refactor(gameplay): split Chunk into server/client variants and add networking

This commit is contained in:
2026-06-23 14:49:16 +08:00
parent d4a25bdf4b
commit 27e3cd6851
24 changed files with 914 additions and 15 deletions

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@@ -28,7 +28,8 @@ if (UNIX AND NOT APPLE)
find_package(glfw3 REQUIRED) find_package(glfw3 REQUIRED)
endif() endif()
add_library(glad STATIC third_party/glad/src/glad.c) add_library(glad STATIC third_party/glad/src/glad.c
src/gameplay/network_client.cpp)
target_include_directories(glad PUBLIC third_party/glad/include) target_include_directories(glad PUBLIC third_party/glad/include)
include(FetchContent) include(FetchContent)
@@ -139,6 +140,13 @@ add_executable(${PROJECT_NAME}
src/block.cpp src/block.cpp
src/gameplay/vertex_data.cpp src/gameplay/vertex_data.cpp
src/gameplay/builders/ocean_builder.cpp src/gameplay/builders/ocean_builder.cpp
src/gameplay/network_server.cpp
src/gameplay/server_world.cpp
src/gameplay/client_world.cpp
src/gameplay/server_chunk.cpp
src/gameplay/client_chunk.cpp
src/gameplay/server_player.cpp
src/gameplay/client_player.cpp
) )
if(CMAKE_BUILD_TYPE STREQUAL "Debug") if(CMAKE_BUILD_TYPE STREQUAL "Debug")

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@@ -1,5 +1,4 @@
#pragma once #pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include <array> #include <array>
namespace Cubed { namespace Cubed {
@@ -30,9 +29,6 @@ constexpr int RESERVED_THREADS = 3;
constexpr float DEFAULT_CAVE_PROBABILITY = 0.035f; constexpr float DEFAULT_CAVE_PROBABILITY = 0.035f;
constexpr ChunkPos CHUNK_DIR[]{{1, 0}, {-1, 0}, {0, 1}, {0, -1},
{1, 1}, {-1, 1}, {1, -1}, {-1, -1}};
using HeightMapArray = std::array<std::array<int, CHUNK_SIZE>, CHUNK_SIZE>; using HeightMapArray = std::array<std::array<int, CHUNK_SIZE>, CHUNK_SIZE>;
} // namespace Cubed } // namespace Cubed

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@@ -2,12 +2,15 @@
#include <glad/glad.h> #include <glad/glad.h>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <optional>
#include <string> #include <string>
#include <vector> #include <vector>
namespace Cubed { namespace Cubed {
using BlockType = uint8_t; using BlockType = uint8_t;
using OptionalBlockVectorArray =
std::array<std::optional<std::vector<BlockType>>, 4>;
struct BlockTexture { struct BlockTexture {
std::string name; std::string name;

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@@ -1,5 +1,6 @@
#pragma once #pragma once
#include "Cubed/constants.hpp" #include "Cubed/constants.hpp"
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/path.hpp" #include "Cubed/gameplay/path.hpp"
#include <tbb/concurrent_hash_map.h> #include <tbb/concurrent_hash_map.h>

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@@ -11,11 +11,11 @@
#include <optional> #include <optional>
namespace Cubed { namespace Cubed {
class Chunk; class ServerChunk;
class ChunkGenerator { class ChunkGenerator {
public: public:
ChunkGenerator(Chunk& chunk); ChunkGenerator(ServerChunk& chunk);
static void init(); static void init();
static void reload(); static void reload();
@@ -26,7 +26,7 @@ public:
void assign_chunk_biome(); void assign_chunk_biome();
// Adjust Biome // Adjust Biome
void resolve_biome_adjacency_conflict( void resolve_biome_adjacency_conflict(
const std::array<const Chunk*, 8>& adj_chunks); const std::array<const ServerChunk*, 8>& adj_chunks);
// Generate Heightmap // Generate Heightmap
void generate_heightmap(); void generate_heightmap();
// Adjust Height // Adjust Height
@@ -42,7 +42,7 @@ public:
// Generate Structure // Generate Structure
void generate_vegetation(); void generate_vegetation();
BiomeType get_biome_at(float world_x, float world_z); BiomeType get_biome_at(float world_x, float world_z);
Chunk& chunk(); ServerChunk& chunk();
Random& random(); Random& random();
const std::array<BiomeType, 8>& neighbor_biome() const; const std::array<BiomeType, 8>& neighbor_biome() const;
void ocean_build(); void ocean_build();
@@ -53,7 +53,7 @@ private:
static inline std::atomic<bool> is_init{false}; static inline std::atomic<bool> is_init{false};
static inline unsigned m_generator_seed{0}; static inline unsigned m_generator_seed{0};
static inline std::atomic<bool> is_seed_change{false}; static inline std::atomic<bool> is_seed_change{false};
Chunk& m_chunk; ServerChunk& m_chunk;
Random m_random; Random m_random;
std::unique_ptr<BiomeBuilder> m_biome_builder{nullptr}; std::unique_ptr<BiomeBuilder> m_biome_builder{nullptr};
bool is_cur_chunk_ins = false; bool is_cur_chunk_ins = false;

