WorldGen: Half fixed world gen
Note that currently world gen is single threaded. Below is the current mapped settings: BIOME_ONLY -> ChunkStatus.BIOMES : <1 tick BIOME_ONLY_SIMULATE_HEIGHT -> ChunkStatus.NOISE : <1 tick SURFACE -> ChunkStatus.SURFACE : <1 tick FEATURE -> ChunkStatus.FEATURE : 1-2 tick FULL -> ChunkStatus.FULL : ~ 1-10 tick (?? Probably because of the threaded light engine update)
This commit is contained in:
@@ -87,5 +87,8 @@ public class WrapperFactory implements IWrapperFactory
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{
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return new WorldGeneratorWrapper(newLodBuilder, newLodDimension, worldWrapper);
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}
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@Override
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public boolean isWorldGeneratorSingleThreaded() {return true;}
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}
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+49
-277
@@ -1,41 +1,24 @@
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package com.seibel.lod.common.wrappers.worldGeneration;
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import java.util.ConcurrentModificationException;
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import java.util.HashSet;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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import java.util.function.Supplier;
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import java.util.concurrent.ExecutionException;
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import com.seibel.lod.core.builders.lodBuilding.LodBuilder;
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import com.seibel.lod.core.builders.lodBuilding.LodBuilderConfig;
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import com.seibel.lod.core.enums.config.DistanceGenerationMode;
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import com.seibel.lod.core.objects.lod.LodDimension;
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import com.seibel.lod.core.util.LodUtil;
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import com.seibel.lod.core.util.SingletonHandler;
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//import com.seibel.lod.core.util.SingletonHandler;
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import com.seibel.lod.core.wrapperInterfaces.chunk.AbstractChunkPosWrapper;
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import com.seibel.lod.core.wrapperInterfaces.config.ILodConfigWrapperSingleton;
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//import com.seibel.lod.core.wrapperInterfaces.config.ILodConfigWrapperSingleton;
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import com.seibel.lod.core.wrapperInterfaces.world.IWorldWrapper;
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import com.seibel.lod.core.wrapperInterfaces.worldGeneration.AbstractWorldGeneratorWrapper;
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import com.seibel.lod.common.wrappers.WrapperUtil;
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import com.seibel.lod.common.wrappers.chunk.ChunkPosWrapper;
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import com.seibel.lod.common.wrappers.chunk.ChunkWrapper;
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import com.seibel.lod.common.wrappers.world.WorldWrapper;
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import net.minecraft.core.Registry;
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import net.minecraft.server.level.ChunkHolder;
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import net.minecraft.server.level.ServerChunkCache;
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import net.minecraft.server.level.ServerLevel;
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import net.minecraft.server.level.ThreadedLevelLightEngine;
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import net.minecraft.world.level.biome.Biome;
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import net.minecraft.world.level.ChunkPos;
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import net.minecraft.world.level.chunk.*;
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import net.minecraft.world.level.levelgen.Heightmap;
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import net.minecraft.world.level.levelgen.feature.ConfiguredFeature;
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import net.minecraft.world.level.levelgen.feature.FeaturePlaceContext;
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import net.minecraft.world.level.levelgen.feature.SnowAndFreezeFeature;
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import net.minecraft.world.level.levelgen.feature.configurations.NoneFeatureConfiguration;
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import net.minecraft.world.level.levelgen.structure.templatesystem.StructureManager;
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/**
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* @author James Seibel
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@@ -43,16 +26,16 @@ import net.minecraft.world.level.levelgen.structure.templatesystem.StructureMana
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*/
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public class WorldGeneratorWrapper extends AbstractWorldGeneratorWrapper
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{
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private static final ILodConfigWrapperSingleton CONFIG = SingletonHandler.get(ILodConfigWrapperSingleton.class);
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//private static final ILodConfigWrapperSingleton CONFIG = SingletonHandler.get(ILodConfigWrapperSingleton.class);
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/**
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* If a configured feature fails for whatever reason,
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* add it to this list. This will hopefully remove any
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* features that could cause issues down the line.
