Remake of radius claim method. It now starts in the current chunk and spirals outward, in a repeating task designed to keep from overloading the server. The old method tried to put together a list of chunks, and then tried to claim them immediately starting from one corner of the overall area.

New setting "radiusClaimFailureLimit" (default 9). If claims are unsuccessful that many times in a row during a radius claim, the task will cancel out. There is no longer a limit to the specified radius since the process should no longer cause major server stress, and due to the process canceling out after several failures as just described.

Added some new methods to FLocation to quickly convert between block/chunk/region positions, and rewrote the FLocation hashCode() method to make it faster.
This commit is contained in:
Brettflan 2012-03-13 05:54:51 -05:00
parent 90e9f35fea
commit 47756a9216
5 changed files with 287 additions and 37 deletions

View File

@ -121,6 +121,9 @@ public class Conf
public static int claimsRequireMinFactionMembers = 1; public static int claimsRequireMinFactionMembers = 1;
public static int claimedLandsMax = 0; public static int claimedLandsMax = 0;
// if someone is doing a radius claim and the process fails to claim land this many times in a row, it will exit
public static int radiusClaimFailureLimit = 9;
public static double considerFactionsReallyOfflineAfterXMinutes = 0.0; public static double considerFactionsReallyOfflineAfterXMinutes = 0.0;
public static int actionDeniedPainAmount = 1; public static int actionDeniedPainAmount = 1;

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@ -19,8 +19,6 @@ public class FLocation
private int x = 0; private int x = 0;
private int z = 0; private int z = 0;
// private final static transient double cellSize = 16;
//----------------------------------------------// //----------------------------------------------//
// Constructors // Constructors
//----------------------------------------------// //----------------------------------------------//
@ -39,9 +37,7 @@ public class FLocation
public FLocation(Location location) public FLocation(Location location)
{ {
// this(location.getWorld().getName(), (int) Math.floor(location.getX() / cellSize) , (int) Math.floor(location.getZ() / cellSize)); this( location.getWorld().getName(), blockToChunk(location.getBlockX()), blockToChunk(location.getBlockZ()) );
// handy dandy rapid bitshifting instead of division
this(location.getWorld().getName(), location.getBlockX() >> 4, location.getBlockZ() >> 4);
} }
public FLocation(Player player) public FLocation(Player player)
@ -108,6 +104,41 @@ public class FLocation
return "["+this.getWorldName()+","+this.getCoordString()+"]"; return "["+this.getWorldName()+","+this.getCoordString()+"]";
} }
//----------------------------------------------//
// Block/Chunk/Region Value Transformation
//----------------------------------------------//
// bit-shifting is used because it's much faster than standard division and multiplication
public static int blockToChunk(int blockVal)
{ // 1 chunk is 16x16 blocks
return blockVal >> 4; // ">> 4" == "/ 16"
}
public static int blockToRegion(int blockVal)
{ // 1 region is 512x512 blocks
return blockVal >> 9; // ">> 9" == "/ 512"
}
public static int chunkToRegion(int chunkVal)
{ // 1 region is 32x32 chunks
return chunkVal >> 5; // ">> 5" == "/ 32"
}
public static int chunkToBlock(int chunkVal)
{
return chunkVal << 4; // "<< 4" == "* 16"
}
public static int regionToBlock(int regionVal)
{
return regionVal << 9; // "<< 9" == "* 512"
}
public static int regionToChunk(int regionVal)
{
return regionVal << 5; // "<< 5" == "* 32"
}
//----------------------------------------------// //----------------------------------------------//
// Misc Geometry // Misc Geometry
//----------------------------------------------// //----------------------------------------------//
@ -172,12 +203,9 @@ public class FLocation
@Override @Override
public int hashCode() public int hashCode()
{ {
int hash = 3; // should be fast, with good range and few hash collisions: (x * 512) + z + worldName.hashCode
hash = 19 * hash + (this.worldName != null ? this.worldName.hashCode() : 0); return (this.x << 9) + this.z + (this.worldName != null ? this.worldName.hashCode() : 0);
hash = 19 * hash + this.x; }
hash = 19 * hash + this.z;
return hash;
};
@Override @Override
public boolean equals(Object obj) public boolean equals(Object obj)

