aboutsummaryrefslogtreecommitdiff
path: root/Minecraft.Client/MinecraftServer.cpp
blob: a57b798b2eefe73c4a0c06ec8fab8e55c884153d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
#include "stdafx.h"
//#include "Minecraft.h"

#include <ctime>

#include "Options.h"
#include "MinecraftServer.h"
#include "ConsoleInput.h"
#include "PlayerList.h"
#include "ServerLevel.h"
#include "DerivedServerLevel.h"
#include "EntityTracker.h"
#include "ServerConnection.h"
#include "Settings.h"
#include "ServerChunkCache.h"
#include "ServerLevelListener.h"
#include "..\Minecraft.World\AABB.h"
#include "..\Minecraft.World\Vec3.h"
#include "..\Minecraft.World\net.minecraft.network.h"
#include "..\Minecraft.World\net.minecraft.world.level.dimension.h"
#include "..\Minecraft.World\net.minecraft.world.level.storage.h"
#include "..\Minecraft.World\net.minecraft.world.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\Pos.h"
#include "..\Minecraft.World\System.h"
#include "..\Minecraft.World\StringHelpers.h"
#ifdef SPLIT_SAVES
#include "..\Minecraft.World\ConsoleSaveFileSplit.h"
#endif
#include "..\Minecraft.World\ConsoleSaveFileOriginal.h"
#include "..\Minecraft.World\Socket.h"
#include "..\Minecraft.World\net.minecraft.world.entity.h"
#include "ProgressRenderer.h"
#include "ServerPlayer.h"
#include "GameRenderer.h"
#include "..\Minecraft.World\ThreadName.h"
#include "..\Minecraft.World\IntCache.h"
#include "..\Minecraft.World\CompressedTileStorage.h"
#include "..\Minecraft.World\SparseLightStorage.h"
#include "..\Minecraft.World\SparseDataStorage.h"
#include "..\Minecraft.World\compression.h"
#ifdef _XBOX
#include "Common\XUI\XUI_DebugSetCamera.h"
#endif
#include "PS3\PS3Extras\ShutdownManager.h"
#include "ServerCommandDispatcher.h"
#include "..\Minecraft.World\BiomeSource.h"
#include "PlayerChunkMap.h"
#include "Common\Telemetry\TelemetryManager.h"

#define DEBUG_SERVER_DONT_SPAWN_MOBS 0

//4J Added
MinecraftServer *MinecraftServer::server = NULL;
bool MinecraftServer::setTimeAtEndOfTick = false;
int64_t MinecraftServer::setTime = 0;
bool MinecraftServer::setTimeOfDayAtEndOfTick = false;
int64_t MinecraftServer::setTimeOfDay = 0;
bool	MinecraftServer::m_bPrimaryPlayerSignedOut=false;
bool	MinecraftServer::s_bServerHalted=false;
bool	MinecraftServer::s_bSaveOnExitAnswered=false;
int MinecraftServer::s_slowQueuePlayerIndex = 0;
int MinecraftServer::s_slowQueueLastTime = 0;
bool MinecraftServer::s_slowQueuePacketSent = false;

unordered_map<wstring, int> MinecraftServer::ironTimers;

MinecraftServer::MinecraftServer()
{
	// 4J - added initialisers
	connection = NULL;
    settings = NULL;
    players = NULL;
	commands = NULL;
    running = true;
	m_bLoaded = false;
	stopped = false;
    tickCount = 0;
	wstring progressStatus;
    progress = 0;
	motd = L"";

	m_isServerPaused = false;
	m_serverPausedEvent = new C4JThread::Event;

	m_saveOnExit = false;
	m_suspending = false;

	m_ugcPlayersVersion = 0;
	m_texturePackId = 0;
	maxBuildHeight = Level::maxBuildHeight;
	m_postUpdateThread = NULL;

	commandDispatcher = new ServerCommandDispatcher();
}

MinecraftServer::~MinecraftServer()
{
}

bool MinecraftServer::initServer(int64_t seed, NetworkGameInitData *initData, DWORD initSettings, bool findSeed)
{
	// 4J - removed
#if 0
    commands = new ConsoleCommands(this);

    Thread t = new Thread() {
        public void run() {
            BufferedReader br = new BufferedReader(new InputStreamReader(System.in));
            String line = null;
            try {
                while (!stopped && running && (line = br.readLine()) != null) {
                    handleConsoleInput(line, MinecraftServer.this);
                }
            } catch (IOException e) {
                e.printStackTrace();
            }
        }
    };
    t.setDaemon(true);
    t.start();


