sector, SectorLoadLevel::None);
} else if (!zombieEntities.empty()) {
List<EntityPtr> zombiesToStore;
List<EntityPtr> zombiesToRemove;
for (auto const& entity : zombieEntities) {
if (m_generatorFacade->entityPersistent(this, entity))
zombiesToStore.append(entity);
else
zombiesToRemove.append(entity);
}
for (auto const& entity : zombiesToRemove) {
m_entityMap->removeEntity(entity->entityId());
m_generatorFacade->destructEntity(this, entity);
}
if (!zombiesToStore.empty()) {
EntitySectorStore sectorStore;
if (auto res = m_db.find(entitySectorKey(sector)))
sectorStore = readEntitySector(*res);
UniqueIndexStore storedUniques;
for (auto const& entity : zombiesToStore) {
m_entityMap->removeEntity(entity->entityId());
m_generatorFacade->destructEntity(this, entity);
if (auto uniqueId = entity->uniqueId())
storedUniques.add(*uniqueId, {sector, entity->position()});
sectorStore.append(entityFactory->storeVersionedEntity(entity));
}
m_db.insert(entitySectorKey(sector), writeEntitySector(sectorStore));
mergeSectorUniques(sector, storedUniques);
}
}
}
} catch (std::exception const& e) {
m_db.rollback();
m_db.close();
throw WorldStorageException("WorldStorage exception during tick", e);
}
}
void WorldStorage::unloadAll(bool force) {
try {
auto storageConfig = Root::singleton().assets()->json("/worldstorage.config");
auto sectors = m_sectorMetadata.keys();
// Entities can do some strange things during unload, such as repeatedly
// creating new entities during uninit, or setting their bounding box null
// or being entirely outside of the world geometry. This limits the number
// of tries to completely uninit and store all entities before giving up
// and just letting some entities not be stored.
unsigned forceUnloadTries = storageConfig.getUInt("forceUnloadTries");
for (unsigned i = 0; i < forceUnloadTries; ++i) {
for (auto sector : sectors)
unloadSectorToLevel(sector, SectorLoadLevel::Tiles, force);
if (!force || m_entityMap->size() == 0)
break;
}
for (auto sector : sectors)
unloadSectorToLevel(sector, SectorLoadLevel::None, force);
} catch (std::exception const& e) {
m_db.rollback();
m_db.close();
throw WorldStorageException("WorldStorage exception during unload", e);
}
}
void WorldStorage::sync() {
try {
for (auto const& pair : m_sectorMetadata)
syncSector(pair.first);
m_db.commit();
} catch (std::exception const& e) {
m_db.rollback();
m_db.close();
throw WorldStorageException("WorldStorage exception during sync", e);
}
}
WorldChunks WorldStorage::readChunks() {
try {
for (auto const& pair : m_sectorMetadata)
syncSector(pair.first);
WorldChunks chunks;
m_db.forAll([&chunks](ByteArray k, ByteArray v) {
chunks.add(std::move(k), std::move(v));
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});
return WorldChunks(chunks);
} catch (std::exception const& e) {
m_db.rollback();
m_db.close();
throw WorldStorageException("WorldStorage exception during readChunks", e);
}
}
bool WorldStorage::floatingDungeonWorld() const {
return m_floatingDungeonWorld;
}
void WorldStorage::setFloatingDungeonWorld(bool floatingDungeonWorld) {
m_floatingDungeonWorld = floatingDungeonWorld;
}
WorldStorage::TileSectorStore::TileSectorStore()
: tileSerializationVersion(ServerTile::CurrentSerializationVersion) {}
WorldStorage::SectorMetadata::SectorMetadata()
: loadLevel(SectorLoadLevel::None), generationLevel(SectorGenerationLevel::None), timeToLive(0.0f) {}
ByteArray WorldStorage::metadataKey() {
DataStreamBuffer metadata(5);
metadata.write(StoreType::Metadata);
return metadata.takeData();
}
WorldStorage::WorldMetadataStore WorldStorage::readWorldMetadata(ByteArray const& data) {
DataStreamBuffer ds(uncompressData(data));
WorldMetadataStore metadata;
ds.read(metadata.worldSize);
ds.read(metadata.userMetadata);
return metadata;
}
ByteArray WorldStorage::writeWorldMetadata(WorldMetadataStore const& metadata) {
DataStreamBuffer ds;
ds.write(metadata.worldSize);
ds.write(metadata.userMetadata);
return compressData(ds.data());
}
ByteArray WorldStorage::entitySectorKey(Sector const& sector) {
DataStreamBuffer ds(5);
ds.write(StoreType::EntitySector);
ds.cwrite<uint16_t>(sector[0]);
ds.cwrite<uint16_t>(sector[1]);
return ds.takeData();
}