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@ -797,12 +797,10 @@ public class FPlayer extends PlayerEntity implements EconomyParticipator
{ {
Faction faction = this.getFaction(); Faction faction = this.getFaction();
if ( ! Econ.modifyMoney(faction, -cost, "to claim this land", "for claiming this land")) return false; if ( ! Econ.modifyMoney(faction, -cost, "to claim this land", "for claiming this land")) return false;
} }
else else
{ {
if ( ! Econ.modifyMoney(this, -cost, "to claim this land", "for claiming this land")) return false; if ( ! Econ.modifyMoney(this, -cost, "to claim this land", "for claiming this land")) return false;
} }
} }

View File

@ -1,12 +1,11 @@
package com.massivecraft.factions.cmd; package com.massivecraft.factions.cmd;
import java.util.Set; import com.massivecraft.factions.Conf;
import org.bukkit.Location;
import com.massivecraft.factions.Faction; import com.massivecraft.factions.Faction;
import com.massivecraft.factions.FLocation; import com.massivecraft.factions.FLocation;
import com.massivecraft.factions.struct.Permission; import com.massivecraft.factions.struct.Permission;
import com.massivecraft.factions.util.SpiralTask;
public class CmdClaim extends FCommand public class CmdClaim extends FCommand
{ {
@ -33,34 +32,43 @@ public class CmdClaim extends FCommand
public void perform() public void perform()
{ {
// Read and validate input // Read and validate input
Faction forFaction = this.argAsFaction(0, myFaction); final Faction forFaction = this.argAsFaction(0, myFaction);
int radius = this.argAsInt(1, 1);
// just to cut the unauthorized off immediately instead of going on to do radius calculations if (radius < 1)
if (! fme.canClaimForFaction(forFaction))
{ {
msg("<b>You do not currently have permission to claim land for the faction "+forFaction.describeTo(fme) +"<b>."); msg("<b>If you specify a radius, it must be at least 1.");
return; return;
} }
double radius = this.argAsDouble(1, 1d); if (radius < 2)
radius -= 0.5;
if (radius <= 0)
{ {
msg("<b>That radius is to small."); // single chunk
return; fme.attemptClaim(forFaction, me.getLocation(), true);
} }
else if (radius > 100) // huge radius can crash server else
{ {
msg("<b>That radius is overly large. Remember that the radius is in chunks (16x16 blocks), not individual blocks."); // radius claim
return; new SpiralTask(new FLocation(me), radius)
{
private int failCount = 0;
private final int limit = Conf.radiusClaimFailureLimit - 1;
@Override
public boolean work()
{
boolean success = fme.attemptClaim(forFaction, this.currentLocation(), true);
if (success)
failCount = 0;
else if ( ! success && failCount++ >= limit)
{
this.stop();
return false;
} }
// Get the FLocations return true;
Set<FLocation> flocs = new FLocation(me).getCircle(radius); }
p.log(flocs); };
for (FLocation floc : flocs)
{
fme.attemptClaim(forFaction, new Location(floc.getWorld(), floc.getX() << 4, 1, floc.getZ() << 4), true);
} }
} }