        LogConfigurator.initLogger();
        logger.info("Starting minecraft server version " + VERSION);

        if (Runtime.getRuntime().maxMemory() / 1024 / 1024 < 512) {
            logger.warning("**** NOT ENOUGH RAM!");
            logger.warning("To start the server with more ram, launch it as \"java -Xmx1024M -Xms1024M -jar minecraft_server.jar\"");
        }

        logger.info("Loading properties");
#endif
        settings = new Settings(new File(L"server.properties"));

		app.DebugPrintf("\n*** SERVER SETTINGS ***\n");
		app.DebugPrintf("ServerSettings: host-friends-only is %s\n",(app.GetGameHostOption(eGameHostOption_FriendsOfFriends)>0)?"on":"off");
		app.DebugPrintf("ServerSettings: game-type is %s\n",(app.GetGameHostOption(eGameHostOption_GameType)==0)?"Survival Mode":"Creative Mode");
		app.DebugPrintf("ServerSettings: pvp is %s\n",(app.GetGameHostOption(eGameHostOption_PvP)>0)?"on":"off");
		app.DebugPrintf("ServerSettings: fire spreads is %s\n",(app.GetGameHostOption(eGameHostOption_FireSpreads)>0)?"on":"off");
		app.DebugPrintf("ServerSettings: tnt explodes is %s\n",(app.GetGameHostOption(eGameHostOption_TNT)>0)?"on":"off");
		app.DebugPrintf("\n");

		// TODO 4J Stu - Init a load of settings based on data passed as params
		//settings->setBooleanAndSave( L"host-friends-only", (app.GetGameHostOption(eGameHostOption_FriendsOfFriends)>0) );

		// 4J - Unused
        //localIp = settings->getString(L"server-ip", L"");
        //onlineMode = settings->getBoolean(L"online-mode", true);
		//motd = settings->getString(L"motd", L"A Minecraft Server");
        //motd.replace('�', '$');

        setAnimals(settings->getBoolean(L"spawn-animals", true));
		setNpcsEnabled(settings->getBoolean(L"spawn-npcs", true));
		setPvpAllowed(app.GetGameHostOption( eGameHostOption_PvP )>0?true:false); // settings->getBoolean(L"pvp", true);

		// 4J Stu - We should never have hacked clients flying when they shouldn't be like the PC version, so enable flying always
		// Fix for #46612 - TU5: Code: Multiplayer: A client can be banned for flying when accidentaly being blown by dynamite
        setFlightAllowed(true); //settings->getBoolean(L"allow-flight", false);

		// 4J Stu - Enabling flight to stop it kicking us when we use it
#ifdef _DEBUG_MENUS_ENABLED
		setFlightAllowed(true);
#endif

#if 1
		connection = new ServerConnection(this);
		Socket::Initialise(connection);	// 4J - added
#else
		// 4J - removed
        InetAddress localAddress = null;
        if (localIp.length() > 0) localAddress = InetAddress.getByName(localIp);
        port = settings.getInt("server-port", DEFAULT_MINECRAFT_PORT);

        logger.info("Starting Minecraft server on " + (localIp.length() == 0 ? "*" : localIp) + ":" + port);
        try {
            connection = new ServerConnection(this, localAddress, port);
        } catch (IOException e) {
            logger.warning("**** FAILED TO BIND TO PORT!");
            logger.log(Level.WARNING, "The exception was: " + e.toString());
            logger.warning("Perhaps a server is already running on that port?");
            return false;
        }

        if (!onlineMode) {
            logger.warning("**** SERVER IS RUNNING IN OFFLINE/INSECURE MODE!");
            logger.warning("The server will make no attempt to authenticate usernames. Beware.");
            logger.warning("While this makes the game possible to play without internet access, it also opens up the ability for hackers to connect with any username they choose.");
            logger.warning("To change this, set \"online-mode\" to \"true\" in the server.settings file.");
        }
#endif
        setPlayers(new PlayerList(this));

		// 4J-JEV: Need to wait for levelGenerationOptions to load.
		while ( app.getLevelGenerationOptions() != NULL && !app.getLevelGenerationOptions()->hasLoadedData() )
			Sleep(1);

		if ( app.getLevelGenerationOptions() != NULL && !app.getLevelGenerationOptions()->ready() )
		{
			// TODO: Stop loading, add error message.
		}

        int64_t levelNanoTime = System::nanoTime();

        wstring levelName = settings->getString(L"level-name", L"world");
		wstring levelTypeString;

		bool gameRuleUseFlatWorld = false;
		if(app.getLevelGenerationOptions() != NULL)
		{
			gameRuleUseFlatWorld = app.getLevelGenerationOptions()->getuseFlatWorld();
		}
		if(gameRuleUseFlatWorld || app.GetGameHostOption(eGameHostOption_LevelType)>0)
		{
			levelTypeString = settings->getString(L"level-type",  L"flat");
		}
		else
		{
			levelTypeString = settings->getString(L"level-type",L"default");
		}