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*/
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private static final ConcurrentHashMap<Integer, ConfiguredFeature<?, ?>> FEATURES_TO_AVOID = new ConcurrentHashMap<>();
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//private static final ConcurrentHashMap<Integer, ConfiguredFeature<?, ?>> FEATURES_TO_AVOID = new ConcurrentHashMap<>();
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private static ExecutorService Executor = Executors.newSingleThreadExecutor();
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//private static ExecutorService Executor = Executors.newSingleThreadExecutor();
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public final ServerLevel serverWorld;
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@@ -69,121 +52,11 @@ public class WorldGeneratorWrapper extends AbstractWorldGeneratorWrapper
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}
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/** takes about 2-5 ms */
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@Override
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public void generateBiomesOnly(AbstractChunkPosWrapper pos, DistanceGenerationMode generationMode)
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{
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/*
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List<ChunkAccess> chunkList = new LinkedList<>();
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ProtoChunk chunk = new ProtoChunk(((ChunkPosWrapper) pos).getChunkPos(), UpgradeData.EMPTY, serverWorld);
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chunkList.add(chunk);
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ServerChunkCache chunkSource = serverWorld.getChunkSource();
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ChunkGenerator chunkGen = chunkSource.getGenerator();
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// generate the terrain (this is thread safe)
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ChunkStatus.EMPTY.generate(Executor, serverWorld, chunkGen, serverWorld.getStructureManager(), (ThreadedLevelLightEngine) serverWorld.getLightEngine(), null, chunkList);
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// override the chunk status, so we can run the next generator stage
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chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
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chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
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chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
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// generate fake height data for this LOD
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int seaLevel = serverWorld.getSeaLevel();
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boolean simulateHeight = generationMode == DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT;
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boolean inTheEnd = false;
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// add fake heightmap data so our LODs aren't at height 0
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Heightmap heightmap = new Heightmap(chunk, WrapperUtil.DEFAULT_HEIGHTMAP);
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for (int x = 0; x < LodUtil.CHUNK_WIDTH && !inTheEnd; x++)
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{
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for (int z = 0; z < LodUtil.CHUNK_WIDTH && !inTheEnd; z++)
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{
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if (simulateHeight)
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{
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// these heights are of course aren't super accurate,
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// they are just to simulate height data where there isn't any
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switch (chunk.getBiomes().getNoiseBiome(x >> 2, seaLevel >> 2, z >> 2).getBiomeCategory())
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{
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case NETHER:
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heightmap.setHeight(x, z, serverWorld.getHeight() / 2);
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break;
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case EXTREME_HILLS:
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heightmap.setHeight(x, z, seaLevel + 30);
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break;
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case MESA:
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case JUNGLE:
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heightmap.setHeight(x, z, seaLevel + 20);
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break;
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case BEACH:
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heightmap.setHeight(x, z, seaLevel + 5);
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break;
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case NONE:
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heightmap.setHeight(x, z, 0);
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break;
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case OCEAN:
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case RIVER:
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heightmap.setHeight(x, z, seaLevel);
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break;
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case THEEND:
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inTheEnd = true;
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break;
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// DESERT
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// FOREST
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// ICY
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// MUSHROOM
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// SAVANNA
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// SWAMP
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// TAIGA
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// PLAINS
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default:
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heightmap.setHeight(x, z, seaLevel + 10);
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break;
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}// heightmap switch
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}
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else
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{
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// we aren't simulating height
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// always use sea level
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heightmap.setHeight(x, z, seaLevel);
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}
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}// z
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}// x
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chunk.setHeightmap(WrapperUtil.DEFAULT_HEIGHTMAP, heightmap.getRawData());
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if (!inTheEnd)
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{
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lodBuilder.generateLodNodeFromChunk(lodDim, new ChunkWrapper(chunk), new LodBuilderConfig(true, true, false));
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}
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else
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{
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// if we are in the end, don't generate any chunks.
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// Since we don't know where the islands are, everything
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// generates the same, and it looks awful.
