mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-21 22:38:41 -06:00
make it work pretty well i guess
This commit is contained in:
parent
64a67d0ffe
commit
37e68912eb
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@ -49,19 +49,19 @@ impl Default for WorldSaveDataHeader {
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}
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}
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pub type SharedHeader = Arc<RwLock<WorldSaveDataHeader>>;
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#[derive(Unique)]
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pub struct WorldSaveFile {
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pub file: File,
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pub header: WorldSaveDataHeader,
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pub header: SharedHeader,
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}
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pub type SharedSaveFile = Arc<RwLock<WorldSaveFile>>;
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impl WorldSaveFile {
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pub fn new(file: File) -> Self {
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WorldSaveFile {
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file,
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header: WorldSaveDataHeader::default()
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header: Arc::new(RwLock::new(WorldSaveDataHeader::default())),
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}
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}
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@ -78,7 +78,7 @@ impl WorldSaveFile {
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}
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let limit = (RESERVED_SIZE - SUBHEADER_SIZE) as u64;
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self.header = bincode::deserialize_from((&self.file).take(limit))?;
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*self.header.write().unwrap() = bincode::deserialize_from((&self.file).take(limit))?;
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Ok(())
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}
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@ -90,7 +90,7 @@ impl WorldSaveFile {
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//XXX: this can cause the header to destroy chunk data (if it's WAY too long)
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// read has checks against this, but write doesn't
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// 1mb is pretty generous tho, so it's not a *big* deal
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bincode::serialize_into(&self.file, &self.header)?;
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bincode::serialize_into(&self.file, &*self.header.read().unwrap())?;
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Ok(())
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}
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@ -104,21 +104,27 @@ impl WorldSaveFile {
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Ok(())
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}
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fn allocate_sector(&mut self) -> u32 {
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let value = self.header.sector_count + 1;
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self.header.sector_count += 1;
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value
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}
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// fn allocate_sector(&mut self) -> u32 {
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// let mut lock = self.header.write().unwrap();
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// let value = lock.sector_count + 1;
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// lock.sector_count += 1;
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// value
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// }
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pub fn save_chunk(&mut self, position: IVec3, data: &BlockDataRef) -> Result<()> {
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let mut header_lock = self.header.write().unwrap();
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let mut header_modified = false;
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let sector = self.header.chunk_map.get(&position).copied().unwrap_or_else(|| {
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let sector = header_lock.chunk_map.get(&position).copied().unwrap_or_else(|| {
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header_modified = true;
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self.allocate_sector()
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let sector = header_lock.sector_count;
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header_lock.sector_count += 1;
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header_lock.chunk_map.insert(position, sector);
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sector
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// self.allocate_sector()
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});
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if header_modified {
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self.header.chunk_map.insert(position, sector);
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}
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drop(header_lock);
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let offset = sector as u64 * SECTOR_SIZE as u64;
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@ -141,11 +147,11 @@ impl WorldSaveFile {
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}
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pub fn chunk_exists(&self, position: IVec3) -> bool {
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self.header.chunk_map.contains_key(&position)
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self.header.read().unwrap().chunk_map.contains_key(&position)
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}
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pub fn load_chunk(&mut self, position: IVec3) -> Result<Option<BlockData>> {
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let Some(§or) = self.header.chunk_map.get(&position) else {
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let Some(§or) = self.header.read().unwrap().chunk_map.get(&position) else {
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return Ok(None);
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};
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@ -171,4 +177,8 @@ impl WorldSaveFile {
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Ok(Some(data))
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}
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pub fn get_shared_header(&self) -> SharedHeader {
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Arc::clone(&self.header)
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}
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}
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@ -2,7 +2,7 @@ use glam::IVec3;
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use flume::{Receiver, Sender, TryIter};
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use shipyard::Unique;
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use crate::chunk::BlockData;
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use super::WorldSaveFile;
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use super::{SharedHeader, WorldSaveFile};
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// Maximum amount of chunks to save in a single batch before checking if there are any pending read requests
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// may be broken, so currently disabled
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@ -139,6 +139,7 @@ pub struct IOSingleThread {
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tx: Sender<IOCommand>,
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rx: Receiver<IOResponse>,
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handle: std::thread::JoinHandle<()>,
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header: SharedHeader,
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}
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impl IOSingleThread {
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@ -147,6 +148,9 @@ impl IOSingleThread {
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let (command_tx, command_rx) = flume::unbounded();
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let (response_tx, response_rx) = flume::unbounded();
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// Grab a handle to the header
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let header = save.get_shared_header();
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// Spawn the thread
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let builder = std::thread::Builder::new()
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.name("io-thread".into());
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@ -158,7 +162,8 @@ impl IOSingleThread {
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IOSingleThread {
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tx: command_tx,
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rx: response_rx,
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handle
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handle,
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header,
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}
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}
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@ -191,6 +196,10 @@ impl IOSingleThread {
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log::debug!("Stopping IO thread (async)");
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self.tx.send(IOCommand::Kys).unwrap();
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}
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pub fn chunk_exists(&self, position: IVec3) -> bool {
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self.header.read().unwrap().chunk_map.contains_key(&position)
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}
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}
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impl Drop for IOSingleThread {
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@ -221,6 +230,10 @@ impl IOThreadManager {
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pub fn poll(&self) -> TryIter<IOResponse> {