		LevelType *pLevelType = LevelType::getLevelType(levelTypeString);
		if (pLevelType == NULL)
		{
			pLevelType = LevelType::lvl_normal;
		}

		ProgressRenderer *mcprogress = Minecraft::GetInstance()->progressRenderer;
		mcprogress->progressStart(IDS_PROGRESS_INITIALISING_SERVER);

		if( findSeed )
		{
#ifdef __PSVITA__
			seed = BiomeSource::findSeed(pLevelType, &running);
#else
			seed = BiomeSource::findSeed(pLevelType);
#endif
		}

		setMaxBuildHeight(settings->getInt(L"max-build-height", Level::maxBuildHeight));
		setMaxBuildHeight(((getMaxBuildHeight() + 8) / 16) * 16);
		setMaxBuildHeight(Mth::clamp(getMaxBuildHeight(), 64, Level::maxBuildHeight));
		//settings->setProperty(L"max-build-height", maxBuildHeight);

#if 0
        wstring levelSeedString = settings->getString(L"level-seed", L"");
        int64_t levelSeed = (new Random())->nextLong();
        if (levelSeedString.length() > 0)
		{
			long newSeed = _fromString<int64_t>(levelSeedString);
			if (newSeed != 0) {
				levelSeed = newSeed;
			}
        }
#endif
//        logger.info("Preparing level \"" + levelName + "\"");
        m_bLoaded = loadLevel(new McRegionLevelStorageSource(File(L".")), levelName, seed, pLevelType, initData);
//        logger.info("Done (" + (System.nanoTime() - levelNanoTime) + "ns)! For help, type \"help\" or \"?\"");

		// 4J delete passed in save data now - this is only required for the tutorial which is loaded by passing data directly in rather than using the storage manager
		if( initData->saveData )
		{
			delete initData->saveData->data;
			initData->saveData->data = 0;
			initData->saveData->fileSize = 0;
		}

		g_NetworkManager.ServerReady();	// 4J added
        return m_bLoaded;

}

// 4J - added - extra thread to post processing on separate thread during level creation
int MinecraftServer::runPostUpdate(void* lpParam)
{
	ShutdownManager::HasStarted(ShutdownManager::ePostProcessThread);

	MinecraftServer *server = (MinecraftServer *)lpParam;
	Entity::useSmallIds();		// This thread can end up spawning entities as resources
	IntCache::CreateNewThreadStorage();
	AABB::CreateNewThreadStorage();
	Vec3::CreateNewThreadStorage();
	Compression::UseDefaultThreadStorage();
	Level::enableLightingCache();
	Tile::CreateNewThreadStorage();

	// Update lights for both levels until we are signalled to terminate
	do
	{
		EnterCriticalSection(&server->m_postProcessCS);
		if( server->m_postProcessRequests.size() )
		{
			MinecraftServer::postProcessRequest request = server->m_postProcessRequests.back();
			server->m_postProcessRequests.pop_back();
			LeaveCriticalSection(&server->m_postProcessCS);
			static int count = 0;
			PIXBeginNamedEvent(0,"Post processing %d ", (count++)%8);
			request.chunkSource->postProcess(request.chunkSource, request.x, request.z );
			PIXEndNamedEvent();
		}
		else
		{
			LeaveCriticalSection(&server->m_postProcessCS);
		}
		Sleep(1);
	} while (!server->m_postUpdateTerminate && ShutdownManager::ShouldRun(ShutdownManager::ePostProcessThread));
//#ifndef __PS3__
	// One final pass through updates to make sure we're done
	EnterCriticalSection(&server->m_postProcessCS);
	int maxRequests = server->m_postProcessRequests.size();
	while(server->m_postProcessRequests.size() && ShutdownManager::ShouldRun(ShutdownManager::ePostProcessThread) )
	{
		MinecraftServer::postProcessRequest request = server->m_postProcessRequests.back();
		server->m_postProcessRequests.pop_back();
		LeaveCriticalSection(&server->m_postProcessCS);
		request.chunkSource->postProcess(request.chunkSource, request.x, request.z );
#ifdef __PS3__
#ifndef _CONTENT_PACKAGE
		if((server->m_postProcessRequests.size() % 10) == 0)
			printf("processing request %00d\n", server->m_postProcessRequests.size());
#endif
		Sleep(1);
#endif
		EnterCriticalSection(&server->m_postProcessCS);
	}
	LeaveCriticalSection(&server->m_postProcessCS);
//#endif //__PS3__
	Tile::ReleaseThreadStorage();
	IntCache::ReleaseThreadStorage();
	AABB::ReleaseThreadStorage();
	Vec3::ReleaseThreadStorage();
	Level::destroyLightingCache();