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@@ -1,5 +1,7 @@
#pragma once #pragma once
#include "Cubed/constants.hpp"
#include <functional> #include <functional>
namespace Cubed { namespace Cubed {
@@ -34,5 +36,23 @@ struct ChunkPos {
return *this; return *this;
}; };
}; };
constexpr ChunkPos CHUNK_DIR[]{{1, 0}, {-1, 0}, {0, 1}, {0, -1},
{1, 1}, {-1, 1}, {1, -1}, {-1, -1}};
inline ChunkPos get_chunk_pos(int world_x, int world_z) {
int chunk_x, chunk_z;
if (world_x < 0) {
chunk_x = (world_x + 1) / CHUNK_SIZE - 1;
}
if (world_x >= 0) {
chunk_x = world_x / CHUNK_SIZE;
}
if (world_z < 0) {
chunk_z = (world_z + 1) / CHUNK_SIZE - 1;
}
if (world_z >= 0) {
chunk_z = world_z / CHUNK_SIZE;
}
return {chunk_x, chunk_z};
}
} // namespace Cubed } // namespace Cubed

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@@ -0,0 +1,20 @@
#pragma once
#include <asio.hpp>
#include <thread>
namespace Cubed {
class NetworkServer {
public:
NetworkServer(int port = 25530);
~NetworkServer();
void stop();
void run();
int port() const;
private:
asio::io_context m_io;
std::thread m_server;
int m_port = 25530;
asio::awaitable<void> listen();
};
} // namespace Cubed

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@@ -0,0 +1,96 @@
#pragma once
#include "Cubed/constants.hpp"
#include "Cubed/gameplay/biome.hpp"
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/chunk_generator.hpp"
#include "Cubed/gameplay/chunk_pos.hpp"
#include <array>
#include <atomic>
#include <optional>
#include <tuple>
namespace Cubed {
class ServerWorld;
class ServerChunk {
public:
ServerChunk(ServerWorld& world, ChunkPos chunk_pos,
bool temp_chunk = false);
ServerChunk(const ServerChunk&) = delete;
ServerChunk(ServerChunk&&) noexcept;
ServerChunk& operator=(const ServerChunk&) = delete;
ServerChunk& operator=(ServerChunk&&) noexcept;
static std::tuple<int, int, int> world_to_block(int world_x, int world_y,
int world_z, int chunk_x,
int chunk_z);
static std::tuple<int, int, int> world_to_block(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
static std::tuple<int, int, int> block_to_world(int x, int y, int z,
int chunk_x, int chunk_z);
static std::tuple<int, int, int> block_to_world(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
void set_chunk_block(int index, unsigned id);
// ensure thread safe!
void gen_chunk();
BiomeType get_biome() const;
ChunkPos get_chunk_pos() const;
const std::vector<BlockType>& get_chunk_blocks() const;
HeightMapArray get_heightmap() const;
bool is_temp_chunk() const;
ChunkPos chunk_pos() const;
BiomeType biome() const;
void biome(BiomeType b);
HeightMapArray& heightmap();
std::vector<BlockType>& blocks();
ServerWorld& world();
unsigned seed() const;
BiomeConditions& conditions();
bool& has_cave();
static int index(int x, int y, int z);
static int index(const glm::vec3& pos);
private:
static constexpr int SIZE_X = CHUNK_SIZE;
static constexpr int SIZE_Y = WORLD_SIZE_Y;
static constexpr int SIZE_Z = CHUNK_SIZE;
std::atomic<bool> m_gening{false};
std::atomic<bool> m_temp_chunk{false};
bool m_has_cave{false};
std::atomic<BiomeType> m_biome = BiomeType::PLAIN;
ChunkPos m_chunk_pos;
ServerWorld& m_world;
HeightMapArray m_heightmap;
// the index is a array of block id
std::vector<BlockType> m_blocks;
float frequency = 0.01f;
float height = 80;
unsigned m_seed = 0;
BiomeConditions m_conditions;
std::unique_ptr<ChunkGenerator> m_generator;
// Init Chunk
// Determine biome from temperature and humidity noise
void gen_phase_one();
// Generate heightmap using biome-specific noise
void gen_phase_two();
// Generate terrain blocks from heightmap and biome
void gen_phase_three();
// Blend surface blocks at chunk borders with neighbors
void gen_phase_four(const std::array<std::optional<std::vector<BlockType>>,
4>& neighbor_block);
// Generate biome-specific vegetation/structures
void gen_phase_five();
};
} // namespace Cubed