WorldStorage::EntitySectorStore WorldStorage::readEntitySector(ByteArray const& data) {
return DataStreamBuffer::deserialize<EntitySectorStore>(uncompressData(data));
}
ByteArray WorldStorage::writeEntitySector(EntitySectorStore const& store) {
return compressData(DataStreamBuffer::serialize(store));
}
ByteArray WorldStorage::tileSectorKey(Sector const& sector) {
DataStreamBuffer ds(5);
ds.write(StoreType::TileSector);
ds.cwrite<uint16_t>(sector[0]);
ds.cwrite<uint16_t>(sector[1]);
return ds.takeData();
}
WorldStorage::TileSectorStore WorldStorage::readTileSector(ByteArray const& data) {
auto& root = Root::singleton();
auto matDatabase = root.materialDatabase();
auto liqDatabase = root.liquidsDatabase();
auto storageConfig = root.assets()->json("/worldstorage.config");
DataStreamBuffer ds(uncompressData(data));
TileSectorStore store;
ds.vuread(store.generationLevel);
ds.vuread(store.tileSerializationVersion);
store.tiles.reset(new TileArray());
for (size_t y = 0; y < WorldSectorSize; ++y) {
for (size_t x = 0; x < WorldSectorSize; ++x) {
ServerTile tile;
tile.read(ds, store.tileSerializationVersion);
if (!matDatabase->isValidMaterialId(tile.foreground))
tile.foreground = storageConfig.getUInt("replacementMaterialId");
if (!matDatabase->isValidMaterialId(tile.background))
tile.background = storageConfig.getUInt("replacementMaterialId");
if (!matDatabase->isValidModId(tile.foregroundMod))
tile.foregroundMod = storageConfig.getUInt("replacementModId");
if (!matDatabase->isValidModId(tile.backgroundMod))
tile.backgroundMod = storageConfig.getUInt("replacementModId");
if (!liqDatabase->isValidLiquidId(tile.liquid.liquid)) {
LiquidId replacementLiquid = storageConfig.getUInt("replacementLiquidId");
if (replacementLiquid == EmptyLiquidId)
tile.liquid = LiquidStore();
else
tile.liquid.liquid = replacementLiquid;
}
(*store.tiles)(x, y) = tile;
}
}
return store;
}
ByteArray WorldStorage::writeTileSector(TileSectorStore const& store) {
DataStreamBuffer ds;
ds.vuwrite(store.generationLevel);
ds.vuwrite(store.tileSerializationVersion);
starAssert(store.tiles);
for (size_t y = 0; y < WorldSectorSize; ++y) {
for (size_t x = 0; x < WorldSectorSize; ++x)
(*store.tiles)(x, y).write(ds);
}
return compressData(ds.takeData());
}
ByteArray WorldStorage::uniqueIndexKey(String const& uniqueId) {
DataStreamBuffer ds(5);
ds.write(StoreType::UniqueIndex);
ds.write(xxHash32(uniqueId));
return ds.takeData();
}
WorldStorage::UniqueIndexStore WorldStorage::readUniqueIndexStore(ByteArray const& data) {
return DataStreamBuffer::deserializeMapContainer<UniqueIndexStore>(uncompressData(data),
[](DataStream& ds, String& key, SectorAndPosition& value) {
ds.read(key);
ds.cread<uint16_t>(value.first[0]);
ds.cread<uint16_t>(value.first[1]);
ds.read(value.second);
});
}
ByteArray WorldStorage::writeUniqueIndexStore(UniqueIndexStore const& store) {
return compressData(DataStreamBuffer::serializeMapContainer(store,
[](DataStream& ds, String const& key, SectorAndPosition const& value) {
ds.write(key);
ds.cwrite<uint16_t>(value.first[0]);
ds.cwrite<uint16_t>(value.first[1]);
ds.write(value.second);
}));
}
ByteArray WorldStorage::sectorUniqueKey(Sector const& sector) {
DataStreamBuffer ds(5);
ds.write(StoreType::SectorUniques);
ds.cwrite<uint16_t>(sector[0]);
ds.cwrite<uint16_t>(sector[1]);
return ds.takeData();
}
WorldStorage::SectorUniqueStore WorldStorage::readSectorUniqueStore(ByteArray const& data) {
return DataStreamBuffer::deserialize<SectorUniqueStore>(uncompressData(data));
}
ByteArray WorldStorage::writeSectorUniqueStore(SectorUniqueStore const& store) {
return compressData(DataStreamBuffer::serialize(store));
}
void WorldStorage::openDatabase(BTreeDatabase& db, IODevicePtr device) {
db.setContentIdentifier("World4");
db.setKeySize(5);
db.setIODevice(std::move(device));
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db.setBlockSize(2048);
db.setAutoCommit(false);
db.open();
if (db.contentIdentifier() != "World4" || db.keySize() != 5)
throw WorldStorageException::format("World database format is too old or unrecognized!");
}
WorldStorage::WorldStorage() {
auto storageConfig = Root::singleton().assets()->json("/worldstorage.config");
m_sectorTimeToLive = jsonToVec2F(storageConfig.get("sectorTimeToLive"));