	ShutdownManager::HasFinished(ShutdownManager::ePostProcessThread);

	return 0;
}

void	MinecraftServer::addPostProcessRequest(ChunkSource *chunkSource, int x, int z)
{
	EnterCriticalSection(&m_postProcessCS);
	m_postProcessRequests.push_back(MinecraftServer::postProcessRequest(x,z,chunkSource));
	LeaveCriticalSection(&m_postProcessCS);
}

void MinecraftServer::postProcessTerminate(ProgressRenderer *mcprogress)
{
	DWORD status = 0;

	EnterCriticalSection(&server->m_postProcessCS);
	size_t postProcessItemCount = server->m_postProcessRequests.size();
	LeaveCriticalSection(&server->m_postProcessCS);

	do
	{
		status = m_postUpdateThread->WaitForCompletion(50);
		if( status == WAIT_TIMEOUT )
		{
			EnterCriticalSection(&server->m_postProcessCS);
			size_t postProcessItemRemaining = server->m_postProcessRequests.size();
			LeaveCriticalSection(&server->m_postProcessCS);

			if( postProcessItemCount )
			{
				mcprogress->progressStagePercentage((postProcessItemCount - postProcessItemRemaining) * 100 / postProcessItemCount);
			}
			CompressedTileStorage::tick();
			SparseLightStorage::tick();
			SparseDataStorage::tick();
		}
	} while ( status == WAIT_TIMEOUT );
	delete m_postUpdateThread;
	m_postUpdateThread = NULL;
	DeleteCriticalSection(&m_postProcessCS);
}

bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring& name, int64_t levelSeed, LevelType *pLevelType, NetworkGameInitData *initData)
{
//	4J - TODO - do with new save stuff
//    if (storageSource->requiresConversion(name))
//	{
//		assert(false);
//    }
	ProgressRenderer *mcprogress = Minecraft::GetInstance()->progressRenderer;

	// 4J TODO - free levels here if there are already some?
    levels = ServerLevelArray(3);

	int gameTypeId = settings->getInt(L"gamemode", app.GetGameHostOption(eGameHostOption_GameType));//LevelSettings::GAMETYPE_SURVIVAL);
	GameType *gameType = LevelSettings::validateGameType(gameTypeId);
	app.DebugPrintf("Default game type: %d\n" , gameTypeId);

	LevelSettings *levelSettings = new LevelSettings(levelSeed, gameType, app.GetGameHostOption(eGameHostOption_Structures)>0?true:false, isHardcore(), true, pLevelType, initData->xzSize, initData->hellScale);
	if( app.GetGameHostOption(eGameHostOption_BonusChest ) ) levelSettings->enableStartingBonusItems();

	// 4J - temp - load existing level
	shared_ptr<McRegionLevelStorage> storage = nullptr;
	bool levelChunksNeedConverted = false;
	if( initData->saveData != NULL )
	{
		// We are loading a file from disk with the data passed in

#ifdef SPLIT_SAVES
		ConsoleSaveFileOriginal oldFormatSave( initData->saveData->saveName, initData->saveData->data, initData->saveData->fileSize, false, initData->savePlatform );
		ConsoleSaveFile* pSave = new ConsoleSaveFileSplit( &oldFormatSave );

		//ConsoleSaveFile* pSave = new ConsoleSaveFileSplit( initData->saveData->saveName, initData->saveData->data, initData->saveData->fileSize, false, initData->savePlatform );
#else
		ConsoleSaveFile* pSave = new ConsoleSaveFileOriginal( initData->saveData->saveName, initData->saveData->data, initData->saveData->fileSize, false, initData->savePlatform );
#endif
		if(pSave->isSaveEndianDifferent())
			levelChunksNeedConverted = true;
		pSave->ConvertToLocalPlatform(); // check if we need to convert this file from PS3->PS4

		storage = shared_ptr<McRegionLevelStorage>(new McRegionLevelStorage(pSave, File(L"."), name, true));
	}
	else
	{
		// We are loading a save from the storage manager
#ifdef SPLIT_SAVES
		bool bLevelGenBaseSave = false;
		LevelGenerationOptions *levelGen = app.getLevelGenerationOptions();
		if( levelGen != NULL && levelGen->requiresBaseSave())
		{
			DWORD fileSize = 0;
			LPVOID pvSaveData = levelGen->getBaseSaveData(fileSize);
			if(pvSaveData && fileSize != 0) bLevelGenBaseSave = true;
		}
		ConsoleSaveFileSplit *newFormatSave = NULL;
		if(bLevelGenBaseSave)
		{
			ConsoleSaveFileOriginal oldFormatSave( L"" );
			newFormatSave = new ConsoleSaveFileSplit( &oldFormatSave );
		}
		else
		{
			newFormatSave = new ConsoleSaveFileSplit( L"" );
		}

		storage = shared_ptr<McRegionLevelStorage>(new McRegionLevelStorage(newFormatSave, File(L"."), name, true));
#else
		storage = shared_ptr<McRegionLevelStorage>(new McRegionLevelStorage(new ConsoleSaveFileOriginal( L"" ), File(L"."), name, true));
#endif
	}

