Updated core

This commit is contained in:
coolGi2007
2021-12-12 01:34:24 +00:00
parent 1c9c091a21
commit a533ffc4c9
3 changed files with 52 additions and 277 deletions
@@ -80,12 +80,12 @@ public class WrapperFactory implements IWrapperFactory
return new ChunkPosWrapper(blockPos);
}
@Override
public AbstractWorldGeneratorWrapper createWorldGenerator(LodBuilder newLodBuilder, LodDimension newLodDimension, IWorldWrapper worldWrapper)
{
return new WorldGeneratorWrapper(newLodBuilder, newLodDimension, worldWrapper);
}
@Override
public boolean isWorldGeneratorSingleThreaded() {return true;}
}
@@ -1,41 +1,24 @@
package com.seibel.lod.common.wrappers.worldGeneration;
import java.util.ConcurrentModificationException;
import java.util.HashSet;
import java.util.LinkedList;
import java.util.List;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.function.Supplier;
import java.util.concurrent.ExecutionException;
import com.seibel.lod.core.builders.lodBuilding.LodBuilder;
import com.seibel.lod.core.builders.lodBuilding.LodBuilderConfig;
import com.seibel.lod.core.enums.config.DistanceGenerationMode;
import com.seibel.lod.core.objects.lod.LodDimension;
import com.seibel.lod.core.util.LodUtil;
import com.seibel.lod.core.util.SingletonHandler;
//import com.seibel.lod.core.util.SingletonHandler;
import com.seibel.lod.core.wrapperInterfaces.chunk.AbstractChunkPosWrapper;
import com.seibel.lod.core.wrapperInterfaces.config.ILodConfigWrapperSingleton;
//import com.seibel.lod.core.wrapperInterfaces.config.ILodConfigWrapperSingleton;
import com.seibel.lod.core.wrapperInterfaces.world.IWorldWrapper;
import com.seibel.lod.core.wrapperInterfaces.worldGeneration.AbstractWorldGeneratorWrapper;
import com.seibel.lod.common.wrappers.WrapperUtil;
import com.seibel.lod.common.wrappers.chunk.ChunkPosWrapper;
import com.seibel.lod.common.wrappers.chunk.ChunkWrapper;
import com.seibel.lod.common.wrappers.world.WorldWrapper;
import net.minecraft.core.Registry;
import net.minecraft.server.level.ChunkHolder;
import net.minecraft.server.level.ServerChunkCache;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.server.level.ThreadedLevelLightEngine;
import net.minecraft.world.level.biome.Biome;
import net.minecraft.world.level.ChunkPos;
import net.minecraft.world.level.chunk.*;
import net.minecraft.world.level.levelgen.Heightmap;
import net.minecraft.world.level.levelgen.feature.ConfiguredFeature;
import net.minecraft.world.level.levelgen.feature.FeaturePlaceContext;
import net.minecraft.world.level.levelgen.feature.SnowAndFreezeFeature;
import net.minecraft.world.level.levelgen.feature.configurations.NoneFeatureConfiguration;
import net.minecraft.world.level.levelgen.structure.templatesystem.StructureManager;
/**
* @author James Seibel
@@ -43,16 +26,16 @@ import net.minecraft.world.level.levelgen.structure.templatesystem.StructureMana
*/
public class WorldGeneratorWrapper extends AbstractWorldGeneratorWrapper
{
private static final ILodConfigWrapperSingleton CONFIG = SingletonHandler.get(ILodConfigWrapperSingleton.class);
//private static final ILodConfigWrapperSingleton CONFIG = SingletonHandler.get(ILodConfigWrapperSingleton.class);
/**
* If a configured feature fails for whatever reason,
* add it to this list. This will hopefully remove any
* features that could cause issues down the line.