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//TODO it appears that 'if' can be collapsed, but comment says that it should not be a case
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lodBuilder.generateLodNodeFromChunk(lodDim, new ChunkWrapper(chunk), new LodBuilderConfig(true, true, false));
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}
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// long startTime = System.currentTimeMillis();
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// long endTime = System.currentTimeMillis();
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// System.out.println(endTime - startTime);
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*/
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generate(pos.getX(), pos.getZ(), generationMode);
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}
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@@ -191,38 +64,7 @@ public class WorldGeneratorWrapper extends AbstractWorldGeneratorWrapper
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@Override
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public void generateSurface(AbstractChunkPosWrapper pos)
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{
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/*
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List<ChunkAccess> chunkList = new LinkedList<>();
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ProtoChunk chunk = new ProtoChunk(((ChunkPosWrapper) pos).getChunkPos(), UpgradeData.EMPTY, serverWorld);
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chunkList.add(chunk);
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LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
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ServerChunkCache chunkSource = serverWorld.getChunkSource();
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ThreadedLevelLightEngine lightEngine = (ThreadedLevelLightEngine) serverWorld.getLightEngine();
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StructureManager templateManager = serverWorld.getStructureManager();
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ChunkGenerator chunkGen = chunkSource.getGenerator();
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// generate the terrain (this is thread safe)
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ChunkStatus.EMPTY.generate(Executor, serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
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// override the chunk status, so we can run the next generator stage
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chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
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chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
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ChunkStatus.NOISE.generate(Executor, serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
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// TODO: Find why this dosnt work (seems like the "Executor" is doing this)
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ChunkStatus.SURFACE.generate(Executor, serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
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// this feature has been proven to be thread safe,
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// so we will add it
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FeaturePlaceContext<NoneFeatureConfiguration> featurePlaceContext = new FeaturePlaceContext<>(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition(), null);
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SnowAndFreezeFeature snowFeature = new SnowAndFreezeFeature(NoneFeatureConfiguration.CODEC);
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snowFeature.place(featurePlaceContext);
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lodBuilder.generateLodNodeFromChunk(lodDim, new ChunkWrapper(chunk), new LodBuilderConfig(DistanceGenerationMode.SURFACE));
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/*TODO if we want to use Biome utils and terrain utils for overworld
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* lodBuilder.generateLodNodeFromChunk(lodDim, pos ,detailLevel, serverWorld.getSeed());*/
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generate(pos.getX(), pos.getZ(), DistanceGenerationMode.SURFACE);
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}
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@@ -235,114 +77,7 @@ public class WorldGeneratorWrapper extends AbstractWorldGeneratorWrapper
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@Override
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public void generateFeatures(AbstractChunkPosWrapper pos)
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{
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/*
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List<ChunkAccess> chunkList = new LinkedList<>();
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ProtoChunk chunk = new ProtoChunk(((ChunkPosWrapper) pos).getChunkPos(), UpgradeData.EMPTY, serverWorld);
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chunkList.add(chunk);
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LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
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ServerChunkCache chunkSource = serverWorld.getChunkSource();
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ThreadedLevelLightEngine lightEngine = (ThreadedLevelLightEngine) serverWorld.getLightEngine();
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StructureManager templateManager = serverWorld.getStructureManager();
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ChunkGenerator chunkGen = chunkSource.getGenerator();
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// generate the terrain (this is thread safe)
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ChunkStatus.EMPTY.generate(Executor, serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
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// override the chunk status, so we can run the next generator stage
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chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
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chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
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ChunkStatus.NOISE.generate(Executor, serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
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// TODO[FABRIC]: Find whay this dosnt work
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ChunkStatus.SURFACE.generate(Executor, serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
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// get all the biomes in the chunk
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HashSet<Biome> biomes = new HashSet<>();
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for (int x = 0; x < LodUtil.CHUNK_WIDTH; x++)
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{
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for (int z = 0; z < LodUtil.CHUNK_WIDTH; z++)
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{
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Biome biome = chunk.getBiomes().getNoiseBiome(x >> 2, serverWorld.getSeaLevel() >> 2, z >> 2);
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// Issue #35
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// For some reason Jungle biomes cause incredible lag
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// the features here must be interacting with each other
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// in unpredictable ways (specifically tree feature generation).
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// When generating Features my CPU usage generally hovers around 30 - 40%
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// when generating Jungles it spikes to 100%.