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self.thread.poll()
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}
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pub fn chunk_exists(&self, position: IVec3) -> bool {
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self.thread.chunk_exists(position)
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}
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}
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// i think im a girl :3 (noone will ever read this right? :p)
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@ -57,11 +57,7 @@ pub(crate) mod client_physics;
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pub(crate) mod chat;
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use world::{
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init_game_world,
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loading::update_loaded_world_around_player,
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raycast::update_raycasts,
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queue::apply_queued_blocks,
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tasks::ChunkTaskManager,
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init_game_world, loading::{save_on_exit, update_loaded_world_around_player}, queue::apply_queued_blocks, raycast::update_raycasts, tasks::ChunkTaskManager
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};
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use player::{spawn_player, MainPlayer};
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use prefabs::load_prefabs;
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@ -157,7 +153,6 @@ fn update() -> Workload {
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kubi_ui_end,
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update_state,
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exit_on_esc,
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disconnect_on_exit.run_if(is_multiplayer),
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update_rendering_late,
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).into_sequential_workload()
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}
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@ -183,6 +178,13 @@ fn after_render() -> Workload {
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).into_sequential_workload()
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}
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fn on_exit() -> Workload{
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(
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disconnect_on_exit.run_if(is_multiplayer),
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save_on_exit.run_if(is_singleplayer),
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).into_sequential_workload().run_if(is_ingame_or_loading)
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}
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#[cfg(all(windows, not(debug_assertions)))]
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fn attach_console() {
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use winapi::um::wincon::{AttachConsole, ATTACH_PARENT_PROCESS};
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@ -243,6 +245,7 @@ pub fn kubi_main(
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world.add_workload(update);
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//world.add_workload(render);
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world.add_workload(after_render);
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world.add_workload(on_exit);
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//Save _visualizer.json
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#[cfg(feature = "generate_visualizer_data")] {
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@ -350,6 +353,11 @@ pub fn kubi_main(
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window_target.exit();
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}
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},
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Event::LoopExiting => {
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world.run_workload(on_exit).unwrap();
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},
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_ => (),
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};
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}).unwrap();
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@ -159,11 +159,8 @@ pub fn update_networking_late() -> Workload {
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}
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pub fn disconnect_on_exit(
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exit: UniqueView<RequestExit>,
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mut client: UniqueViewMut<UdpClient>,
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) {
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//TODO check if this works
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if exit.0 {
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if client.0.is_active() {
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client.0.flush();
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client.0.disconnect();
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log::info!("Client inactive")
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}
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}
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}
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// conditions
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@ -192,17 +192,22 @@ fn process_state_changes(
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);
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} else {
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// ============================================================
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// TODO IMPORTANT: DO NOT WAIT FOR THE IO THREAD TO RESPOND, THIS WILL CAUSE A TERRIBLE BOTTLENECK
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// find a way to check the world save header from the main thread instead!
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// ============================================================
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// If the chunk exists in the save file (and save file is there in the first place),
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// ... we'll try to load it
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// Otherwise, we'll run worldgen
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let mut should_run_worldgen = true;
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if let Some(io) = &io {
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if io.chunk_exists(position) {
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// Try to load the chunk from the save file
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// In case that fails, we will run worldgen once the IO thread responds
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io.send(IOCommand::LoadChunk { position });
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} else {
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// If there's no IO thread, we'll just run worldgen right away
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should_run_worldgen = false;
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}
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}
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if should_run_worldgen {
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let atomic = Arc::new(Atomic::new(AbortState::Continue));
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task_manager.spawn_task(ChunkTask::ChunkWorldgen {
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seed: WORLD_SEED,
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blocks: data
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});
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chunk.current_state = CurrentChunkState::Loaded;
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ops += 1;
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} else {
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// If we didn't get the data, we need to run worldgen
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//TODO: this is a terrible bottleneck
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// XXX: will this ever happen? we should always have the data in the save file
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let atomic = Arc::new(Atomic::new(AbortState::Continue));
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task_manager.spawn_task(ChunkTask::ChunkWorldgen {
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seed: WORLD_SEED,
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});
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chunk.abortion = Some(atomic);
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}
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ops += 1;
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}
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//return early if we've reached the limit
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} { break }
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}
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}
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/// Save all modified chunks to the disk
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pub fn save_on_exit(
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io: UniqueView<IOThreadManager>,
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world: UniqueView<ChunkStorage>,
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) {
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for (&position, chunk) in &world.chunks {
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if let Some(block_data) = &chunk.block_data {
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if chunk.data_modified {
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io.send(IOCommand::SaveChunk {
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position,
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data: block_data.blocks.clone(),
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});
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}
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}
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}
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}
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