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@@ -0,0 +1,4 @@
#pragma once
namespace Cubed {
class ServerPlayer {};
} // namespace Cubed

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@@ -0,0 +1,126 @@
#pragma once
#include "Cubed/gameplay/cave_carver.hpp"
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/game_time.hpp"
#include "Cubed/gameplay/river_worm.hpp"
#include "Cubed/gameplay/server_chunk.hpp"
#include "Cubed/gameplay/server_player.hpp"
#include "Cubed/tools/thread_pool.hpp"
#include <future>
#include <shared_mutex>
#include <unordered_map>
#include <unordered_set>
#include <vector>
namespace Cubed {
class ServerWorld {
public:
ServerWorld();
~ServerWorld();
void player_join();
void init_world();
void need_gen();
void update();
void hot_reload();
void rebuild_world();
int rendering_distance() const;
void rendering_distance(int rendering_distance);
void start_gen_thread();
void start_server_thread();
void stop_gen_thread();
void stop_server_thread();
void stop_thread_pool();
void start_thread_pool();
void serever_run(std::stop_token stoken);
CaveCarver& cave_carcer();
RiverWorm& river_worm();
TickType game_tick() const;
TickType day_tick() const;
void day_tick(TickType tick);
int per_tick_time() const;
void per_tick_time(int ms);
bool is_tick_running() const;
void tick_running(bool run);
int pool_threads() const;
int max_threads() const;
void change_pool_threads(int threads);
int chunk_load_style() const;
void set_chunk_load_style(int id);
void set_block(const glm::ivec3& block_pos, unsigned id);
private:
enum class ChunkLoadStyle { RANDOM, CENTER };
struct PendingChunk {
ServerChunk chunk;
std::future<void> future;
};
using ChunkHashMap =
std::unordered_map<ChunkPos, ServerChunk, ChunkPos::Hash>;
using PlayerHashMap = std::unordered_map<std::size_t, ServerPlayer>;
using PendingChunkHashMap =
std::unordered_map<ChunkPos, PendingChunk, ChunkPos::Hash>;
using ChunkPosSet = std::unordered_set<ChunkPos, ChunkPos::Hash>;
PlayerHashMap m_players;
ChunkHashMap m_chunks;
// Can only be used in the gen thread
PendingChunkHashMap new_chunks;
std::vector<std::pair<ChunkPos, ServerChunk>> m_new_finished_chunk;
CaveCarver m_cave_carcer;
RiverWorm m_river_worm;
std::thread m_gen_thread;
std::thread m_server_thread;
std::stop_source m_server_stop_source;
std::atomic<bool> m_chunk_gen_finished{false};
std::atomic<bool> m_could_gen{true};
std::atomic<bool> m_gen_running{false};
std::atomic<bool> m_need_gen_chunk{false};
std::atomic<bool> m_is_rebuilding{false};
std::atomic<int> m_rendering_distance{24};
std::atomic<int> m_pool_threads{0};
std::atomic<int> m_max_threads{1};
std::atomic<TickType> m_game_ticks{0};
std::atomic<TickType> m_day_tick{6000};
std::atomic<bool> m_tick_running{true};
std::atomic<int> m_per_tick_time = DEFAULT_PER_TICK_TIME; // ms
std::shared_mutex m_chunks_mutex;
std::shared_mutex m_new_chunk_mutex;
std::mutex m_gen_signal_mutex;
std::condition_variable m_gen_cv;
std::atomic<std::shared_ptr<ThreadPool>> m_gen_thread_pool;
std::atomic<ChunkLoadStyle> m_chunk_load_style{ChunkLoadStyle::RANDOM};
void init_chunks();
void gen_chunks_internal();
void compute_required_chunks(ChunkPosSet& required_chunks);
void sync_and_collect_missing_chunks(std::vector<ChunkPos>&,
const ChunkPosSet&);
void submit_new_chunks();
void poll_finished_chunks();
void wait_all_chunk_tasks();
void sync_player_pos(glm::vec3& pos);
};
} // namespace Cubed

