Created
July 4, 2017 20:57
-
-
Save Brian1KB/25dd5a3abc2f10bf7fe2962e97bb5dec to your computer and use it in GitHub Desktop.
This is a factory for efficiently creating anvil world providers that can be safely re-used
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections.Generic; | |
using MiNET; | |
using MiNET.Utils; | |
using MiNET.Worlds; | |
namespace Network | |
{ | |
public class AnvilProviderFactory | |
{ | |
private static readonly Dictionary<string, AnvilWorldProvider> ProviderCache = new Dictionary<string, AnvilWorldProvider>(); | |
public static AnvilWorldProvider GetLevelProvider(string levelDir, bool readOnly = true, bool insulate = true, bool cache = true) | |
{ | |
AnvilWorldProvider provider; | |
ProviderCache.TryGetValue(levelDir, out provider); | |
if (provider != null) return readOnly ? provider : (AnvilWorldProvider)provider.Clone(); | |
provider = new AnvilWorldProvider(levelDir); | |
var level = new CacheLevel(Network.LevelManager, "cache", provider, new EntityManager(), viewDistance: 20) | |
{ | |
EnableBlockTicking = false, | |
EnableChunkTicking = false | |
}; | |
level.Initialize(); | |
RecalculateLight(level, provider); | |
level.Close(); | |
provider.PruneAir(); | |
provider.MakeAirChunksAroundWorldToCompensateForBadRendering(); | |
if (insulate) InsulateChunks(provider); | |
if (cache) ProviderCache.Add(levelDir, provider); | |
return readOnly ? provider : (AnvilWorldProvider)provider.Clone(); | |
} | |
private static void InsulateChunks(AnvilWorldProvider provider, int radius = 3) | |
{ | |
var spawn = new ChunkCoordinates(provider.GetSpawnPoint()); | |
for (var x = -radius; x < radius; x++) | |
{ | |
for (var z = -radius; z < radius; z++) | |
{ | |
ChunkColumn column; | |
var location = new ChunkCoordinates(spawn.X + x, spawn.Z + z); | |
provider._chunkCache.TryGetValue(location, out column); | |
if (column != null) continue; | |
column = new ChunkColumn | |
{ | |
isAllAir = true, | |
x = location.X, | |
z = location.Z | |
}; | |
column.GetBatch(); | |
provider._chunkCache[location] = column; | |
} | |
} | |
} | |
private static void RecalculateLight(Level level, AnvilWorldProvider anvilWorldProvider) | |
{ | |
SkyLightCalculations.Calculate(level); | |
while (anvilWorldProvider.LightSources.Count > 0) | |
{ | |
var block = anvilWorldProvider.LightSources.Dequeue(); | |
block = level.GetBlock(block.Coordinates); | |
BlockLightCalculations.Calculate(level, block); | |
} | |
} | |
} | |
public class CacheLevel : Level | |
{ | |
public CacheLevel(LevelManager levelManager, string levelId, IWorldProvider worldProvider, EntityManager entityManager, GameMode gameMode = GameMode.Survival, Difficulty difficulty = Difficulty.Normal, int viewDistance = 11) : base(levelManager, levelId, worldProvider, entityManager, gameMode, difficulty, viewDistance) | |
{ | |
} | |
public override void Close() | |
{ | |
WorldProvider = null; | |
base.Close(); | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment