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Slightly improve regen workflow, update adapters to a9c745a600
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@ -27,7 +27,7 @@ import java.util.LinkedHashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.Random;
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import java.util.concurrent.Callable;
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import java.util.concurrent.CompletableFuture;
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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.concurrent.Future;
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@ -52,11 +52,10 @@ public abstract class Regenerator<IChunkAccess, ProtoChunk extends IChunkAccess,
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//runtime
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protected final Map<ChunkStatus, Concurrency> chunkStati = new LinkedHashMap<>();
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protected boolean generateConcurrent = true;
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protected long seed;
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private final Long2ObjectLinkedOpenHashMap<ProtoChunk> protoChunks = new Long2ObjectLinkedOpenHashMap<>();
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private final Long2ObjectOpenHashMap<Chunk> chunks = new Long2ObjectOpenHashMap<>();
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protected boolean generateConcurrent = true;
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protected long seed;
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private ExecutorService executor;
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private SingleThreadQueueExtent source;
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@ -75,6 +74,15 @@ public abstract class Regenerator<IChunkAccess, ProtoChunk extends IChunkAccess,
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this.options = options;
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}
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private static Random getChunkRandom(long worldseed, int x, int z) {
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Random random = new Random();
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random.setSeed(worldseed);
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long xRand = random.nextLong() / 2L * 2L + 1L;
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long zRand = random.nextLong() / 2L * 2L + 1L;
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random.setSeed((long) x * xRand + (long) z * zRand ^ worldseed);
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return random;
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}
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/**
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* Regenerates the selected {@code Region}.
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*
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@ -145,7 +153,7 @@ public abstract class Regenerator<IChunkAccess, ProtoChunk extends IChunkAccess,
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executor = Executors.newFixedThreadPool(Settings.IMP.QUEUE.PARALLEL_THREADS);
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} // else using sequential chunk generation, concurrent not supported
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//TODO: can we get that required radius down without affecting chunk generation (e.g. strucures, features, ...)?
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//TODO: can we get that required radius down without affecting chunk generation (e.g. strucures, features, ...)?
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//for now it is working well and fast, if we are bored in the future we could do the research (a lot of it) to reduce the border radius
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//generate chunk coords lists with a certain radius
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@ -154,7 +162,8 @@ public abstract class Regenerator<IChunkAccess, ProtoChunk extends IChunkAccess,
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if (radius == -1) { //ignore ChunkStatus.EMPTY
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return;
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}
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int border = 16 - radius; //9 = 8 + 1, 8: max border radius used in chunk stages, 1: need 1 extra chunk for chunk features to generate at the border of the region
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int border = 10 - radius; //9 = 8 + 1, 8: max border radius used in chunk stages, 1: need 1 extra chunk for chunk
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// features to generate at the border of the region
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chunkCoordsForRadius.put(radius, getChunkCoordsRegen(region, border));
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});
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@ -185,7 +194,7 @@ public abstract class Regenerator<IChunkAccess, ProtoChunk extends IChunkAccess,
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worldlimits.put(radius, map);
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});
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//run generation tasks exluding FULL chunk status
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//run generation tasks excluding FULL chunk status
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for (Map.Entry<ChunkStatus, Concurrency> entry : chunkStati.entrySet()) {
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ChunkStatus chunkStatus = entry.getKey();
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int radius = chunkStatus.requiredNeigborChunkRadius0();
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@ -194,18 +203,18 @@ public abstract class Regenerator<IChunkAccess, ProtoChunk extends IChunkAccess,
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if (this.generateConcurrent && entry.getValue() == Concurrency.RADIUS) {
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SequentialTasks<ConcurrentTasks<SequentialTasks<Long>>> tasks = getChunkStatusTaskRows(coords, radius);
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for (ConcurrentTasks<SequentialTasks<Long>> para : tasks) {
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List scheduled = new ArrayList<>(tasks.size());
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List<Runnable> scheduled = new ArrayList<>(tasks.size());
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for (SequentialTasks<Long> row : para) {
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scheduled.add((Callable) () -> {
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scheduled.add(() -> {
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for (Long xz : row) {
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chunkStatus.processChunkSave(xz, worldlimits.get(radius).get(xz));
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}
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return null;
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});
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}
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try {
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List<Future> futures = executor.invokeAll(scheduled);
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for (Future future : futures) {
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List<Future<?>> futures = new ArrayList<>();
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scheduled.forEach(task -> futures.add(executor.submit(task)));
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for (Future<?> future : futures) {
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future.get();
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}
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} catch (Exception e) {
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@ -214,16 +223,16 @@ public abstract class Regenerator<IChunkAccess, ProtoChunk extends IChunkAccess,
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}
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} else if (this.generateConcurrent && entry.getValue() == Concurrency.FULL) {
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// every chunk can be processed individually
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List scheduled = new ArrayList(coords.size());
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List<Runnable> scheduled = new ArrayList<>(coords.size());
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for (long xz : coords) {
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scheduled.add((Callable) () -> {
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scheduled.add(() -> {
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chunkStatus.processChunkSave(xz, worldlimits.get(radius).get(xz));
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return null;
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});
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}
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try {
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List<Future> futures = executor.invokeAll(scheduled);
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for (Future future : futures) {
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List<Future<?>> futures = new ArrayList<>();
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scheduled.forEach(task -> futures.add(executor.submit(task)));
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for (Future<?> future : futures) {
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future.get();
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}
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} catch (Exception e) {
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@ -318,13 +327,13 @@ public abstract class Regenerator<IChunkAccess, ProtoChunk extends IChunkAccess,
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*/
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protected abstract boolean initNewWorld() throws Exception;
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//functions to implement by sub class - regenate related
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/**
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* Implement the cleanup of all the mess that is created during the regeneration process (initNewWorld() and generate()).This function must not throw any exceptions.