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@@ -246,7 +246,7 @@ size_t Chunk::get_water_vertices_sum() const {
} }
void Chunk::gen_phase_one() { void Chunk::gen_phase_one() {
m_generator = std::make_unique<ChunkGenerator>(*this); // m_generator = std::make_unique<ChunkGenerator>(*this);
if (!m_generator) { if (!m_generator) {
Logger::error("ChunkGenerator is Nullptr"); Logger::error("ChunkGenerator is Nullptr");
return; return;

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@@ -10,8 +10,8 @@
#include "Cubed/gameplay/cave_path.hpp" #include "Cubed/gameplay/cave_path.hpp"
#include "Cubed/gameplay/chunk.hpp" #include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/river.path.hpp" #include "Cubed/gameplay/river.path.hpp"
#include "Cubed/gameplay/server_world.hpp"
#include "Cubed/gameplay/tree.hpp" #include "Cubed/gameplay/tree.hpp"
#include "Cubed/gameplay/world.hpp"
#include "Cubed/tools/cubed_assert.hpp" #include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/cubed_hash.hpp" #include "Cubed/tools/cubed_hash.hpp"
#include "Cubed/tools/math_tools.hpp" #include "Cubed/tools/math_tools.hpp"
@@ -99,7 +99,7 @@ void carve_worm(const std::vector<PathPoint>& points, const ChunkPos& chunk_pos,
using enum BiomeType; using enum BiomeType;
constexpr int BLEND_RADIUS = 8; constexpr int BLEND_RADIUS = 8;
ChunkGenerator::ChunkGenerator(Chunk& chunk) : m_chunk(chunk) { ChunkGenerator::ChunkGenerator(ServerChunk& chunk) : m_chunk(chunk) {
ASSERT_MSG(is_init, "ChunksGenerator is not init"); ASSERT_MSG(is_init, "ChunksGenerator is not init");
ChunkPos pos = m_chunk.get_chunk_pos(); ChunkPos pos = m_chunk.get_chunk_pos();
unsigned seed = HASH::chunk_seed_hash(pos.x, pos.z, m_generator_seed); unsigned seed = HASH::chunk_seed_hash(pos.x, pos.z, m_generator_seed);
@@ -157,7 +157,7 @@ void ChunkGenerator::assign_chunk_biome() {
} }
void ChunkGenerator::resolve_biome_adjacency_conflict( void ChunkGenerator::resolve_biome_adjacency_conflict(
const std::array<const Chunk*, 8>& adj_chunks) { const std::array<const ServerChunk*, 8>& adj_chunks) {
auto m_biome = m_chunk.biome(); auto m_biome = m_chunk.biome();
for (int i = 0; i < 8; i++) { for (int i = 0; i < 8; i++) {
auto& chunk = adj_chunks[i]; auto& chunk = adj_chunks[i];
@@ -799,7 +799,7 @@ void ChunkGenerator::generate_river() {
} }
} }
Chunk& ChunkGenerator::chunk() { return m_chunk; } ServerChunk& ChunkGenerator::chunk() { return m_chunk; }
Random& ChunkGenerator::random() { return m_random; } Random& ChunkGenerator::random() { return m_random; }
const std::array<BiomeType, 8>& ChunkGenerator::neighbor_biome() const { const std::array<BiomeType, 8>& ChunkGenerator::neighbor_biome() const {

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@@ -0,0 +1,38 @@
#include "Cubed/gameplay/network_server.hpp"
#include "Cubed/tools/log.hpp"
using asio::ip::tcp;
namespace Cubed {
NetworkServer::NetworkServer(int port) : m_port(port) {}
NetworkServer::~NetworkServer() { stop(); }
void NetworkServer::stop() {
m_io.stop();
if (m_server.joinable()) {
m_server.join();
}
Logger::info("Server Stopped!");
}
asio::awaitable<void> NetworkServer::listen() {
tcp::acceptor acceptor(m_io, tcp::endpoint(tcp::v4(), m_port));
while (true) {
tcp::socket socket =
co_await acceptor.async_accept(asio::use_awaitable);
}
}
void NetworkServer::run() {
m_server = std::thread([this]() {
asio::co_spawn(m_io, listen(), asio::detached);
m_io.run();
});
Logger::info("Server Started!");
}
int NetworkServer::port() const { return m_port; }
} // namespace Cubed

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@@ -0,0 +1,193 @@
#include "Cubed/gameplay/server_chunk.hpp"
#include "Cubed/tools/cubed_assert.hpp"
namespace Cubed {
ServerChunk::ServerChunk(ServerWorld& world, ChunkPos chunk_pos,
bool temp_chunk)
: m_temp_chunk(temp_chunk), m_chunk_pos(chunk_pos), m_world(world) {}
ServerChunk::ServerChunk(ServerChunk&& other) noexcept
: m_biome(other.m_biome.load()), m_chunk_pos(std::move(other.m_chunk_pos)),
m_world(other.m_world), m_heightmap(std::move(other.m_heightmap)),
m_blocks(std::move(other.m_blocks)), m_seed(other.m_seed),
m_conditions(other.m_conditions) {}
ServerChunk& ServerChunk::operator=(ServerChunk&& other) noexcept {
// Logger::info("other Chunk pos {} {} in Chunk& Chunk::operator=(Chunk&&
// other) this {}", other.m_chunk_pos.x, other.m_chunk_pos.z,
// static_cast<const void*>(&other));
m_chunk_pos = std::move(other.m_chunk_pos);
m_heightmap = std::move(other.m_heightmap);
m_blocks = std::move(other.m_blocks);
m_biome = other.m_biome.load();
m_seed = other.m_seed;
m_conditions = other.m_conditions;
return *this;
}
std::tuple<int, int, int> ServerChunk::world_to_block(int world_x, int world_y,
int world_z, int chunk_x,
int chunk_z) {
int x, y, z;
y = world_y;
x = world_x - chunk_x * CHUNK_SIZE;
z = world_z - chunk_z * CHUNK_SIZE;
return {x, y, z};
}
std::tuple<int, int, int>
ServerChunk::world_to_block(const glm::ivec3& block_pos, ChunkPos chunk_pos) {
return world_to_block(block_pos.x, block_pos.y, block_pos.z, chunk_pos.x,
chunk_pos.z);
}
std::tuple<int, int, int>
ServerChunk::block_to_world(int x, int y, int z, int chunk_x, int chunk_z) {
int world_x = x + chunk_x * CHUNK_SIZE;
int world_z = z + chunk_z * CHUNK_SIZE;
int world_y = y;
return {world_x, world_y, world_z};
}
std::tuple<int, int, int>
ServerChunk::block_to_world(const glm::ivec3& block_pos, ChunkPos chunk_pos) {
return block_to_world(block_pos.x, block_pos.y, block_pos.z, chunk_pos.x,
chunk_pos.z);
}
BiomeType ServerChunk::get_biome() const { return m_biome.load(); }
ChunkPos ServerChunk::get_chunk_pos() const { return m_chunk_pos; }
const std::vector<BlockType>& ServerChunk::get_chunk_blocks() const {
return m_blocks;
}
HeightMapArray ServerChunk::get_heightmap() const {
// Logger::info("Chunk pos {} {} in get_heightmap this {}", m_chunk_pos.x,
// m_chunk_pos.z, static_cast<const void*>(this));
return m_heightmap;
}
int ServerChunk::index(int x, int y, int z) {
ASSERT(!(x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
z >= CHUNK_SIZE));
if ((x * WORLD_SIZE_Y + y) * CHUNK_SIZE + z < 0 ||
(x * WORLD_SIZE_Y + y) * CHUNK_SIZE + z >=
CHUNK_SIZE * CHUNK_SIZE * WORLD_SIZE_Y) {
Logger::error("block pos x {} y {} z {} range error", x, y, z);
ASSERT(0);
}
return (x * WORLD_SIZE_Y + y) * CHUNK_SIZE + z;
}
int ServerChunk::index(const glm::vec3& pos) {
return ServerChunk::index(pos.x, pos.y, pos.z);
}
void ServerChunk::gen_phase_one() {
m_generator = std::make_unique<ChunkGenerator>(*this);
if (!m_generator) {
Logger::error("ChunkGenerator is Nullptr");
return;
}
m_generator->assign_chunk_biome();
m_seed = m_generator->chunk_seed();
}
void ServerChunk::gen_phase_two() {
if (!m_generator) {
Logger::error("ChunkGenerator is Nullptr");
return;
}
m_generator->generate_heightmap();
}
void ServerChunk::gen_phase_three() {
if (!m_generator) {
Logger::error("ChunkGenerator is Nullptr");
return;
}
m_generator->generate_terrain_blocks();
}
void ServerChunk::gen_phase_four(
const std::array<std::optional<std::vector<BlockType>>, 4>&
neighbor_block) {
if (!m_generator) {
Logger::error("ChunkGenerator is Nullptr");
return;
}
// This must be fully completed before any other operations can proceed!
m_generator->blend_surface_blocks_borders(neighbor_block);
}
void ServerChunk::gen_phase_five() {
if (!m_generator) {
Logger::error("ChunkGenerator is Nullptr");
return;
}
m_generator->ocean_build();
m_generator->generate_river();
m_generator->generate_cave();
m_generator->generate_vegetation();
m_generator = nullptr;
}
void ServerChunk::gen_chunk() {
if (m_gening.exchange(true))
return;
m_gening = true;
if (m_blocks.size() != 0) {
Logger::warn(
"Request Generator Chunk {} {} ,but the Blocks size is Not 0",
m_chunk_pos.x, m_chunk_pos.z);
}
std::vector<ServerChunk> neighbor;
for (int i = 0; i < 4; i++) {
neighbor.emplace_back(m_world, m_chunk_pos + CHUNK_DIR[i], true);
}
for (auto& chunk : neighbor) {
chunk.gen_phase_one();
chunk.gen_phase_two();
chunk.gen_phase_three();
chunk.gen_phase_five();
}
gen_phase_one();
gen_phase_two();
gen_phase_three();
OptionalBlockVectorArray neightbor_blocks;
for (int i = 0; i < 4; i++) {
neightbor_blocks[i] = neighbor[i].get_chunk_blocks();
}
gen_phase_four(neightbor_blocks);
gen_phase_five();
}
// Logger::info("Cross Sum {}", m_cross_vertices_sum.load());
bool ServerChunk::is_temp_chunk() const { return m_temp_chunk.load(); }
bool& ServerChunk::has_cave() { return m_has_cave; }
void ServerChunk::set_chunk_block(int index, unsigned id) {
m_blocks[index] = id;
}
ChunkPos ServerChunk::chunk_pos() const { return m_chunk_pos; }
BiomeType ServerChunk::biome() const { return m_biome; }
void ServerChunk::biome(BiomeType b) { m_biome = b; }
HeightMapArray& ServerChunk::heightmap() { return m_heightmap; }
std::vector<BlockType>& ServerChunk::blocks() { return m_blocks; }
ServerWorld& ServerChunk::world() { return m_world; }
unsigned ServerChunk::seed() const {
if (m_seed == 0) {
Logger::warn("Seed Not Generator");
}
return m_seed;
}
BiomeConditions& ServerChunk::conditions() { return m_conditions; }
} // namespace Cubed

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@@ -0,0 +1,394 @@
#include "Cubed/gameplay/server_world.hpp"
#include "Cubed/config.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/log.hpp"
#include <utility>
using namespace std::chrono;
using namespace std::chrono_literals;
namespace Cubed {
ServerWorld::ServerWorld() {}
ServerWorld::~ServerWorld() {
stop_gen_thread();
stop_server_thread();
wait_all_chunk_tasks();
stop_thread_pool();
m_chunks.clear();
}
void ServerWorld::wait_all_chunk_tasks() {
for (auto& [pos, task] : new_chunks) {
task.future.get();
}
}
void ServerWorld::init_world() {
m_cave_carcer.init(ChunkGenerator::seed());
m_river_worm.init(ChunkGenerator::seed());
m_chunks.reserve(MAX_DISTANCE * MAX_DISTANCE * 4);
start_thread_pool();
auto t1 = std::chrono::system_clock::now();
// init players
// m_players.emplace(HASH::str("TestPlayer"), Player(*this, "TestPlayer"));
start_gen_thread();
init_chunks();
auto t2 = std::chrono::system_clock::now();
auto d = std::chrono::duration_cast<std::chrono::milliseconds>(t2 - t1);
Logger::info("Chunk Block Init Finish, Time Consuming: {}", d);
start_server_thread();
Logger::info("TestPlayer Create Finish");
}
void ServerWorld::init_chunks() {
hot_reload();
while (!m_chunk_gen_finished) {
// Logger::info("World Spawn: {:.2f}%", m_chunk_gen_fraction.load());
std::this_thread::sleep_for(std::chrono::microseconds(200));
}
}
void ServerWorld::gen_chunks_internal() {
// Logger::info("gen_chunks_internal");
m_chunk_gen_finished = false;
ChunkPosSet required_chunks;
compute_required_chunks(required_chunks);
ASSERT_MSG(!required_chunks.empty(), "required chunks is empty!!");
std::vector<ChunkPos> need_gen_chunks_pos;
sync_and_collect_missing_chunks(need_gen_chunks_pos, required_chunks);
Logger::info("New Gen Chunks Sum: {}", need_gen_chunks_pos.size());
if (need_gen_chunks_pos.empty()) {
m_could_gen = true;
return;
}
for (auto& pos : need_gen_chunks_pos) {
new_chunks.emplace(pos, ServerChunk(*this, pos));
}
submit_new_chunks();
m_chunk_gen_finished = true;
}
void ServerWorld::compute_required_chunks(ChunkPosSet& required_chunks) {
glm::vec3 player_pos;
// sync_player_pos(player_pos);
ASSERT_MSG(false, "Player Pos");
int x = std::floor(player_pos.x);
int z = std::floor(player_pos.z);
auto [chunk_x, chunk_z] = get_chunk_pos(x, z);
int radius = m_rendering_distance;
int r2 = radius * radius;
required_chunks.reserve(radius * radius);
for (int dx = -radius; dx <= radius; ++dx) {
for (int dz = -radius; dz <= radius; ++dz) {
if (dx * dx + dz * dz <= r2) {
required_chunks.emplace(chunk_x + dx, chunk_z + dz);
}
}
}
}
void ServerWorld::sync_and_collect_missing_chunks(
std::vector<ChunkPos>& need_gen_chunks_pos,
const ChunkPosSet& required_chunks) {
std::lock_guard lk(m_chunks_mutex);
for (auto it = m_chunks.begin(); it != m_chunks.end();) {
if (required_chunks.find(it->first) == required_chunks.end()) {
it = m_chunks.erase(it);
} else {
++it;
}
}
for (auto pos : required_chunks) {
auto it = m_chunks.find(pos);
if (it == m_chunks.end()) {
need_gen_chunks_pos.push_back(pos);
}
}
}
void ServerWorld::submit_new_chunks() {
using enum ChunkLoadStyle;
std::lock_guard lock(m_new_chunk_mutex);
auto pool_ptr = m_gen_thread_pool.load();
if (!pool_ptr) {
