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144
Minecraft.World/DirectoryLevelStorage.h
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144
Minecraft.World/DirectoryLevelStorage.h
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#pragma once
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using namespace std;
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#ifdef _LARGE_WORLDS
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// 51 maps per player (7x7 overworld, 1 nether, 1 end) * 100 players rounded up to power of 2
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#define MAXIMUM_MAP_SAVE_DATA 8192//65536
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// 4J Stu - These are special map slots that are used on local machines. They will never be an actual map,
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// but are placeholders for when we get updated with the correct id
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#define MAP_OVERWORLD_DEFAULT_INDEX 65535
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#define MAP_NETHER_DEFAULT_INDEX 65534
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#define MAP_END_DEFAULT_INDEX 65533
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#else
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#define MAXIMUM_MAP_SAVE_DATA 256
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// 4J Stu - These are special map slots that are used on local machines. They will never be an actual map,
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// but are placeholders for when we get updated with the correct id
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#define MAP_OVERWORLD_DEFAULT_INDEX 255
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#define MAP_NETHER_DEFAULT_INDEX 254
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#define MAP_END_DEFAULT_INDEX 253
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#endif
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// The save file version in which we added the End dimension map mappings
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#define END_DIMENSION_MAP_MAPPINGS_SAVE_VERSION 5
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#include "File.h"
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#include "LevelStorage.h"
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#include "PlayerIO.h"
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#include "ConsoleSavePath.h"
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class ConsoleSaveFile;
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// 4J Stu - Added this which we will write out as a file. Map id's are stored in itemInstances
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// as the auxValue, so we can have at most 65536 maps. As we currently have a limit of 80 players
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// with 3 maps each we should not hit this limit.
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typedef struct _MapDataMappings
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{
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PlayerUID xuids[MAXIMUM_MAP_SAVE_DATA];
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byte dimensions[MAXIMUM_MAP_SAVE_DATA/4];
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_MapDataMappings();
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int getDimension(int id);
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void setMapping(int id, PlayerUID xuid, int dimension);
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} MapDataMappings;
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// Old version the only used 1 bit for dimension indexing
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typedef struct _MapDataMappings_old
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{
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PlayerUID xuids[MAXIMUM_MAP_SAVE_DATA];
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byte dimensions[MAXIMUM_MAP_SAVE_DATA/8];
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_MapDataMappings_old();
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int getDimension(int id);
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void setMapping(int id, PlayerUID xuid, int dimension);
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} MapDataMappings_old;
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class DirectoryLevelStorage : public LevelStorage, public PlayerIO
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{
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private:
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/* 4J Jev, Probably no need for this as theres no exceptions being thrown.
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static const Logger *logger = Logger::getLogger("Minecraft"); */
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const File dir;
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//const File playerDir;
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const ConsoleSavePath playerDir;
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//const File dataDir;
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const ConsoleSavePath dataDir;
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const __int64 sessionId;
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const wstring levelId;
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static const wstring sc_szPlayerDir;
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// 4J Added
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#ifdef _LARGE_WORLDS
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class PlayerMappings
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{
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friend class DirectoryLevelStorage;
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private:
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unordered_map<__int64, short> m_mappings;
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public:
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void addMapping(int id, int centreX, int centreZ, int dimension, int scale);
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bool getMapping(int &id, int centreX, int centreZ, int dimension, int scale);
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void writeMappings(DataOutputStream *dos);
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void readMappings(DataInputStream *dis);
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};
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#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__) || defined(_DURANGO)
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unordered_map<PlayerUID, PlayerMappings, PlayerUID::Hash> m_playerMappings;
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#else
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unordered_map<PlayerUID, PlayerMappings> m_playerMappings;
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#endif
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byteArray m_usedMappings;
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#else
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MapDataMappings m_mapDataMappings;
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MapDataMappings m_saveableMapDataMappings;
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#endif
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bool m_bHasLoadedMapDataMappings;
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unordered_map<wstring, ByteArrayOutputStream *> m_cachedSaveData;
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vector<short> m_mapFilesToDelete; // Temp list of files that couldn't be deleted immediately due to saving being disabled
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protected:
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ConsoleSaveFile *m_saveFile;
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public:
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virtual ConsoleSaveFile *getSaveFile() { return m_saveFile; }
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virtual void flushSaveFile(bool autosave);
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public:
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DirectoryLevelStorage(ConsoleSaveFile *saveFile, const File dir, const wstring& levelId, bool createPlayerDir);
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~DirectoryLevelStorage();
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private:
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void initiateSession();
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protected:
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File getFolder();
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public:
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void checkSession();
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virtual ChunkStorage *createChunkStorage(Dimension *dimension);
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LevelData *prepareLevel();
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virtual void saveLevelData(LevelData *levelData, vector<shared_ptr<Player> > *players);
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virtual void saveLevelData(LevelData *levelData);
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virtual void save(shared_ptr<Player> player);
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virtual bool load(shared_ptr<Player> player); // 4J Changed return val to bool to check if new player or loaded player
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virtual CompoundTag *loadPlayerDataTag(PlayerUID xuid);
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virtual void clearOldPlayerFiles(); // 4J Added
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PlayerIO *getPlayerIO();
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virtual void closeAll();
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ConsoleSavePath getDataFile(const wstring& id);
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wstring getLevelId();
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// 4J Added
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virtual int getAuxValueForMap(PlayerUID xuid, int dimension, int centreXC, int centreZC, int scale);
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virtual void saveMapIdLookup();
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virtual void deleteMapFilesForPlayer(shared_ptr<Player> player);
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virtual void saveAllCachedData();
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void resetNetherPlayerPositions(); // 4J Added
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static wstring getPlayerDir() { return sc_szPlayerDir; }
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private:
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void dontSaveMapMappingForPlayer(PlayerUID xuid);
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void deleteMapFilesForPlayer(PlayerUID xuid);
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};
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