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if (biome.getBiomeCategory() != Biome.BiomeCategory.JUNGLE)
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{
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// should probably use the heightmap here instead of seaLevel,
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// but this seems to get the job done well enough
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biomes.add(biome);
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}
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}
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}
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boolean allowUnstableFeatures = CONFIG.client().worldGenerator().getAllowUnstableFeatureGeneration();
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// generate all the features related to this chunk.
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// this may or may not be thread safe
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for (Biome biome : biomes)
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{
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List<List<Supplier<ConfiguredFeature<?, ?>>>> featuresForState = biome.generationSettings.features();
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for (List<Supplier<ConfiguredFeature<?, ?>>> suppliers : featuresForState)
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{
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for (Supplier<ConfiguredFeature<?, ?>> featureSupplier : suppliers)
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{
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ConfiguredFeature<?, ?> configuredFeature = featureSupplier.get();
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if (!allowUnstableFeatures &&
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FEATURES_TO_AVOID.containsKey(configuredFeature.hashCode()))
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continue;
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try
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{
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configuredFeature.place(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition());
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}
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catch (ConcurrentModificationException | UnsupportedOperationException e)
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{
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// This will happen. I'm not sure what to do about it
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// except pray that it doesn't affect the normal world generation
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// in any harmful way.
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// Update: this can cause crashes and high CPU usage.
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// Issue #35
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// I tried cloning the config for each feature, but that
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// path was blocked since I can't clone lambda methods.
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// I tried using a deep cloning library and discovered
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// the problem there.
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// ( https://github.com/kostaskougios/cloning
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// and
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// https://github.com/EsotericSoftware/kryo )
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if (!allowUnstableFeatures)
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FEATURES_TO_AVOID.put(configuredFeature.hashCode(), configuredFeature);
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// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
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}
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// This will happen when the LodServerWorld
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// isn't able to return something that a feature
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// generator needs
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catch (Exception e)
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{
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// I'm not sure what happened, print to the log
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e.printStackTrace();
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if (!allowUnstableFeatures)
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FEATURES_TO_AVOID.put(configuredFeature.hashCode(), configuredFeature);
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// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
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}
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}
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}
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}
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// generate a Lod like normal
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lodBuilder.generateLodNodeFromChunk(lodDim, new ChunkWrapper(chunk), new LodBuilderConfig(DistanceGenerationMode.FEATURES));
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*/
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generate(pos.getX(), pos.getZ(), DistanceGenerationMode.FEATURES);
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}
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@@ -360,7 +95,44 @@ public class WorldGeneratorWrapper extends AbstractWorldGeneratorWrapper
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@Override
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public void generateFull(AbstractChunkPosWrapper pos)
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{
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lodBuilder.generateLodNodeFromChunk(lodDim, new ChunkWrapper(serverWorld.getChunk(pos.getX(), pos.getZ(), ChunkStatus.FEATURES)), new LodBuilderConfig(DistanceGenerationMode.FULL));
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generate(pos.getX(), pos.getZ(), DistanceGenerationMode.FULL);
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}
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private void generate(int chunkX, int chunkZ, DistanceGenerationMode generationMode) {
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long t = System.nanoTime();
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ChunkStatus targetStatus;
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switch (generationMode) {
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case NONE:
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return;
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case BIOME_ONLY:
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targetStatus = ChunkStatus.BIOMES;
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break;
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case BIOME_ONLY_SIMULATE_HEIGHT:
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targetStatus = ChunkStatus.NOISE;
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break;
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case SURFACE:
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targetStatus = ChunkStatus.SURFACE;
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break;
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case FEATURES:
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targetStatus = ChunkStatus.FEATURES;
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break;
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case FULL:
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targetStatus = ChunkStatus.FULL;
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break;
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default:
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return;
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}
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ChunkAccess ca = serverWorld.getChunkSource().getChunk(chunkX, chunkZ, targetStatus, true);
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if (ca == null) throw new RuntimeException("This should NEVER be null due to bool being true");
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lodBuilder.generateLodNodeFromChunk(lodDim, new ChunkWrapper(ca), new LodBuilderConfig(generationMode));
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long duration = System.nanoTime()-t;
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System.out.println("LodChunkGenFull["+chunkX+","+chunkZ+"]: "+(double)(duration)/1000.);
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}
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+1
-1
Submodule core updated: 56b80f00e8...009d7ede1b
Reference in New Issue
Block a user