auto-indent

This commit is contained in:
James Seibel
2021-09-25 16:09:12 -05:00
parent 5f855dd573
commit 8627b87aa4
@@ -73,7 +73,7 @@ import net.minecraftforge.common.WorldWorkerManager.IWorker;
public class LodNodeGenWorker implements IWorker
{
public static ExecutorService genThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.threading.numberOfWorldGenerationThreads.get(), new ThreadFactoryBuilder().setNameFormat("Gen-Worker-Thread-%d").build());
private boolean threadStarted = false;
private LodChunkGenThread thread;
@@ -82,33 +82,33 @@ public class LodNodeGenWorker implements IWorker
* add it to this list, this is to hopefully remove any
* features that could cause issues down the line. */
private static ConcurrentHashMap<Integer, ConfiguredFeature<?, ?>> configuredFeaturesToAvoid = new ConcurrentHashMap<>();
public LodNodeGenWorker(ChunkPos newPos, DistanceGenerationMode newGenerationMode,
LodBuilder newLodBuilder,
LodDimension newLodDimension, ServerWorld newServerWorld)
LodBuilder newLodBuilder,
LodDimension newLodDimension, ServerWorld newServerWorld)
{
// just a few sanity checks
if (newPos == null)
throw new IllegalArgumentException("LodChunkGenWorker must have a non-null ChunkPos");
if (newLodBuilder == null)
throw new IllegalArgumentException("LodChunkGenThread requires a non-null LodChunkBuilder");
if (newLodDimension == null)
throw new IllegalArgumentException("LodChunkGenThread requires a non-null LodDimension");
if (newServerWorld == null)
throw new IllegalArgumentException("LodChunkGenThread requires a non-null ServerWorld");
thread = new LodChunkGenThread(newPos, newGenerationMode,
newLodBuilder,
newLodDimension, newServerWorld);
}
@Override
public boolean doWork()
{
@@ -129,38 +129,38 @@ public class LodNodeGenWorker implements IWorker
newThread.setPriority(5);
genThreads.execute(newThread);
}
threadStarted = true;
// useful for debugging
// ClientProxy.LOGGER.info(thread.lodDim.getNumberOfLods());
// ClientProxy.LOGGER.info(genThreads.toString());
}
return false;
}
@Override
public boolean hasWork()
{
return !threadStarted;
}
private class LodChunkGenThread implements Runnable
{
public final ServerWorld serverWorld;
public final LodDimension lodDim;
public final DistanceGenerationMode generationMode;
public final LodBuilder lodBuilder;
private ChunkPos pos;
public LodChunkGenThread(ChunkPos newPos, DistanceGenerationMode newGenerationMode,
LodBuilder newLodBuilder,
LodDimension newLodDimension, ServerWorld newServerWorld)
LodBuilder newLodBuilder,
LodDimension newLodDimension, ServerWorld newServerWorld)
{
pos = newPos;
generationMode = newGenerationMode;
@@ -168,7 +168,7 @@ public class LodNodeGenWorker implements IWorker
lodDim = newLodDimension;
serverWorld = newServerWorld;
}
@Override
public void run()
{
@@ -176,59 +176,57 @@ public class LodNodeGenWorker implements IWorker
{
// only generate LodChunks if they can
// be added to the current LodDimension
/**TODO i must disable this if, i will find a way to replace it*/
if (lodDim.regionIsInRange(pos.x / LodUtil.REGION_WIDTH_IN_CHUNKS, pos.z / LodUtil.REGION_WIDTH_IN_CHUNKS))
{
// long startTime = System.currentTimeMillis();
switch(generationMode)
{
case NONE:
// don't generate
break;
case BIOME_ONLY:
case BIOME_ONLY_SIMULATE_HEIGHT:
// fastest
generateUsingBiomesOnly();
break;
case SURFACE:
// faster
generateUsingSurface();
break;
case FEATURES:
// fast
generateUsingFeatures();
break;
case SERVER:
// very slow
generateWithServer();
break;
case NONE:
// don't generate
break;
case BIOME_ONLY:
case BIOME_ONLY_SIMULATE_HEIGHT:
// fastest
generateUsingBiomesOnly();
break;
case SURFACE:
// faster
generateUsingSurface();
break;
case FEATURES:
// fast
generateUsingFeatures();
break;
case SERVER:
// very slow
generateWithServer();
