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126
builtin/game/forceloading.lua
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126
builtin/game/forceloading.lua
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-- Prevent anyone else accessing those functions
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local forceload_block = core.forceload_block
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local forceload_free_block = core.forceload_free_block
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core.forceload_block = nil
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core.forceload_free_block = nil
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local blocks_forceloaded
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local blocks_temploaded = {}
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local total_forceloaded = 0
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-- true, if the forceloaded blocks got changed (flag for persistence on-disk)
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local forceload_blocks_changed = false
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local BLOCKSIZE = core.MAP_BLOCKSIZE
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local function get_blockpos(pos)
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return {
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x = math.floor(pos.x/BLOCKSIZE),
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y = math.floor(pos.y/BLOCKSIZE),
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z = math.floor(pos.z/BLOCKSIZE)}
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end
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-- When we create/free a forceload, it's either transient or persistent. We want
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-- to add to/remove from the table that corresponds to the type of forceload, but
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-- we also need the other table because whether we forceload a block depends on
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-- both tables.
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-- This function returns the "primary" table we are adding to/removing from, and
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-- the other table.
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local function get_relevant_tables(transient)
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if transient then
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return blocks_temploaded, blocks_forceloaded
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else
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return blocks_forceloaded, blocks_temploaded
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end
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end
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function core.forceload_block(pos, transient)
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-- set changed flag
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forceload_blocks_changed = true
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local blockpos = get_blockpos(pos)
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local hash = core.hash_node_position(blockpos)
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local relevant_table, other_table = get_relevant_tables(transient)
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if relevant_table[hash] ~= nil then
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relevant_table[hash] = relevant_table[hash] + 1
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return true
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elseif other_table[hash] ~= nil then
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relevant_table[hash] = 1
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else
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if total_forceloaded >= (tonumber(core.settings:get("max_forceloaded_blocks")) or 16) then
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return false
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end
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total_forceloaded = total_forceloaded+1
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relevant_table[hash] = 1
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forceload_block(blockpos)
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return true
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end
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end
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function core.forceload_free_block(pos, transient)
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-- set changed flag
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forceload_blocks_changed = true
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local blockpos = get_blockpos(pos)
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local hash = core.hash_node_position(blockpos)
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local relevant_table, other_table = get_relevant_tables(transient)
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if relevant_table[hash] == nil then return end
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if relevant_table[hash] > 1 then
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relevant_table[hash] = relevant_table[hash] - 1
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elseif other_table[hash] ~= nil then
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relevant_table[hash] = nil
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else
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total_forceloaded = total_forceloaded-1
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relevant_table[hash] = nil
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forceload_free_block(blockpos)
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end
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end
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-- Keep the forceloaded areas after restart
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local wpath = core.get_worldpath()
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local function read_file(filename)
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local f = io.open(filename, "r")
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if f==nil then return {} end
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local t = f:read("*all")
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f:close()
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if t=="" or t==nil then return {} end
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return core.deserialize(t) or {}
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end
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blocks_forceloaded = read_file(wpath.."/force_loaded.txt")
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for _, __ in pairs(blocks_forceloaded) do
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total_forceloaded = total_forceloaded + 1
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end
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core.after(5, function()
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for hash, _ in pairs(blocks_forceloaded) do
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local blockpos = core.get_position_from_hash(hash)
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forceload_block(blockpos)
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end
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end)
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-- persists the currently forceloaded blocks to disk
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local function persist_forceloaded_blocks()
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local data = core.serialize(blocks_forceloaded)
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core.safe_file_write(wpath.."/force_loaded.txt", data)
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end
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-- periodical forceload persistence
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local function periodically_persist_forceloaded_blocks()
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-- only persist if the blocks actually changed
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if forceload_blocks_changed then
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persist_forceloaded_blocks()
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-- reset changed flag
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forceload_blocks_changed = false
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end
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-- recheck after some time
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core.after(10, periodically_persist_forceloaded_blocks)
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end
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-- persist periodically
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core.after(5, periodically_persist_forceloaded_blocks)
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-- persist on shutdown
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core.register_on_shutdown(persist_forceloaded_blocks)
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