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*/
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protected abstract void cleanup();
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//functions to implement by sub class - regenate related
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/**
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* Implement the initialization of a {@code ProtoChunk} here.
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*
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@ -391,8 +400,8 @@ public abstract class Regenerator<IChunkAccess, ProtoChunk extends IChunkAccess,
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return adjustedRegion.getChunks().stream()
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.map(c -> BlockVector2.at(c.getX(), c.getZ()))
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.sorted(Comparator
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.<BlockVector2>comparingInt(c -> c.getZ())
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.thenComparingInt(c -> c.getX())) //needed for RegionLimitedWorldAccess
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.comparingInt(BlockVector2::getZ)
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.thenComparingInt(BlockVector2::getX)) //needed for RegionLimitedWorldAccess
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.map(c -> MathMan.pairInt(c.getX(), c.getZ()))
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.collect(Collectors.toList());
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}
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@ -401,7 +410,8 @@ public abstract class Regenerator<IChunkAccess, ProtoChunk extends IChunkAccess,
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* Creates a list of chunkcoord rows that may be executed concurrently
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*
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* @param allcoords the coords that should be sorted into rows, must be sorted by z and x
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* @param requiredNeighborChunkRadius the radius of neighbor chunks that may not be written to conccurently (ChunkStatus.requiredNeighborRadius)
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* @param requiredNeighborChunkRadius the radius of neighbor chunks that may not be written to concurrently (ChunkStatus
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* .requiredNeighborRadius)
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* @return a list of chunkcoords rows that may be executed concurrently
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*/
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private SequentialTasks<ConcurrentTasks<SequentialTasks<Long>>> getChunkStatusTaskRows(
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@ -470,17 +480,14 @@ public abstract class Regenerator<IChunkAccess, ProtoChunk extends IChunkAccess,
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return tasks;
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}
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private static Random getChunkRandom(long worldseed, int x, int z) {
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Random random = new Random();
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random.setSeed(worldseed);
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long xRand = random.nextLong() / 2L * 2L + 1L;
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long zRand = random.nextLong() / 2L * 2L + 1L;
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random.setSeed((long) x * xRand + (long) z * zRand ^ worldseed);
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return random;
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}
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//classes
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public enum Concurrency {
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FULL,
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RADIUS,
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NONE
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}
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/**
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* This class is used to wrap the ChunkStatus of the current Minecraft implementation and as the implementation to execute a chunk generation step.
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*
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@ -513,11 +520,11 @@ public abstract class Regenerator<IChunkAccess, ProtoChunk extends IChunkAccess,
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* @param accessibleChunks a list of chunks that will be used during the execution of the wrapped {@code ChunkStatus}.
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* This list is order in the correct order required by the {@code ChunkStatus}, unless Mojang suddenly decides to do things differently.
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*/
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public abstract void processChunk(Long xz, List<IChunkAccess> accessibleChunks);
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public abstract CompletableFuture<?> processChunk(Long xz, List<IChunkAccess> accessibleChunks);
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void processChunkSave(Long xz, List<IChunkAccess> accessibleChunks) {
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try {
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processChunk(xz, accessibleChunks);
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processChunk(xz, accessibleChunks).get();
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} catch (Exception e) {
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LOGGER.error(
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"Error while running " + name() + " on chunk " + MathMan.unpairIntX(xz) + "/" + MathMan.unpairIntY(xz),
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@ -528,12 +535,6 @@ public abstract class Regenerator<IChunkAccess, ProtoChunk extends IChunkAccess,
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}
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public enum Concurrency {
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FULL,
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RADIUS,
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NONE
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}
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public static class SequentialTasks<T> extends Tasks<T> {
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public SequentialTasks(int expectedsize) {
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@ -21,6 +21,7 @@ package com.sk89q.worldedit.bukkit;
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import com.fastasyncworldedit.bukkit.util.WorldUnloadedException;
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import com.fastasyncworldedit.core.Fawe;
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import com.fastasyncworldedit.core.internal.exception.FaweException;
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import com.fastasyncworldedit.core.queue.IChunkGet;
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import com.fastasyncworldedit.core.queue.implementation.packet.ChunkPacket;
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import com.fastasyncworldedit.core.util.TaskManager;
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@ -235,6 +236,8 @@ public class BukkitWorld extends AbstractWorld {
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} else {
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throw new UnsupportedOperationException("Missing BukkitImplAdapter for this version.");
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}
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} catch (FaweException e) {
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throw e;
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} catch (Exception e) {
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LOGGER.warn("Regeneration via adapter failed.", e);
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return false;
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