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@ -0,0 +1,213 @@
package com.massivecraft.factions.util;
import java.util.logging.Level;
import org.bukkit.Bukkit;
import org.bukkit.Location;
import org.bukkit.World;
import com.massivecraft.factions.FLocation;
import com.massivecraft.factions.P;
/*
* reference diagram, task should move in this pattern out from chunk 0 in the center.
* 8 [>][>][>][>][>] etc.
* [^][6][>][>][>][>][>][6]
* [^][^][4][>][>][>][4][v]
* [^][^][^][2][>][2][v][v]
* [^][^][^][^][0][v][v][v]
* [^][^][^][1][1][v][v][v]
* [^][^][3][<][<][3][v][v]
* [^][5][<][<][<][<][5][v]
* [7][<][<][<][<][<][<][7]
*/
public abstract class SpiralTask implements Runnable
{
// general task-related reference data
private transient World world = null;
private transient boolean readyToGo = false;
private transient int taskID = -1;
private transient int limit = 0;
// values for the spiral pattern routine
private transient int x = 0;
private transient int z = 0;
private transient boolean isZLeg = false;
private transient boolean isNeg = false;
private transient int length = -1;
private transient int current = 0;
@SuppressWarnings("LeakingThisInConstructor")
public SpiralTask(FLocation fLocation, int radius)
{
// limit is determined based on spiral leg length for given radius; see insideRadius()
this.limit = (radius - 1) * 2;
this.world = Bukkit.getWorld(fLocation.getWorldName());
if (this.world == null)
{
P.p.log(Level.WARNING, "[SpiralTask] A valid world must be specified!");
this.stop();
return;
}
this.x = (int)fLocation.getX();
this.z = (int)fLocation.getZ();
this.readyToGo = true;
// get this party started
this.setTaskID(Bukkit.getServer().getScheduler().scheduleSyncRepeatingTask(P.p, this, 2, 2));
}
/*
* This is where the necessary work is done; you'll need to override this method with whatever you want
* done at each chunk in the spiral pattern.
* Return false if the entire task needs to be aborted, otherwise return true to continue.
*/
public abstract boolean work();
/*
* Returns an FLocation pointing at the current chunk X and Z values.
*/
public final FLocation currentFLocation()
{
return new FLocation(world.getName(), x, z);
}
/*
* Returns a Location pointing at the current chunk X and Z values.
* note that the Location is at the corner of the chunk, not the center.
*/
public final Location currentLocation()
{
return new Location(world, FLocation.chunkToBlock(x), 65.0, FLocation.chunkToBlock(z));
}
/*
* Returns current chunk X and Z values.
*/
public final int getX()
{
return x;
}
public final int getZ()
{
return z;
}
/*
* Below are the guts of the class, which you normally wouldn't need to mess with.
*/
public final void setTaskID(int ID)
{
if (ID == -1)
this.stop();
taskID = ID;
}
public final void run()
{
if (!this.valid() || !readyToGo) return;
// this is set so it only does one iteration at a time, no matter how frequently the timer fires
readyToGo = false;
// make sure we're still inside the specified radius
if ( ! this.insideRadius()) return;
// track this to keep one iteration from dragging on too long and possibly choking the system
long loopStartTime = now();
// keep going until the task has been running for 20ms or more, then stop to take a breather
while (now() < loopStartTime + 20)
{
// run the primary task on the current X/Z coordinates
if ( ! this.work())
{
this.finish();
return;
}
// move on to next chunk in spiral
if ( ! this.moveToNext())
return;
}
// ready for the next iteration to run
readyToGo = true;
}
// step through chunks in spiral pattern from center; returns false if we're done, otherwise returns true
public final boolean moveToNext()
{
if ( ! this.valid()) return false;
// make sure we don't need to turn down the next leg of the spiral
if (current < length)
{
current++;
// if we're outside the radius, we're done
if ( ! this.insideRadius()) return false;
}
else
{ // one leg/side of the spiral down...
current = 0;
isZLeg ^= true;
// every second leg (between X and Z legs, negative or positive), length increases
if (isZLeg)
{
isNeg ^= true;
length++;
}
}
// move one chunk further in the appropriate direction
if (isZLeg)
z += (isNeg) ? -1 : 1;
else
x += (isNeg) ? -1 : 1;
return true;
}
public final boolean insideRadius()
{
boolean inside = current < limit;
if (!inside)
this.finish();
return inside;
}
// for successful completion
public void finish()
{
// P.p.log("SpiralTask successfully completed!");
this.stop();
}
// we're done, whether finished or cancelled
public final void stop()
{
if (!this.valid()) return;
readyToGo = false;
Bukkit.getServer().getScheduler().cancelTask(taskID);
taskID = -1;
}
// is this task still valid/workable?
public final boolean valid()
{
return taskID != -1;
}
private static long now()
{
return System.currentTimeMillis();
}
}