break;
}
//lodRenderer.regenerateLODsNextFrame();
/*
boolean dataExistence = lodDim.doesDataExist(new LevelPos((byte) 3, pos.x, pos.z));
if (dataExistence)
ClientProxy.LOGGER.info(pos.x + " " + pos.z + " Success!");
else
ClientProxy.LOGGER.info(pos.x + " " + pos.z);
*/
*/
// shows the pool size, active threads, queued tasks and completed tasks
// ClientProxy.LOGGER.info(genThreads.toString());
// long endTime = System.currentTimeMillis();
// System.out.println(endTime - startTime);
}// if in range
//else{
//}
}
catch (Exception e)
{
//e.printStackTrace();
ClientProxy.LOGGER.error(LodChunkGenThread.class.getSimpleName() + ": ran into an error: " + e.getMessage());
e.printStackTrace();
}
finally
{
@@ -236,13 +234,13 @@ public class LodNodeGenWorker implements IWorker
LodWorldGenerator.INSTANCE.numberOfChunksWaitingToGenerate.addAndGet(-1);
// this position is no longer being generated
LodWorldGenerator.INSTANCE.positionWaitingToBeGenerated.remove(pos);
LodWorldGenerator.INSTANCE.positionsWaitingToBeGenerated.remove(pos);
}
}// run
/**
* takes about 2-5 ms
*/
@@ -251,26 +249,26 @@ public class LodNodeGenWorker implements IWorker
List<IChunk> chunkList = new LinkedList<>();
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
chunkList.add(chunk);
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
ChunkGenerator chunkGen = chunkSource.generator;
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// override the chunk status so we can run the next generator stage
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
// generate fake height data for this LOD
int seaLevel = serverWorld.getSeaLevel();
boolean simulateHeight = generationMode == DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT;
boolean inTheEnd = false;
// add fake heightmap data so our LODs aren't at height 0
Heightmap heightmap = new Heightmap(chunk, LodUtil.DEFAULT_HEIGHTMAP);
for(int x = 0; x < LodUtil.CHUNK_WIDTH && !inTheEnd; x++)
@@ -283,35 +281,35 @@ public class LodNodeGenWorker implements IWorker
// they are just to simulate height data where there isn't any
switch(chunk.getBiomes().getNoiseBiome(x >> 2, seaLevel >> 2, z >> 2).getBiomeCategory())
{
case NETHER:
heightmap.setHeight(x, z, serverWorld.getHeight() / 2);
break;
case EXTREME_HILLS:
heightmap.setHeight(x, z, seaLevel + 30);
break;
case MESA:
heightmap.setHeight(x, z, seaLevel + 20);
break;
case JUNGLE:
heightmap.setHeight(x, z, seaLevel + 20);
break;
case BEACH:
heightmap.setHeight(x, z, seaLevel + 5);
break;
case NONE:
heightmap.setHeight(x, z, 0);
break;
case OCEAN:
case RIVER:
heightmap.setHeight(x, z, seaLevel);
break;
case THEEND:
inTheEnd = true;
break;
case NETHER:
heightmap.setHeight(x, z, serverWorld.getHeight() / 2);
break;
case EXTREME_HILLS:
heightmap.setHeight(x, z, seaLevel + 30);
break;
case MESA:
heightmap.setHeight(x, z, seaLevel + 20);
break;
case JUNGLE:
heightmap.setHeight(x, z, seaLevel + 20);
break;
case BEACH:
heightmap.setHeight(x, z, seaLevel + 5);
break;
case NONE:
heightmap.setHeight(x, z, 0);
break;
case OCEAN:
case RIVER:
heightmap.setHeight(x, z, seaLevel);
break;
case THEEND:
inTheEnd = true;
break;
// DESERT
// FOREST
// ICY
@@ -320,9 +318,9 @@ public class LodNodeGenWorker implements IWorker
// SWAMP
// TAIGA
// PLAINS
default:
heightmap.setHeight(x, z, seaLevel + 10);
break;
default:
heightmap.setHeight(x, z, seaLevel + 10);
break;
}// heightmap switch
}
else
@@ -333,10 +331,10 @@ public class LodNodeGenWorker implements IWorker
}
}// z
}// x
chunk.setHeightmap(LodUtil.DEFAULT_HEIGHTMAP, heightmap.getRawData());
if (!inTheEnd)
{
lodBuilder.generateLodNodeFromChunk(lodDim, chunk, new LodBuilderConfig(true, true, false));
@@ -348,14 +346,14 @@ public class LodNodeGenWorker implements IWorker
// generates the same and it looks really bad.
lodBuilder.generateLodNodeFromChunk(lodDim, chunk, new LodBuilderConfig(true, true, false));
}
// long startTime = System.currentTimeMillis();
// long endTime = System.currentTimeMillis();
// System.out.println(endTime - startTime);
}
/**
* takes about 10 - 20 ms
*/
@@ -365,11 +363,11 @@ public class LodNodeGenWorker implements IWorker
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
chunkList.add(chunk);
LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
ChunkGenerator chunkGen = chunkSource.generator;
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// override the chunk status so we can run the next generator stage
@@ -377,19 +375,19 @@ public class LodNodeGenWorker implements IWorker
chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// this feature has been proven to be thread safe
// so we will add it
IceAndSnowFeature snowFeature = new IceAndSnowFeature(NoFeatureConfig.CODEC);
snowFeature.place(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition(), null);
lodBuilder.generateLodNodeFromChunk(lodDim, chunk, new LodBuilderConfig(DistanceGenerationMode.SURFACE));
/**TODO if we want to use Biome utils and terrain utils for overworld
* lodBuilder.generateLodNodeFromChunk(lodDim, pos ,detailLevel, serverWorld.getSeed());*/
}
/**
* takes about 15 - 20 ms
*
@@ -402,11 +400,11 @@ public class LodNodeGenWorker implements IWorker
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
chunkList.add(chunk);
LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
ChunkGenerator chunkGen = chunkSource.generator;
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// override the chunk status so we can run the next generator stage
@@ -414,8 +412,8 @@ public class LodNodeGenWorker implements IWorker
chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// get all the biomes in the chunk
HashSet<Biome> biomes = new HashSet<>();
for (int x = 0; x < LodUtil.CHUNK_WIDTH; x++)
@@ -423,7 +421,7 @@ public class LodNodeGenWorker implements IWorker
for (int z = 0; z < LodUtil.CHUNK_WIDTH; z++)
{
Biome biome = chunk.getBiomes().getNoiseBiome(x >> 2, serverWorld.getSeaLevel() >> 2, z >> 2);
// Issue #35
// For some reason Jungle biomes cause incredible lag
// the features here must be interacting with each other
@@ -438,26 +436,26 @@ public class LodNodeGenWorker implements IWorker
}
}
}
boolean allowUnstableFeatures = LodConfig.CLIENT.worldGenerator.allowUnstableFeatureGeneration.get();
// generate all the features related to this chunk.
// this may or may not be thread safe
for (Biome biome : biomes)
{
List<List<Supplier<ConfiguredFeature<?, ?>>>> featuresForState = biome.generationSettings.features();
for(int featureStateToGenerate = 0; featureStateToGenerate < featuresForState.size(); featureStateToGenerate++)
{
for(Supplier<ConfiguredFeature<?, ?>> featureSupplier : featuresForState.get(featureStateToGenerate))
{
ConfiguredFeature<?, ?> configuredFeature = featureSupplier.get();
if (!allowUnstableFeatures &&
configuredFeaturesToAvoid.containsKey(configuredFeature.hashCode()))
continue;
try
{
configuredFeature.place(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition());
@@ -468,7 +466,7 @@ public class LodNodeGenWorker implements IWorker
// except pray that it doesn't effect the normal world generation
// in any harmful way.
// Update: this can cause crashes and high CPU usage.
// Issue #35
// I tried cloning the config for each feature, but that
// path was blocked since I can't clone lambda methods.