//	McRegionLevelStorage *storage = new McRegionLevelStorage(new ConsoleSaveFile( L"" ), L"", L"", 0); // original
//    McRegionLevelStorage *storage = new McRegionLevelStorage(File(L"."), name, true); // TODO
    for (unsigned int i = 0; i < levels.length; i++)
	{
		if( s_bServerHalted || !g_NetworkManager.IsInSession() )
		{
				return false;
		}

//            String levelName = name;
//            if (i == 1) levelName += "_nether";
		int dimension = 0;
		if (i == 1) dimension = -1;
		if (i == 2) dimension = 1;
        if (i == 0)
		{
			levels[i] = new ServerLevel(this, storage, name, dimension, levelSettings);
			if(app.getLevelGenerationOptions() != NULL)
			{
				LevelGenerationOptions *mapOptions = app.getLevelGenerationOptions();
				Pos *spawnPos = mapOptions->getSpawnPos();
				if( spawnPos != NULL )
				{
					levels[i]->setSpawnPos( spawnPos );
				}

				levels[i]->getLevelData()->setHasBeenInCreative(mapOptions->isFromDLC());
			}
		}
        else levels[i] = new DerivedServerLevel(this, storage, name, dimension, levelSettings, levels[0]);
//        levels[i]->addListener(new ServerLevelListener(this, levels[i]));		// 4J - have moved this to the ServerLevel ctor so that it is set up in time for the first chunk to load, which might actually happen there

		// 4J Stu - We set the levels difficulty based on the minecraft options
        //levels[i]->difficulty = settings->getBoolean(L"spawn-monsters", true) ? Difficulty::EASY : Difficulty::PEACEFUL;
		Minecraft *pMinecraft = Minecraft::GetInstance();
//		m_lastSentDifficulty = pMinecraft->options->difficulty;
		levels[i]->difficulty = app.GetGameHostOption(eGameHostOption_Difficulty); //pMinecraft->options->difficulty;
		app.DebugPrintf("MinecraftServer::loadLevel - Difficulty = %d\n",levels[i]->difficulty);

#if DEBUG_SERVER_DONT_SPAWN_MOBS
        levels[i]->setSpawnSettings(false, false);
#else
		levels[i]->setSpawnSettings(settings->getBoolean(L"spawn-monsters", true), animals);
#endif
		levels[i]->getLevelData()->setGameType(gameType);
        players->setLevel(levels);
    }

	if( levels[0]->isNew )
	{
		mcprogress->progressStage(IDS_PROGRESS_GENERATING_SPAWN_AREA);
	}
	else
	{
		mcprogress->progressStage(IDS_PROGRESS_LOADING_SPAWN_AREA);
	}
	app.SetGameHostOption( eGameHostOption_HasBeenInCreative, gameType == GameType::CREATIVE || levels[0]->getHasBeenInCreative() );
	app.SetGameHostOption( eGameHostOption_Structures, levels[0]->isGenerateMapFeatures() );

	if( s_bServerHalted || !g_NetworkManager.IsInSession() ) return false;

	// 4J - Make a new thread to do post processing
	InitializeCriticalSection(&m_postProcessCS);

	// 4J-PB - fix for 108310 - TCR #001 BAS Game Stability: TU12: Code: Compliance: Crash after creating world on "journey" seed.
	// Stack gets very deep with some sand tower falling, so increased the stacj to 256K from 128k on other platforms (was already set to that on PS3 and Orbis)

	m_postUpdateThread = new C4JThread(runPostUpdate, this, "Post processing", 256*1024);

	m_postUpdateTerminate = false;
	m_postUpdateThread->SetProcessor(CPU_CORE_POST_PROCESSING);
	m_postUpdateThread->SetPriority(THREAD_PRIORITY_ABOVE_NORMAL);
	m_postUpdateThread->Run();

	int64_t startTime = System::currentTimeMillis();

	// 4J Stu - Added this to temporarily make starting games on vita faster
#ifdef __PSVITA__
	int r = 48;
#else
	int r = 196;
#endif

