the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#pragma once 2 3// 4J added - Storage for data (ie the extra per tile storage). Data is normally stored as 4-bits per tile, in a DataLayer class of 16384 bytes ( 128 x 16 x 16 x 0.5 ) 4// This class provides more economical storage for such data by taking into consideration that it is quite common for large parts of the data to be very compressible (ie zero). 5// We are aiming here to balance performance (this data is accessed very frequently) against size. 6 7// Details of storage method: 8 9// 1. Data is split into horizontal planes, of which there are 128, and each taking up 128 bytes (16 x 16 x 0.5) 10// 2. Each of these layers has a permanently allocated index in this class (planeIndices). 11// 3. Data for allocatedPlaneCount planes worth of data is allocated in the data array ( allocatedPlaneCount * 128 bytes ) 12// 4. If a plane index for a layer is < 128, then the data for that layer is at data[ index * 128 ] 13// 5. If a plane index for a layer is 128, then all values for that plane are 0 14 15// This class needs to be thread safe as there are times where chunk data is shared between server & main threads. Data values are queried 16// very regularly so this needs to be as light-weight as possible. 17 18// To meet these requirements, this class is now implemented using a lock-free system, implemented using a read-copy-update (RCU) type algorithm. Some details... 19 20// (1) The storage details for the class are now packed into a single __int64, which contains both a pointer to the data that is required and a count of how many planes worth 21// of storage are allocated. This allows the full storage to be updated atomically using compare and exchange operations (implemented with InterlockedCompareExchangeRelease64). 22// (2) The data pointer referenced in this __int64 points to an area of memory which is 128 + 128 * plane_count bytes long, where the first 128 bytes stoere the plane indices, and 23// the rest of the data is variable in size to accomodate however many planes are required to be stored 24// (3) The RCU bit of the algorithm means that any read operations don't need to do any checks or locks at all. When the data needs to be updated, a copy of it is made and updated, 25// then an attempt is made to swap the new data in - if this succeeds then the old data pointer is deleted later at some point where we know nothing will be reading from it anymore. 26// This is achieved by putting the delete request in a queue which means it won't actually get deleted until 2 game ticks after the last time its reference existed, which should give 27// us a large margin of safety. If the attempt to swap the new data in fails, then the whole write operation has to be attempted again - this is the only time there is really a 28// high cost for this algorithm and such write collisions should be rare. 29 30//#define DATA_COMPRESSION_STATS 31 32class SparseDataStorage_SPU 33{ 34private: 35// unsigned char planeIndices[128]; 36 unsigned char* m_pData; 37 38// unsigned char *data; 39// unsigned int allocatedPlaneCount; 40 41 static const int ALL_0_INDEX = 128; 42 43public: 44 SparseDataStorage_SPU(unsigned char* data) : m_pData(data) {} 45 46 unsigned char* getDataPtr() { return m_pData; } 47 48 int get(int x, int y, int z) // Get an individual data value 49 { 50 unsigned char *planeIndices, *data; 51 getPlaneIndicesAndData(&planeIndices, &data); 52 53 if( planeIndices[y] == ALL_0_INDEX ) 54 { 55 return 0; 56 } 57 else 58 { 59 int planeIndex = x * 16 + z; // Index within this xz plane 60 int byteIndex = planeIndex / 2; // Byte index within the plane (2 tiles stored per byte) 61 int shift = ( planeIndex & 1 ) * 4; // Bit shift within the byte 62 int retval = ( data[ planeIndices[y] * 128 + byteIndex ] >> shift ) & 15; 63 64 return retval; 65 } 66 } 67 68 void getPlaneIndicesAndData(unsigned char **planeIndices, unsigned char **data) 69 { 70 *planeIndices = m_pData; 71 *data = m_pData + 128; 72 } 73 74}; 75