*/
private static final ConcurrentHashMap<Integer, ConfiguredFeature<?, ?>> FEATURES_TO_AVOID = new ConcurrentHashMap<>();
//private static final ConcurrentHashMap<Integer, ConfiguredFeature<?, ?>> FEATURES_TO_AVOID = new ConcurrentHashMap<>();
private static ExecutorService Executor = Executors.newSingleThreadExecutor();
//private static ExecutorService Executor = Executors.newSingleThreadExecutor();
public final ServerLevel serverWorld;
@@ -69,119 +52,11 @@ public class WorldGeneratorWrapper extends AbstractWorldGeneratorWrapper
}
/** takes about 2-5 ms */
@Override
public void generateBiomesOnly(AbstractChunkPosWrapper pos, DistanceGenerationMode generationMode)
{
List<ChunkAccess> chunkList = new LinkedList<>();
ProtoChunk chunk = new ProtoChunk(((ChunkPosWrapper) pos).getChunkPos(), UpgradeData.EMPTY, serverWorld);
chunkList.add(chunk);
ServerChunkCache chunkSource = serverWorld.getChunkSource();
ChunkGenerator chunkGen = chunkSource.getGenerator();
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(Executor, serverWorld, chunkGen, serverWorld.getStructureManager(), (ThreadedLevelLightEngine) 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, WrapperUtil.DEFAULT_HEIGHTMAP);
for (int x = 0; x < LodUtil.CHUNK_WIDTH && !inTheEnd; x++)
{
for (int z = 0; z < LodUtil.CHUNK_WIDTH && !inTheEnd; z++)
{
if (simulateHeight)
{
// these heights are of course aren't super accurate,
// 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:
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
// MUSHROOM
// SAVANNA
// SWAMP
// TAIGA
// PLAINS
default:
heightmap.setHeight(x, z, seaLevel + 10);
break;
}// heightmap switch
}
else
{
// we aren't simulating height
// always use sea level
heightmap.setHeight(x, z, seaLevel);
}
}// z
}// x
chunk.setHeightmap(WrapperUtil.DEFAULT_HEIGHTMAP, heightmap.getRawData());
if (!inTheEnd)
{
lodBuilder.generateLodNodeFromChunk(lodDim, new ChunkWrapper(chunk), new LodBuilderConfig(true, true, false));
}
else
{
// if we are in the end, don't generate any chunks.
// Since we don't know where the islands are, everything
// generates the same, and it looks awful.
//TODO it appears that 'if' can be collapsed, but comment says that it should not be a case
lodBuilder.generateLodNodeFromChunk(lodDim, new ChunkWrapper(chunk), new LodBuilderConfig(true, true, false));
}
// long startTime = System.currentTimeMillis();
// long endTime = System.currentTimeMillis();
// System.out.println(endTime - startTime);
generate(pos.getX(), pos.getZ(), generationMode);
}
@@ -189,39 +64,7 @@ public class WorldGeneratorWrapper extends AbstractWorldGeneratorWrapper
@Override
public void generateSurface(AbstractChunkPosWrapper pos)
{
List<ChunkAccess> chunkList = new LinkedList<>();
ProtoChunk chunk = new ProtoChunk(((ChunkPosWrapper) pos).getChunkPos(), UpgradeData.EMPTY, serverWorld);
chunkList.add(chunk);
LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
ServerChunkCache chunkSource = serverWorld.getChunkSource();
ThreadedLevelLightEngine lightEngine = (ThreadedLevelLightEngine) serverWorld.getLightEngine();
StructureManager templateManager = serverWorld.getStructureManager();
ChunkGenerator chunkGen = chunkSource.getGenerator();
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(Executor, serverWorld, chunkGen, templateManager, lightEngine, 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);
ChunkStatus.NOISE.generate(Executor, serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
// TODO: Find why this doesn't work (seems like the "Executor" is doing this)
ChunkStatus.SURFACE.generate(Executor, serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
// this feature has been proven to be thread safe,
// so we will add it
// TODO: Find why this doesn't work
// FeaturePlaceContext<NoneFeatureConfiguration> featurePlaceContext = new FeaturePlaceContext<>(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition(), null);
// SnowAndFreezeFeature snowFeature = new SnowAndFreezeFeature(NoneFeatureConfiguration.CODEC);
// snowFeature.place(featurePlaceContext);
lodBuilder.generateLodNodeFromChunk(lodDim, new ChunkWrapper(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());*/
generate(pos.getX(), pos.getZ(), DistanceGenerationMode.SURFACE);
}
@@ -234,112 +77,7 @@ public class WorldGeneratorWrapper extends AbstractWorldGeneratorWrapper
@Override
public void generateFeatures(AbstractChunkPosWrapper pos)
{
List<ChunkAccess> chunkList = new LinkedList<>();
ProtoChunk chunk = new ProtoChunk(((ChunkPosWrapper) pos).getChunkPos(), UpgradeData.EMPTY, serverWorld);
chunkList.add(chunk);
LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
ServerChunkCache chunkSource = serverWorld.getChunkSource();
ThreadedLevelLightEngine lightEngine = (ThreadedLevelLightEngine) serverWorld.getLightEngine();
StructureManager templateManager = serverWorld.getStructureManager();
ChunkGenerator chunkGen = chunkSource.getGenerator();
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(Executor, serverWorld, chunkGen, templateManager, lightEngine, 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);
ChunkStatus.NOISE.generate(Executor, serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
// TODO[FABRIC]: Find whay this dosnt work
ChunkStatus.SURFACE.generate(Executor, serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
// get all the biomes in the chunk
HashSet<Biome> biomes = new HashSet<>();
for (int x = 0; x < LodUtil.CHUNK_WIDTH; x++)
{
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
// in unpredictable ways (specifically tree feature generation).
