/* ===========- chunkManager.js -========== Created by Holly (tgpethan) (c) 2021 Licenced under MIT ======================================== */ const { Worker } = require('worker_threads'); const FunkyArray = require("./Util/funkyArray.js"); const pRandom = require("./Util/prettyRandom.js"); const config = require("../config.json"); const workerPath = `${__dirname}/Workers/ChunkWorker.js`; module.exports = class { constructor() { this.chunks = {}; this.queuedBlockUpdates = new FunkyArray(); global.generatingChunks = true; this.threadPool = []; this.workPool = new FunkyArray(); this.toRemove = []; // TODO: Figure out a better way of doing this? this.seed = pRandom(-2147483647, 2147483647) - new Date().getTime() * pRandom(1, 6); // WoAh!!! Thread pool in js!?!??!???!11!?!?! for (let i = 0; i < config.worldThreads; i++) { const worker = new Worker(workerPath); this.threadPool.push([false, worker]); const myID = i; worker.on("message", (data) => { let user; switch (data[0]) { case "chunk": user = global.getUserByKey(data[2]); user.chunksToSend.add(Buffer.from(data[1])); this.toRemove.push(data[1]); this.threadPool[myID][0] = false; break; case "generate": const startTime = new Date().getTime(); this.chunks[data[2]][data[3]] = data[1]; this.toRemove.push(data[4]); const treeBlocksRef = data[5]; treeBlocksRef.forEach((block) => { this.setBlock(block[0], block[1], block[2], block[3]); }); this.threadPool[myID][0] = false; console.log(`Trees fin took ${new Date().getTime() - startTime}ms`); break; } }); } console.log("Created thread pool with " + this.threadPool.length + " threads"); setInterval(() => { if (this.workPool.getLength() > 0) { let limit = Math.min(this.workPool.getLength(), this.threadPool.length); for (let i = 0; i < limit; i++) { for (let i1 = 0; i1 < this.threadPool.length; i1++) { let thread = this.threadPool[i1]; if (!thread[0]) { const key = this.workPool.itemKeys[i]; const item = this.workPool.getByKey(key); // Already being processed if (item == null) break; if (item[0] == true) { limit += 1; break; } item[0] = true; item[1][3] = key; thread[1].postMessage(item[1]); thread[0] = true; break; } } } for (let item of this.toRemove) { //console.log("removing item " + this.workPool.getByKey(item)[0]); this.workPool.remove(item); } this.toRemove = []; } }, 1000 / 60); global.generatingChunks = false; } // TODO: Store metadata! createChunk(cx = 0, cz = 0) { if (this.chunks[cx] == null) this.chunks[cx] = {}; this.workPool.add([false, ["generate", cx, cz, null, this.seed]]); } chunkExists(cx = 0, cz = 0) { if (this.chunks[cx] == null) return false; if (this.chunks[cx][cz] == null) return false; // In any other case the chunk exists return true; } multiBlockChunk(chunkX = 0, chunkZ = 0, user) { this.workPool.add([false, ["chunk", [chunkX, chunkZ, this.chunks[chunkX][chunkZ]], user.id, null]]); } setBlock(x = 0, y = 0, z = 0, id = 0, metadata = 0) { if (y < 0 || y > 127) return console.error("Tried to set a block outside of the world!"); const chunkX = x >> 4; const chunkZ = z >> 4; const blockX = x - (chunkX << 4); const blockZ = z - (chunkZ << 4); // Don't queue a block update if that block is already this block (wow those ifs) if (this.chunks[chunkX] != null) if (this.chunks[chunkX][chunkZ] != null) if (this.chunks[chunkX][chunkZ][y][blockX][blockZ] == id) return; this.queuedBlockUpdates.add([chunkX, chunkZ, y, blockX, blockZ, id, metadata]); } }