the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2#include <stdint.h>
3
4// 4J added - Storage for block & sky light data. Lighting data is normally stored as 4-bits per tile, in a DataLayer class of 16384 bytes ( 128 x 16 x 16 x 0.5 )
5// This class provides more economical storage for such data by taking into consideration that it is quite common for large parts of the lighting data in a level to
6// be very compressible (large amounts of 0 for block lights, 0 and 15 for sky lights).
7// We are aiming here to balance performance (lighting data is accessed very frequently) against size.
8
9// Details of storage method:
10
11// 1. Lighting is split into horizontal planes, of which there are 128, and each taking up 128 bytes (16 x 16 x 0.5)
12// 2. Each of these layers has a permanently allocated index in this class (planeIndices).
13// 3. Data for allocatedPlaneCount planes worth of data is allocated in the data array ( allocatedPlaneCount * 128 bytes )
14// 4. If a plane index for a layer is < 128, then the data for that layer is at data[ index * 128 ]
15// 5. If a plane index for a layer is 128, then all values for that plane are 0
16// 6. If a plane index for a layer is 129, then all values for that plane are 15
17
18// This class needs to be thread safe as there are times where chunk (and light) data are shared between server & main threads. Light values are queried
19// very regularly so this needs to be as light-weight as possible.
20
21// 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...
22
23// (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
24// of storage are allocated. This allows the full storage to be updated atomically using compare and exchange operations (implemented with InterlockedCompareExchangeRelease64).
25// (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
26// the rest of the data is variable in size to accomodate however many planes are required to be stored
27// (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,
28// 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.
29// 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
30// 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
31// high cost for this algorithm and such write collisions should be rare.
32
33//#define LIGHT_COMPRESSION_STATS
34
35class SparseLightStorage_SPU
36{
37private:
38// unsigned char planeIndices[128];
39 unsigned char* m_pData;
40
41// unsigned char *data;
42// unsigned int allocatedPlaneCount;
43
44 static const int ALL_0_INDEX = 128;
45 static const int ALL_15_INDEX = 129;
46public:
47 SparseLightStorage_SPU(unsigned char* data) : m_pData(data) {}
48
49 unsigned char* getDataPtr() { return m_pData; }
50
51 inline int get(int x, int y, int z) // Get an individual lighting value
52 {
53 unsigned char *planeIndices, *data;
54 getPlaneIndicesAndData(&planeIndices, &data);
55
56 if( planeIndices[y] == ALL_0_INDEX )
57 {
58 return 0;
59 }
60 else if ( planeIndices[y] == ALL_15_INDEX )
61 {
62 return 15;
63 }
64 else
65 {
66 int planeIndex = x * 16 + z; // Index within this xz plane
67 int byteIndex = planeIndex / 2; // Byte index within the plane (2 tiles stored per byte)
68 int shift = ( planeIndex & 1 ) * 4; // Bit shift within the byte
69 int retval = ( data[ planeIndices[y] * 128 + byteIndex ] >> shift ) & 15;
70
71 return retval;
72 }
73 }
74
75
76 inline void getPlaneIndicesAndData(unsigned char **planeIndices, unsigned char **data)
77 {
78 *planeIndices = m_pData;
79 *data = m_pData + 128;
80 }
81
82};
83