return;
}
switch (m_chunk_load_style) {
case RANDOM:
for (auto& [pos, task] : new_chunks) {
if (!task.future.valid()) {
task.future =
pool_ptr->enqueue([&task]() { task.chunk.gen_chunk(); });
}
}
break;
case CENTER: {
std::vector<std::pair<ChunkPos, PendingChunk*>> tasks;
for (auto& [pos, task] : new_chunks) {
if (!task.future.valid()) {
tasks.emplace_back(pos, &task);
}
}
glm::vec3 player_pos;
sync_player_pos(player_pos);
auto dist2 = [player_pos](ChunkPos chunk_pos) {
ChunkPos player_chunk_pos =
get_chunk_pos(player_pos.x, player_pos.z);
float dx = player_chunk_pos.x - chunk_pos.x;
float dz = player_chunk_pos.z - chunk_pos.z;
return dx * dx + dz * dz;
};
std::sort(tasks.begin(), tasks.end(),
[&dist2](const auto& a, const auto& b) {
return dist2(a.first) < dist2(b.first);
});
for (auto& [pos, task] : tasks) {
if (!task->future.valid()) {
task->future =
pool_ptr->enqueue([task]() { task->chunk.gen_chunk(); });
}
}
}
}
}
void ServerWorld::poll_finished_chunks() {
m_new_finished_chunk.clear();
std::lock_guard lock(m_new_chunk_mutex);
std::erase_if(
new_chunks, [&](std::pair<const ChunkPos, PendingChunk>& pair) {
auto& pending = pair.second;
if (!pending.future.valid()) {
return false;
}
if (pending.future.wait_for(0ms) != std::future_status::ready) {
return false;
}
pending.future.get();
m_new_finished_chunk.emplace_back(pair.first,
std::move(pending.chunk));
return true;
});
}
void ServerWorld::start_gen_thread() {
m_gen_running = true;
Logger::info("Gen Thread Started");
m_gen_thread = std::thread([this]() {
while (m_gen_running) {
std::unique_lock<std::mutex> lk(m_gen_signal_mutex);
m_gen_cv.wait(lk, [this]() {
return m_need_gen_chunk.load() || !m_gen_running;
});
if (!m_gen_running) {
break;
}
m_need_gen_chunk = false;
lk.unlock();
gen_chunks_internal();
}
});
}
void ServerWorld::start_server_thread() {
m_server_thread = std::thread(
[this]() { serever_run(m_server_stop_source.get_token()); });
}
void ServerWorld::start_thread_pool() {
int max_thread = std::thread::hardware_concurrency();
if (m_pool_threads == 0) {
change_pool_threads(max_thread - RESERVED_THREADS);
} else {
change_pool_threads(m_pool_threads);
}
}
void ServerWorld::stop_gen_thread() {
m_gen_running = false;
m_gen_cv.notify_all();
if (m_gen_thread.joinable()) {
m_gen_thread.join();
}
Logger::info("Gen Thread Stopped");
}
void ServerWorld::stop_server_thread() {
m_server_stop_source.request_stop();
if (m_server_thread.joinable()) {
m_server_thread.join();
}
}
void ServerWorld::stop_thread_pool() {
auto pool_ptr = m_gen_thread_pool.load();
if (pool_ptr) {
pool_ptr->stop();
}
m_gen_thread_pool.store(nullptr);
Logger::info("Thread Pool Stopped");
}
void ServerWorld::serever_run(std::stop_token stoken) {
Logger::info("Server Thread Started!");
while (!stoken.stop_requested()) {
std::this_thread::sleep_for(milliseconds(m_per_tick_time));
if (m_tick_running) {
++m_game_ticks;
m_day_tick = (m_day_tick + 1) % DAY_TIME;
}
update();
}
Logger::info("Server Thread Stopped!");
}
void ServerWorld::need_gen() {
if (!m_could_gen) {
Logger::warn("It is generating or consuming new chunks");
return;
}
m_could_gen = false;
{
// std::lock_guard lk(m_gen_player_pos_mutex);
// m_gen_player_pos = get_player("TestPlayer").get_player_pos();
