Fixed generation issues and buffer now update more aggresively
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@@ -28,6 +28,7 @@ import java.util.concurrent.atomic.AtomicInteger;
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import com.google.common.util.concurrent.ThreadFactoryBuilder;
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import com.seibel.lod.core.builders.lodBuilding.LodBuilder;
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import com.seibel.lod.core.enums.config.DistanceGenerationMode;
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import com.seibel.lod.core.enums.config.GenerationPriority;
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import com.seibel.lod.core.objects.PosToGenerateContainer;
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import com.seibel.lod.core.objects.lod.LodDimension;
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import com.seibel.lod.core.util.LevelPosUtil;
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@@ -115,6 +116,10 @@ public class LodWorldGenerator
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// This is fine currently since DistanceGenerationMode doesn't care about the detail level for now.
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// However, If that was to be changed, This will need to be fixed.
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DistanceGenerationMode mode = CONFIG.client().worldGenerator().getDistanceGenerationMode();
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final GenerationPriority priority;
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if (CONFIG.client().worldGenerator().getGenerationPriority() == GenerationPriority.AUTO)
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priority = MC.hasSinglePlayerServer() ? GenerationPriority.FAR_FIRST : GenerationPriority.NEAR_FIRST;
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else priority = CONFIG.client().worldGenerator().getGenerationPriority();
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if (mode != DistanceGenerationMode.NONE
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&& !generatorThreadRunning
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@@ -192,7 +197,9 @@ public class LodWorldGenerator
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// add the far positions
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if (farIndex < posToGenerate.getNumberOfFarPos() && posToGenerate.getNthDetail(farIndex, false) != 0)
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// But if priority is NEAR_FIRST, we only do that if near pos has ran out.
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if ((nearIndex >= posToGenerate.getNumberOfNearPos() || priority != GenerationPriority.NEAR_FIRST) &&
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farIndex < posToGenerate.getNumberOfFarPos() && posToGenerate.getNthDetail(farIndex, false) != 0)
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{
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detailLevel = (byte) (posToGenerate.getNthDetail(farIndex, false) - 1);
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posX = posToGenerate.getNthPosX(farIndex, false);
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@@ -443,7 +443,13 @@ public class LodDimension
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region.getMinDetailLevel() > minDetail) {
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regions[x][z] = getRegionFromFile(regions[x][z], minDetail, generationMode, verticalQuality);
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updated = true;
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} else if (region.lastMaxDetailLevel != maxDetail) {
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region.lastMaxDetailLevel = maxDetail;
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updated = true;
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} else if (region.lastMaxDetailLevel != region.getMinDetailLevel()) {
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updated = true;
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}
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if (updated) {
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regenRegionBuffer[x][z] = 2;
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regenDimensionBuffers = true;
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@@ -555,45 +561,13 @@ public class LodDimension
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public PosToGenerateContainer getPosToGenerate(int maxDataToGenerate, int playerBlockPosX, int playerBlockPosZ)
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{
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PosToGenerateContainer posToGenerate;
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LodRegion lodRegion;
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// all the following values are used for the spiral matrix visit
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// x and z are the matrix coord
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// dx and dz is the next move on the coordinate in the range -1 0 +1
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int x, z, dx, dz, t;
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x = 0;
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z = 0;
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dx = 0;
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dz = -1;
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//in the FAR_FIRST generation we dedicate part of the generation process to the far region with really
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//low detail quality.
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posToGenerate = new PosToGenerateContainer((byte) 8, maxDataToGenerate, playerBlockPosX, playerBlockPosZ);
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int xRegion;
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int zRegion;
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for (int i = 0; i < width * width; i++)
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{
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xRegion = x + center.x;
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zRegion = z + center.z;
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iterateWithSpiral((int x, int z) -> {
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//All of this is handled directly by the region, which scan every pos from top to bottom of the quad tree
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lodRegion = getRegion(xRegion, zRegion);
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LodRegion lodRegion = regions[x][z];
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if (lodRegion != null)
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lodRegion.getPosToGenerate(posToGenerate, playerBlockPosX, playerBlockPosZ);
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//with this code section we find the next chunk to check
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if ((x == z) || ((x < 0) && (x == -z)) || ((x > 0) && (x == 1 - z)))
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{
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t = dx;
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dx = -dz;
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dz = t;
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}
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x += dx;
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z += dz;
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}
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});
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return posToGenerate;
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}
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@@ -47,6 +47,7 @@ public class LodRegion
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/** Holds the lowest (least detailed) detail level in this region */
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private byte minDetailLevel;
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public byte lastMaxDetailLevel = LodUtil.REGION_DETAIL_LEVEL;
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/**
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* This holds all data for this region
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@@ -75,7 +76,6 @@ public class LodRegion
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this.generationMode = generationMode;
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dataContainer = new LevelContainer[POSSIBLE_LOD];
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// Initialize all the different matrices
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for (byte lod = minDetailLevel; lod <= LodUtil.REGION_DETAIL_LEVEL; lod++)
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{
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@@ -248,7 +248,7 @@ public class LodRegion
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int size = 1 << (LodUtil.REGION_DETAIL_LEVEL - detailLevel);
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// calculate what LevelPos are in range to generate
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int minDistance = LevelPosUtil.minDistance(detailLevel, childOffsetPosX, childOffsetPosZ, playerPosX, playerPosZ, regionPosX, regionPosZ);
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int minDistance = LevelPosUtil.minDistance(LodUtil.REGION_DETAIL_LEVEL, regionPosX, regionPosZ, playerPosX, playerPosZ);
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// determine this child's levelPos
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byte childDetailLevel = (byte) (detailLevel - 1);
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@@ -273,36 +273,13 @@ public class LodRegion
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if (detailLevel > LodUtil.CHUNK_DETAIL_LEVEL)
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{
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int ungeneratedChildren = 0;
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// make sure all children are generated to this detailLevel
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for (int x = 0; x <= 1; x++)
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{
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for (int z = 0; z <= 1; z++)
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{
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if (!doesDataExist(childDetailLevel, childPosX + x, childPosZ + z))
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{
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ungeneratedChildren++;
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posToGenerate.addPosToGenerate(childDetailLevel, childPosX + x + regionPosX * childSize, childPosZ + z + regionPosZ * childSize);
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}
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}
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}
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// only if all the children are correctly generated
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// should we go deeper
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if (ungeneratedChildren == 0)
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for (int x = 0; x <= 1; x++)
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for (int z = 0; z <= 1; z++)
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getPosToGenerate(posToGenerate, childDetailLevel, childPosX + x, childPosZ + z, playerPosX, playerPosZ);
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getPosToGenerate(posToGenerate, childDetailLevel, childPosX + x, childPosZ + z, playerPosX, playerPosZ);
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}
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else
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{
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// The detail Level is smaller than a chunk.
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// Only recurse down the top right child.
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if (!doesDataExist(childDetailLevel, childPosX, childPosZ))
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posToGenerate.addPosToGenerate(childDetailLevel, childPosX + regionPosX * childSize, childPosZ + regionPosZ * childSize);
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else
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getPosToGenerate(posToGenerate, childDetailLevel, childPosX, childPosZ, playerPosX, playerPosZ);
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getPosToGenerate(posToGenerate, childDetailLevel, childPosX, childPosZ, playerPosX, playerPosZ);
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}
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}
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}
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