// When generating Features my CPU usage generally hovers around 30 - 40%
// when generating Jungles it spikes to 100%.
if (biome.getBiomeCategory() != Biome.BiomeCategory.JUNGLE)
{
// should probably use the heightmap here instead of seaLevel,
// but this seems to get the job done well enough
biomes.add(biome);
}
}
}
boolean allowUnstableFeatures = CONFIG.client().worldGenerator().getAllowUnstableFeatureGeneration();
// 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 (List<Supplier<ConfiguredFeature<?, ?>>> suppliers : featuresForState)
{
for (Supplier<ConfiguredFeature<?, ?>> featureSupplier : suppliers)
{
ConfiguredFeature<?, ?> configuredFeature = featureSupplier.get();
if (!allowUnstableFeatures &&
FEATURES_TO_AVOID.containsKey(configuredFeature.hashCode()))
continue;
try
{
configuredFeature.place(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition());
}
catch (ConcurrentModificationException | UnsupportedOperationException e)
{
// This will happen. I'm not sure what to do about it
// except pray that it doesn't affect 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.
// I tried using a deep cloning library and discovered
// the problem there.
// ( https://github.com/kostaskougios/cloning
// and
// https://github.com/EsotericSoftware/kryo )
if (!allowUnstableFeatures)
FEATURES_TO_AVOID.put(configuredFeature.hashCode(), configuredFeature);
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
}
// This will happen when the LodServerWorld
// isn't able to return something that a feature
// generator needs
catch (Exception e)
{
// I'm not sure what happened, print to the log
e.printStackTrace();
if (!allowUnstableFeatures)
FEATURES_TO_AVOID.put(configuredFeature.hashCode(), configuredFeature);
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
}
}
}
}
// generate a Lod like normal
lodBuilder.generateLodNodeFromChunk(lodDim, new ChunkWrapper(chunk), new LodBuilderConfig(DistanceGenerationMode.FEATURES));
generate(pos.getX(), pos.getZ(), DistanceGenerationMode.FEATURES);
}
@@ -357,7 +95,44 @@ public class WorldGeneratorWrapper extends AbstractWorldGeneratorWrapper
@Override
public void generateFull(AbstractChunkPosWrapper pos)
{
lodBuilder.generateLodNodeFromChunk(lodDim, new ChunkWrapper(serverWorld.getChunk(pos.getX(), pos.getZ(), ChunkStatus.FEATURES)), new LodBuilderConfig(DistanceGenerationMode.FULL));
generate(pos.getX(), pos.getZ(), DistanceGenerationMode.FULL);
}
private void generate(int chunkX, int chunkZ, DistanceGenerationMode generationMode) {
long t = System.nanoTime();
ChunkStatus targetStatus;
switch (generationMode) {
case NONE:
return;
case BIOME_ONLY:
targetStatus = ChunkStatus.BIOMES;
break;
case BIOME_ONLY_SIMULATE_HEIGHT:
targetStatus = ChunkStatus.NOISE;
break;
case SURFACE:
targetStatus = ChunkStatus.SURFACE;
break;
case FEATURES:
targetStatus = ChunkStatus.FEATURES;
break;
case FULL:
targetStatus = ChunkStatus.FULL;
break;
default:
return;
}
ChunkAccess ca = serverWorld.getChunkSource().getChunk(chunkX, chunkZ, targetStatus, true);
if (ca == null) throw new RuntimeException("This should NEVER be null due to bool being true");
lodBuilder.generateLodNodeFromChunk(lodDim, new ChunkWrapper(ca), new LodBuilderConfig(generationMode));
long duration = System.nanoTime()-t;
System.out.println("LodChunkGenFull["+chunkX+","+chunkZ+"]: "+(double)(duration)/1000.);
}
+1 -1
Submodule core updated: 56b80f00e8...aa9e49b3e7