m_generationQueueTimeToLive = storageConfig.getFloat("generationQueueTimeToLive");
}
bool WorldStorage::belongsInSector(Sector const& sector, Vec2F const& position) const {
WorldGeometry geometry(m_tileArray->size());
return RectF(m_tileArray->sectorRegion(sector)).belongs(geometry.limit(position));
}
float WorldStorage::randomizedSectorTTL() const {
return Random::randf(m_sectorTimeToLive[0], m_sectorTimeToLive[1]);
}
pair<bool, size_t> WorldStorage::generateSectorToLevel(Sector const& sector, SectorGenerationLevel targetGenerationLevel, size_t sectorGenerationLevelLimit) {
if (!m_tileArray->sectorValid(sector))
return {false, 0};
loadSectorToLevel(sector, SectorLoadLevel::Loaded);
auto& metadata = m_sectorMetadata[sector];
if (targetGenerationLevel == SectorGenerationLevel::Complete && metadata.generationLevel == SectorGenerationLevel::Terraform) {
m_generatorFacade->terraformSector(this, sector);
metadata.generationLevel = SectorGenerationLevel::Complete;
metadata.timeToLive = randomizedSectorTTL();
return {true, 1};
}
if (metadata.generationLevel >= targetGenerationLevel)
return {true, 0};
metadata.timeToLive = randomizedSectorTTL();
size_t totalGeneratedLevels = 0;
for (uint8_t i = (uint8_t)metadata.generationLevel + 1; i <= (uint8_t)targetGenerationLevel; ++i) {
SectorGenerationLevel currentGeneration = (SectorGenerationLevel)i;
SectorGenerationLevel stepDownGeneration = (SectorGenerationLevel)(i - 1);
if (stepDownGeneration != SectorGenerationLevel::None) {
for (auto adjacentSector : adjacentSectors(sector)) {
auto p = generateSectorToLevel(adjacentSector, stepDownGeneration, sectorGenerationLevelLimit - totalGeneratedLevels);
totalGeneratedLevels += p.second;
if (!p.first || totalGeneratedLevels >= sectorGenerationLevelLimit)
return {false, totalGeneratedLevels};
}
}
m_generatorFacade->generateSectorLevel(this, sector, currentGeneration);
metadata.generationLevel = currentGeneration;
++totalGeneratedLevels;
if (totalGeneratedLevels >= sectorGenerationLevelLimit)
return {metadata.generationLevel == targetGenerationLevel, totalGeneratedLevels};
}
return {true, totalGeneratedLevels};
}
void WorldStorage::loadSectorToLevel(Sector const& sector, SectorLoadLevel targetLoadLevel) {
if (!m_tileArray->sectorValid(sector))
return;
auto entityFactory = Root::singleton().entityFactory();
auto& metadata = m_sectorMetadata[sector];
if (metadata.loadLevel >= targetLoadLevel)
return;
metadata.timeToLive = randomizedSectorTTL();
for (uint8_t i = (uint8_t)metadata.loadLevel + 1; i <= (uint8_t)targetLoadLevel; ++i) {
SectorLoadLevel currentLoad = (SectorLoadLevel)i;
SectorLoadLevel stepDownLoad = (SectorLoadLevel)(i - 1);
if (stepDownLoad != SectorLoadLevel::None) {
for (auto adjacentSector : adjacentSectors(sector))
loadSectorToLevel(adjacentSector, stepDownLoad);
}
if (currentLoad == SectorLoadLevel::Tiles) {
if (auto res = m_db.find(tileSectorKey(sector))) {
TileSectorStore sectorStore = readTileSector(*res);
m_tileArray->loadSector(sector, std::move(sectorStore.tiles));
metadata.generationLevel = sectorStore.generationLevel;
} else {
if (!m_tileArray->sectorLoaded(sector))
m_tileArray->loadDefaultSector(sector);
}
metadata.loadLevel = currentLoad;
m_generatorFacade->sectorLoadLevelChanged(this, sector, currentLoad);
} else if (currentLoad == SectorLoadLevel::Entities) {
List<EntityPtr> addedEntities;
if (auto res = m_db.find(entitySectorKey(sector))) {
EntitySectorStore sectorStore = readEntitySector(*res);
for (auto const& entityStore : sectorStore) {
try {
addedEntities.append(entityFactory->loadVersionedEntity(entityStore));
} catch (std::exception const& e) {
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Logger::warn("Failed to deserialize entity: {}", outputException(e, true));
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}
}
}
UniqueIndexStore readUniques;
for (auto const& entity : addedEntities) {
m_generatorFacade->initEntity(this, m_entityMap->reserveEntityId(), entity);
m_entityMap->addEntity(entity);
if (auto uniqueId = entity->uniqueId())
readUniques.add(*uniqueId, {sector, entity->position()});
}
// Update the stored unique ids on load, in case a desync has happened
// and there are stale entries in the index.