ASSERT_MSG(false, "Player Pos Handle");
}
m_need_gen_chunk = true;
m_gen_cv.notify_one();
}
void ServerWorld::set_block(const glm::ivec3& block_pos, unsigned id) {
int world_x, world_y, world_z;
world_x = block_pos.x;
world_y = block_pos.y;
world_z = block_pos.z;
auto [chunk_x, chunk_z] = get_chunk_pos(world_x, world_z);
std::lock_guard lk(m_chunks_mutex);
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
if (it == m_chunks.end()) {
return;
}
auto [x, y, z] = ServerChunk::world_to_block(world_x, world_y, world_z,
chunk_x, chunk_z);
if (x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
z >= CHUNK_SIZE) {
return;
}
it->second.set_chunk_block(ServerChunk::index(x, y, z), id);
}
void ServerWorld::hot_reload() {
auto& config = Config::get();
int dist = config.get<int>("world.rendering_distance");
m_rendering_distance = dist <= MAX_DISTANCE ? dist : MAX_DISTANCE;
need_gen();
}
void ServerWorld::rebuild_world() {
if (m_is_rebuilding) {
return;
}
m_is_rebuilding = true;
stop_gen_thread();
stop_thread_pool();
m_cave_carcer.reload(ChunkGenerator::seed());
m_river_worm.reload(ChunkGenerator::seed());
{
std::lock_guard lk(m_chunks_mutex);
m_chunks.clear();
m_new_finished_chunk.clear();
}
m_could_gen = true;
ChunkGenerator::reload();
start_thread_pool();
start_gen_thread();
need_gen();
m_is_rebuilding = false;
}
void ServerWorld::update() { poll_finished_chunks(); }
int ServerWorld::rendering_distance() const {
return m_rendering_distance.load();
}
void ServerWorld::rendering_distance(int rendering_distance) {
m_rendering_distance = rendering_distance;
}
CaveCarver& ServerWorld::cave_carcer() { return m_cave_carcer; }
RiverWorm& ServerWorld::river_worm() { return m_river_worm; }
TickType ServerWorld::game_tick() const { return m_game_ticks.load(); }
TickType ServerWorld::day_tick() const { return m_day_tick.load(); }
void ServerWorld::day_tick(TickType tick) {
tick %= DAY_TIME;
m_day_tick = tick;
}
int ServerWorld::per_tick_time() const { return m_per_tick_time.load(); }
void ServerWorld::per_tick_time(int ms) { m_per_tick_time = ms; }
bool ServerWorld::is_tick_running() const { return m_tick_running.load(); }
void ServerWorld::tick_running(bool run) { m_tick_running = run; }
int ServerWorld::pool_threads() const { return m_pool_threads.load(); }
int ServerWorld::max_threads() const { return m_max_threads.load(); }
void ServerWorld::change_pool_threads(int threads) {
m_max_threads = std::thread::hardware_concurrency();
if (m_max_threads < 1) {
Logger::warn("Can't Get Max Support Threads, Set Max Threads to 4");
m_max_threads = 4;
}
int used_thread = std::clamp(threads, 1, m_max_threads.load());
Logger::info("Create New Thread Pool Use {} Threads", used_thread);
m_gen_thread_pool.store(std::make_shared<ThreadPool>(used_thread));
m_pool_threads = used_thread;
}
int ServerWorld::chunk_load_style() const {
return std::to_underlying(m_chunk_load_style.load());
}
void ServerWorld::set_chunk_load_style(int id) {
using enum ChunkLoadStyle;
switch (id) {
case std::to_underlying(RANDOM):
m_chunk_load_style = RANDOM;
return;
case std::to_underlying(CENTER):
m_chunk_load_style = CENTER;
return;
}
Logger::error("Can,t Find Chunk Load Style Id {}, Nothing Will Do", id);
}
} // namespace Cubed