@@ -477,7 +475,7 @@ public class LodNodeGenWorker implements IWorker
// ( https://github.com/kostaskougios/cloning
// and
// https://github.com/EsotericSoftware/kryo )
if (!allowUnstableFeatures)
configuredFeaturesToAvoid.put(configuredFeature.hashCode(), configuredFeature);
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
@@ -487,7 +485,7 @@ public class LodNodeGenWorker implements IWorker
// This will happen when the LodServerWorld
// isn't able to return something that a feature
// generator needs
if (!allowUnstableFeatures)
configuredFeaturesToAvoid.put(configuredFeature.hashCode(), configuredFeature);
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
@@ -495,13 +493,9 @@ public class LodNodeGenWorker implements IWorker
catch(Exception e)
{
// I'm not sure what happened, print to the log
System.out.println();
System.out.println();
e.printStackTrace();
System.out.println();
System.out.println();
if (!allowUnstableFeatures)
configuredFeaturesToAvoid.put(configuredFeature.hashCode(), configuredFeature);
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
@@ -509,13 +503,12 @@ public class LodNodeGenWorker implements IWorker
}
}
}
// generate a Lod like normal
lodBuilder.generateLodNodeFromChunk(lodDim, chunk, new LodBuilderConfig(DistanceGenerationMode.FEATURES));
}
/**
* on pre generated chunks 0 - 1 ms
* on un generated chunks 0 - 50 ms
@@ -529,31 +522,31 @@ public class LodNodeGenWorker implements IWorker
{
lodBuilder.generateLodNodeAsync(serverWorld.getChunk(pos.x, pos.z, ChunkStatus.FEATURES), ClientProxy.getLodWorld(), serverWorld);
}
//================//
// Unused methods //
//================//
// Sadly I wasn't able to get these to work,
// they are here for documentation purposes
@SuppressWarnings({ "rawtypes", "unchecked", "unused" })
private DecoratedFeatureConfig cloneDecoratedFeatureConfig(DecoratedFeatureConfig config)
{
IPlacementConfig placementConfig = null;
Class oldConfigClass = config.decorator.config().getClass();
if (oldConfigClass == FeatureSpreadConfig.class)
{
FeatureSpreadConfig oldPlacementConfig = (FeatureSpreadConfig) config.decorator.config();
FeatureSpread oldSpread = oldPlacementConfig.count();
placementConfig = new FeatureSpreadConfig(oldSpread);
}
else if(oldConfigClass == DecoratedPlacementConfig.class)
@@ -571,24 +564,24 @@ public class LodNodeGenWorker implements IWorker
// ClientProxy.LOGGER.debug("unkown decorated placement config: \"" + config.decorator.config().getClass() + "\"");
return config;
}
ConfiguredPlacement<?> newPlacement = new ConfiguredPlacement(config.decorator.decorator, placementConfig);
return new DecoratedFeatureConfig(config.feature, newPlacement);
}
@SuppressWarnings("unused")
private BlockClusterFeatureConfig cloneBlockClusterFeatureConfig(BlockClusterFeatureConfig config)
{
WeightedBlockStateProvider provider = new WeightedBlockStateProvider();
provider.weightedList.entries.addAll(((WeightedBlockStateProvider) config.stateProvider).weightedList.entries);
HashSet<Block> whitelist = new HashSet<>(config.whitelist);
HashSet<BlockState> blacklist = new HashSet<>(config.blacklist);
BlockClusterFeatureConfig.Builder builder = new BlockClusterFeatureConfig.Builder(provider, config.blockPlacer);
builder.whitelist(whitelist);
builder.blacklist(blacklist);
@@ -599,14 +592,14 @@ public class LodNodeGenWorker implements IWorker
if(config.needWater) { builder.needWater(); }
if(config.project) { builder.noProjection(); }
builder.tries(config.tries);
return builder.build();
}
}
/**
* Stops the current genThreads if they are running
* and then recreates the Executer service. <br><br>
@@ -624,14 +617,14 @@ public class LodNodeGenWorker implements IWorker
}
genThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.threading.numberOfWorldGenerationThreads.get(), new LodThreadFactory(LodNodeGenWorker.class.getSimpleName()));
}
/*
* performance/generation tests related to
* serverWorld.getChunk(x, z, ChunkStatus. *** )
/*
* performance/generation tests related to
* serverWorld.getChunk(x, z, ChunkStatus. *** )
true/false is whether they generated blocks or not
the time is how long it took to generate
@@ -654,5 +647,5 @@ public class LodNodeGenWorker implements IWorker
(and any other object that is needed to make biomes distinct)
Otherwise if snow/trees aren't necessary SURFACE is the next fastest (although not by much)
*/
*/
}