updateSectorUniques(sector, readUniques);
metadata.loadLevel = currentLoad;
m_generatorFacade->sectorLoadLevelChanged(this, sector, currentLoad);
}
}
}
void WorldStorage::unloadSectorToLevel(Sector const& sector, SectorLoadLevel targetLoadLevel, bool force) {
if (!m_tileArray->sectorValid(sector) || targetLoadLevel == SectorLoadLevel::Loaded)
return;
auto entityFactory = Root::singleton().entityFactory();
auto& metadata = m_sectorMetadata[sector];
List<EntityPtr> entitiesToStore;
List<EntityPtr> entitiesToRemove;
bool entitiesOverlap = false;
for (auto& entity : m_entityMap->entityQuery(RectF(m_tileArray->sectorRegion(sector)))) {
// Only store / remove entities who belong to this sector. If an entity
// overlaps with this sector but does not belong to it, we may not want to
// completely unload it.
if (!belongsInSector(sector, entity->position())) {
entitiesOverlap = true;
continue;
}
bool keepAlive = m_generatorFacade->entityKeepAlive(this, entity);
if (keepAlive && !force)
return;
if (m_generatorFacade->entityPersistent(this, entity))
entitiesToStore.append(std::move(entity));
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else
entitiesToRemove.append(std::move(entity));
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}
for (auto const& entity : entitiesToRemove) {
m_entityMap->removeEntity(entity->entityId());
m_generatorFacade->destructEntity(this, entity);
}
if (metadata.loadLevel == SectorLoadLevel::Entities || !entitiesToStore.empty()) {
EntitySectorStore sectorStore;
// If our current load level indicates that we might have entities that are
// not loaded, we need to load and merge with them, otherwise we should be
// overwriting them.
if (metadata.loadLevel < SectorLoadLevel::Entities) {
if (auto res = m_db.find(entitySectorKey(sector)))
sectorStore = readEntitySector(*res);
}
UniqueIndexStore storedUniques;
for (auto const& entity : entitiesToStore) {
m_entityMap->removeEntity(entity->entityId());
m_generatorFacade->destructEntity(this, entity);
auto position = entity->position();
if (auto uniqueId = entity->uniqueId())
storedUniques.add(*uniqueId, {sector, position});
sectorStore.append(entityFactory->storeVersionedEntity(entity));
}
m_db.insert(entitySectorKey(sector), writeEntitySector(sectorStore));
if (metadata.loadLevel < SectorLoadLevel::Entities)
mergeSectorUniques(sector, storedUniques);
else
updateSectorUniques(sector, storedUniques);
if (metadata.loadLevel == SectorLoadLevel::Entities) {
metadata.loadLevel = SectorLoadLevel::Tiles;
m_generatorFacade->sectorLoadLevelChanged(this, sector, SectorLoadLevel::Tiles);
}
}
if (targetLoadLevel == SectorLoadLevel::None && metadata.loadLevel > SectorLoadLevel::None && !entitiesOverlap) {
TileSectorStore sectorStore;
sectorStore.tiles = m_tileArray->unloadSector(sector);
sectorStore.generationLevel = metadata.generationLevel;
m_db.insert(tileSectorKey(sector), writeTileSector(sectorStore));
m_sectorMetadata.remove(sector);
m_generatorFacade->sectorLoadLevelChanged(this, sector, SectorLoadLevel::None);
}
}
void WorldStorage::syncSector(Sector const& sector) {
if (!m_tileArray->sectorValid(sector))
return;
auto entityFactory = Root::singleton().entityFactory();
auto& metadata = m_sectorMetadata[sector];
// Only sync the levels that we know are loaded. It is possible that this
// sector is at load level < Entities but has zombie entities in it, but
// storing those without unloading them will lead to duplication. Zombie
// entities will be unloaded in update eventually anyway.
if (metadata.loadLevel >= SectorLoadLevel::Entities) {
EntitySectorStore sectorStore;
UniqueIndexStore storedUniques;
for (auto const& entity : m_entityMap->entityQuery(RectF(m_tileArray->sectorRegion(sector)))) {
if (!belongsInSector(sector, entity->position()))
continue;
if (m_generatorFacade->entityPersistent(this, entity)) {
if (auto uniqueId = entity->uniqueId())
storedUniques.add(*uniqueId, {sector, entity->position()});
sectorStore.append(entityFactory->storeVersionedEntity(entity));
}
}
m_db.insert(entitySectorKey(sector), writeEntitySector(sectorStore));
updateSectorUniques(sector, storedUniques);
}
if (metadata.loadLevel >= SectorLoadLevel::Tiles) {
TileSectorStore sectorStore;
sectorStore.tiles = m_tileArray->copySector(sector);
sectorStore.generationLevel = metadata.generationLevel;
m_db.insert(tileSectorKey(sector), writeTileSector(sectorStore));
}
}
List<WorldStorage::Sector> WorldStorage::adjacentSectors(Sector const& sector) const {
auto tiles = m_tileArray->sectorRegion(sector);
return m_tileArray->validSectorsFor(tiles.padded(WorldSectorSize));
}
void WorldStorage::updateSectorUniques(Sector const& sector, UniqueIndexStore const& sectorUniques) {
// If there was an old unique sector store here, then we need to remove all
// the unique index entries for uniques that used to be in this sector but
// now aren't, in case they are now gone.
if (auto oldSectorUniques = m_db.find(sectorUniqueKey(sector)).apply(readSectorUniqueStore)) {
for (auto const& uniqueId : *oldSectorUniques) {
if (!sectorUniques.contains(uniqueId))
removeUniqueIndexEntry(uniqueId, sector);
}
}
for (auto const& p : sectorUniques)
setUniqueIndexEntry(p.first, p.second);
if (sectorUniques.empty())
m_db.remove(sectorUniqueKey(sector));
else
m_db.insert(sectorUniqueKey(sector), writeSectorUniqueStore(HashSet<String>::from(sectorUniques.keys())));
}
void WorldStorage::mergeSectorUniques(Sector const& sector, UniqueIndexStore const& sectorUniques) {
auto sectorUniqueStore = m_db.find(sectorUniqueKey(sector)).apply(readSectorUniqueStore).value();
for (auto const& p : sectorUniques) {
setUniqueIndexEntry(p.first, p.second);
sectorUniqueStore.add(p.first);
}
if (sectorUniqueStore.empty())
m_db.remove(sectorUniqueKey(sector));
else
m_db.insert(sectorUniqueKey(sector), writeSectorUniqueStore(sectorUniqueStore));
}
auto WorldStorage::getUniqueIndexEntry(String const& uniqueId) -> Maybe<SectorAndPosition> {
if (auto uniqueIndex = m_db.find(uniqueIndexKey(uniqueId)).apply(readUniqueIndexStore))
return uniqueIndex->maybe(uniqueId);
return {};
}
void WorldStorage::setUniqueIndexEntry(String const& uniqueId, SectorAndPosition const& sectorAndPosition) {
UniqueIndexStore uniqueIndex = m_db.find(uniqueIndexKey(uniqueId)).apply(readUniqueIndexStore).value();
auto p = uniqueIndex.insert(uniqueId, sectorAndPosition);
if (!p.second) {
// Don't need to update the index if the entry was already there and the
// sector and position haven't changed
if (p.first->second == sectorAndPosition)
return;
p.first->second = sectorAndPosition;
}
m_db.insert(uniqueIndexKey(uniqueId), writeUniqueIndexStore(uniqueIndex));
}
void WorldStorage::removeUniqueIndexEntry(String const& uniqueId, Sector const& sector) {
if (auto uniqueIndex = m_db.find(uniqueIndexKey(uniqueId)).apply(readUniqueIndexStore)) {
if (auto sectorAndPosition = uniqueIndex->maybe(uniqueId)) {
if (sectorAndPosition->first == sector) {
uniqueIndex->remove(uniqueId);
if (uniqueIndex->empty())
m_db.remove(uniqueIndexKey(uniqueId));
else
m_db.insert(uniqueIndexKey(uniqueId), writeUniqueIndexStore(*uniqueIndex));
}
}
}
}
}