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#include "xmcore.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 34class TileCompressData_SPU; 35 36class SparseLightStorage 37{ 38 friend class TileCompressData_SPU; 39private: 40// unsigned char planeIndices[128]; 41 __int64 dataAndCount; // Contains packed-together data pointer (lower 48-bits), and count of lines used (upper 16-bits) 42 43// unsigned char *data; 44// unsigned int allocatedPlaneCount; 45 46 static const int ALL_0_INDEX = 128; 47 static const int ALL_15_INDEX = 129; 48#ifdef _XBOX 49 static const unsigned int MM_PHYSICAL_4KB_BASE = 0xE0000000; // Start of where 4KB page sized physical allocations are made 50#endif 51public: 52 SparseLightStorage(bool sky); 53 SparseLightStorage(bool sky, bool isUpper); 54 SparseLightStorage(SparseLightStorage *copyFrom); // ctor with deep copy 55 ~SparseLightStorage(); 56 57 void setData(byteArray dataIn, unsigned int inOffset); // Set all lighting values from a data array of length 16384 (128 x 16 x 16 x 0.5). 58 void getData(byteArray retArray, unsigned int retOffset); // Gets all lighting values into an array of length 16384. 59 int get(int x, int y, int z); // Get an individual lighting value 60 void set(int x, int y, int z, int val); // Set an individual lighting value 61 void setAllBright(); // Set all lighting values to fully bright 62 int setDataRegion(byteArray dataIn, int x0, int y0, int z0, int x1, int y1, int z1, int offset); // Sets a region of lighting values with the data at offset position in the array dataIn - external ordering compatible with java DataLayer 63 int getDataRegion(byteArray dataInOut, int x0, int y0, int z0, int x1, int y1, int z1, int offset); // Updates the data at offset position dataInOut with a region of lighting information - external ordering compatible with java DataLayer 64 65 static void staticCtor(); 66 67 void addNewPlane(int y); 68 void getPlaneIndicesAndData(unsigned char **planeIndices, unsigned char **data); 69 void updateDataAndCount(__int64 newDataAndCount); 70 int compress(); 71 72 bool isCompressed(); 73 void queueForDelete(unsigned char *data); 74 75 static void tick(); 76 static int deleteQueueIndex; 77 static XLockFreeStack <unsigned char> deleteQueue[3]; 78 79 80#ifdef LIGHT_COMPRESSION_STATS 81 int count; 82#endif 83 84 void write(DataOutputStream *dos); 85 void read(DataInputStream *dis); 86}; 87