	//  4J JEV: load gameRules.
	ConsoleSavePath filepath(GAME_RULE_SAVENAME);
	ConsoleSaveFile *csf = getLevel(0)->getLevelStorage()->getSaveFile();
	if( csf->doesFileExist(filepath) )
	{
		DWORD numberOfBytesRead;
		byteArray ba_gameRules;

		FileEntry *fe = csf->createFile(filepath);

		ba_gameRules.length = fe->getFileSize();
		ba_gameRules.data = new BYTE[ ba_gameRules.length ];

		csf->setFilePointer(fe,0,NULL,FILE_BEGIN);
		csf->readFile(fe, ba_gameRules.data, ba_gameRules.length, &numberOfBytesRead);
		assert(numberOfBytesRead == ba_gameRules.length);

		app.m_gameRules.loadGameRules(ba_gameRules.data, ba_gameRules.length);
		csf->closeHandle(fe);
	}

    int64_t lastTime = System::currentTimeMillis();

	// 4J Stu - This loop is changed in 1.0.1 to only process the first level (ie the overworld), but I think we still want to do them all
	int i = 0;
    for (int i = 0; i < levels.length ; i++)
	{
//        logger.info("Preparing start region for level " + i);
        if (i == 0 || settings->getBoolean(L"allow-nether", true))
		{
            ServerLevel *level = levels[i];
			if(levelChunksNeedConverted)
			{
// 				storage->getSaveFile()->convertLevelChunks(level)
			}

#if 0
			int64_t lastStorageTickTime = System::currentTimeMillis();

			// Test code to enable full creation of levels at start up
			int halfsidelen = ( i == 0 ) ? 27 : 9;
			for( int x = -halfsidelen; x < halfsidelen; x++ )
			{
				for( int z = -halfsidelen; z < halfsidelen; z++ )
				{
					int total = halfsidelen * halfsidelen * 4;
					int pos = z + halfsidelen + ( ( x + halfsidelen ) * 2 * halfsidelen );
					mcprogress->progressStagePercentage((pos) * 100 / total);
					level->cache->create(x,z, true);	// 4J - added parameter to disable postprocessing here

					if( System::currentTimeMillis() - lastStorageTickTime > 50 )
					{
						CompressedTileStorage::tick();
						SparseLightStorage::tick();
						SparseDataStorage::tick();
						lastStorageTickTime = System::currentTimeMillis();
					}
				}
			}
#else
			int64_t lastStorageTickTime = System::currentTimeMillis();
            Pos *spawnPos = level->getSharedSpawnPos();

			int twoRPlusOne = r*2 + 1;
			int total = twoRPlusOne * twoRPlusOne;
            for (int x = -r; x <= r && running; x += 16)
			{
                for (int z = -r; z <= r && running; z += 16)
				{
					if( s_bServerHalted || !g_NetworkManager.IsInSession() )
					{
						delete spawnPos;
						m_postUpdateTerminate = true;
						postProcessTerminate(mcprogress);
						return false;
					}
//					printf(">>>%d %d %d\n",i,x,z);
//                    int64_t now = System::currentTimeMillis();
//                    if (now < lastTime) lastTime = now;
//                    if (now > lastTime + 1000)
					{
                        int pos = (x + r) * twoRPlusOne + (z + 1);
//                        setProgress(L"Preparing spawn area", (pos) * 100 / total);
						mcprogress->progressStagePercentage((pos+r) * 100 / total);
//                        lastTime = now;
                    }
					static int count = 0;
					PIXBeginNamedEvent(0,"Creating %d ", (count++)%8);
                    level->cache->create((spawnPos->x + x) >> 4, (spawnPos->z + z) >> 4, true);	// 4J - added parameter to disable postprocessing here
					PIXEndNamedEvent();
//                    while (level->updateLights() && running)
//                        ;
					if( System::currentTimeMillis() - lastStorageTickTime > 50 )
					{
						CompressedTileStorage::tick();
						SparseLightStorage::tick();
						SparseDataStorage::tick();
						lastStorageTickTime = System::currentTimeMillis();
					}
                }
            }

			// 4J - removed this as now doing the recheckGaps call when each chunk is post-processed, so can happen on things outside of the spawn area too
#if 0
			// 4J - added this code to propagate lighting properly in the spawn area before we go sharing it with the local client or across the network
            for (int x = -r; x <= r && running; x += 16)
			{
                for (int z = -r; z <= r && running; z += 16)
				{
					PIXBeginNamedEvent(0,"Lighting gaps for %d %d",x,z);
					level->getChunkAt(spawnPos->x + x, spawnPos->z + z)->recheckGaps(true);
					PIXEndNamedEvent();
				}
			}
#endif

			delete spawnPos;
#endif
        }
    }
//	printf("Main thread complete at %dms\n",System::currentTimeMillis() - startTime);

	// Wait for post processing, then lighting threads, to end (post-processing may make more lighting changes)
	m_postUpdateTerminate = true;

	postProcessTerminate(mcprogress);


	// stronghold position?
	if(levels[0]->dimension->id==0)
	{

		app.DebugPrintf("===================================\n");

		if(!levels[0]->getLevelData()->getHasStronghold())
		{
			int x,z;
			if(app.GetTerrainFeaturePosition(eTerrainFeature_Stronghold,&x,&z))
			{
				levels[0]->getLevelData()->setXStronghold(x);
				levels[0]->getLevelData()->setZStronghold(z);
				levels[0]->getLevelData()->setHasStronghold();

				app.DebugPrintf("=== FOUND stronghold in terrain features list\n");

			}
			else
			{
				// can't find the stronghold position in the terrain feature list. Do we have to run a post-process?
				app.DebugPrintf("=== Can't find stronghold in terrain features list\n");
			}
		}
		else
		{
			app.DebugPrintf("=== Leveldata has stronghold position\n");
		}
		app.DebugPrintf("===================================\n");
	}

//	printf("Post processing complete at %dms\n",System::currentTimeMillis() - startTime);

//	printf("Lighting complete at %dms\n",System::currentTimeMillis() - startTime);

	if( s_bServerHalted || !g_NetworkManager.IsInSession() ) return false;

	if( levels[1]->isNew )
	{
		levels[1]->save(true, mcprogress);
	}

	if( s_bServerHalted || !g_NetworkManager.IsInSession() ) return false;

	if( levels[2]->isNew )
	{
		levels[2]->save(true, mcprogress);
	}

	if( s_bServerHalted || !g_NetworkManager.IsInSession() ) return false;

	// 4J - added - immediately save newly created level, like single player game
	// 4J Stu - We also want to immediately save the tutorial
	if ( levels[0]->isNew )
		saveGameRules();

	if( levels[0]->isNew )
	{
		levels[0]->save(true, mcprogress);
	}

	if( s_bServerHalted || !g_NetworkManager.IsInSession() ) return false;

	if( levels[0]->isNew || levels[1]->isNew || levels[2]->isNew )
	{
		levels[0]->saveToDisc(mcprogress, false);
	}

	if( s_bServerHalted || !g_NetworkManager.IsInSession() ) return false;

/*
* int r = 24; for (int x = -r; x <= r; x++) {
* setProgress("Preparing spawn area", (x + r) * 100 / (r + r + 1)); for (int z
* = -r; z <= r; z++) { if (!running) return; level.cache.create((level.xSpawn
* >> 4) + x, (level.zSpawn >> 4) + z); while (running && level.updateLights())
* ; } }
*/
    endProgress();

	return true;
}

void MinecraftServer::setProgress(const wstring& status, int progress)
{
    progressStatus = status;
    this->progress = progress;
//    logger.info(status + ": " + progress + "%");
}

void MinecraftServer::endProgress()
{
    progressStatus = L"";
    this->progress = 0;
}

void MinecraftServer::saveAllChunks()
{
//    logger.info("Saving chunks");
    for (unsigned int i = 0; i < levels.length; i++)
	{
		// 4J Stu - Due to the way save mounting is handled on XboxOne, we can actually save after the player has signed out.
#ifndef _XBOX_ONE
		if( m_bPrimaryPlayerSignedOut ) break;
#endif
		// 4J Stu - Save the levels in reverse order so we don't overwrite the level.dat
		// with the data from the nethers leveldata.
		// Fix for #7418 - Functional: Gameplay: Saving after sleeping in a bed will place player at nighttime when restarting.
        ServerLevel *level = levels[levels.length - 1 - i];
		if( level )	// 4J - added check as level can be NULL if we end up in stopServer really early on due to network failure
		{
			level->save(true, Minecraft::GetInstance()->progressRenderer);

			// Only close the level storage when we have saved the last level, otherwise we need to recreate the region files
			// when saving the next levels
			if( i == (levels.length - 1))
			{
				level->closeLevelStorage();
			}
		}
    }
}

// 4J-JEV: Added
void MinecraftServer::saveGameRules()
{
#ifndef _CONTENT_PACKAGE
	if(app.DebugSettingsOn() && app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_DistributableSave))
	{
		// Do nothing
	}
	else
#endif
	{
		byteArray ba;
		ba.data = NULL;
		app.m_gameRules.saveGameRules( &ba.data, &ba.length );

		if (ba.data != NULL)
		{
			ConsoleSaveFile *csf = getLevel(0)->getLevelStorage()->getSaveFile();
			FileEntry *fe = csf->createFile(ConsoleSavePath(GAME_RULE_SAVENAME));
			csf->setFilePointer(fe, 0, NULL, FILE_BEGIN);
			DWORD length;
			csf->writeFile(fe, ba.data, ba.length, &length );

			delete [] ba.data;

			csf->closeHandle(fe);
		}
	}
}

void MinecraftServer::Suspend()
{
	PIXBeginNamedEvent(0,"Suspending server");
	m_suspending = true;
	// Get the frequency of the timer
	LARGE_INTEGER qwTicksPerSec, qwTime, qwNewTime, qwDeltaTime;
	float fElapsedTime = 0.0f;
	QueryPerformanceFrequency( &qwTicksPerSec );
	float fSecsPerTick = 1.0f / (float)qwTicksPerSec.QuadPart;
	// Save the start time
	QueryPerformanceCounter( &qwTime );
	if(m_bLoaded && ProfileManager.IsFullVersion() && (!StorageManager.GetSaveDisabled()))
	{
		if (players != NULL)
		{
			players->saveAll(NULL);
		}
		for (unsigned int j = 0; j < levels.length; j++)
		{
			if( s_bServerHalted ) break;
			// 4J Stu - Save the levels in reverse order so we don't overwrite the level.dat
			// with the data from the nethers leveldata.
			// Fix for #7418 - Functional: Gameplay: Saving after sleeping in a bed will place player at nighttime when restarting.
			ServerLevel *level = levels[levels.length - 1 - j];
			level->Suspend();
		}
		if( !s_bServerHalted )
		{
			saveGameRules();
			levels[0]->saveToDisc(NULL, true);
		}
	}
	QueryPerformanceCounter( &qwNewTime );

	qwDeltaTime.QuadPart = qwNewTime.QuadPart - qwTime.QuadPart;
	fElapsedTime = fSecsPerTick * ((FLOAT)(qwDeltaTime.QuadPart));

	// 4J-JEV: Flush stats and call PlayerSessionExit.
	for (int iPad = 0; iPad < XUSER_MAX_COUNT; iPad++)
	{
		if (ProfileManager.IsSignedIn(iPad))
		{
			TelemetryManager->RecordPlayerSessionExit(iPad, DisconnectPacket::eDisconnect_Quitting);
		}
	}

	m_suspending = false;
	app.DebugPrintf("Suspend server: Elapsed time %f\n", fElapsedTime);
	PIXEndNamedEvent();
}

bool MinecraftServer::IsSuspending()
{
	return m_suspending;
}

void MinecraftServer::stopServer()
{

	// 4J-PB - need to halt the rendering of the data, since we're about to remove it
#ifdef __PS3__
	if( ShutdownManager::ShouldRun(ShutdownManager::eServerThread )	)		// This thread will take itself out if we are shutting down
#endif
	{
		Minecraft::GetInstance()->gameRenderer->DisableUpdateThread();
	}

	connection->stop();

	app.DebugPrintf("Stopping server\n");
//    logger.info("Stopping server");
	// 4J-PB - If the primary player has signed out, then don't attempt to save anything

	// also need to check for a profile switch here - primary player signs out, and another player signs in before dismissing the dash
#ifdef _DURANGO
	// On Durango check if the primary user is signed in OR mid-sign-out
	if(ProfileManager.GetUser(0, true) != nullptr)
#else
	if((m_bPrimaryPlayerSignedOut==false) && ProfileManager.IsSignedIn(ProfileManager.GetPrimaryPad()))
#endif
	{
#if defined(_XBOX_ONE) || defined(__ORBIS__)
		// Always save on exit! Except if saves are disabled.
		if(!saveOnExitAnswered()) m_saveOnExit = true;
#endif
		// if trial version or saving is disabled, then don't save anything
		if(m_saveOnExit && ProfileManager.IsFullVersion() && (!StorageManager.GetSaveDisabled()))
		{
			if (players != NULL)
			{
				players->saveAll(Minecraft::GetInstance()->progressRenderer, true);
			}
			// 4J Stu - Save the levels in reverse order so we don't overwrite the level.dat
			// with the data from the nethers leveldata.
			// Fix for #7418 - Functional: Gameplay: Saving after sleeping in a bed will place player at nighttime when restarting.
			//for (unsigned int i = levels.length - 1; i >= 0; i--)
			//{
			//	ServerLevel *level = levels[i];
			//	if (level != NULL)
			//	{
					saveAllChunks();
			//	}
			//}

			saveGameRules();
			app.m_gameRules.unloadCurrentGameRules();
			if( levels[0] != NULL )		// This can be null if stopServer happens very quickly due to network error
			{
				levels[0]->saveToDisc(Minecraft::GetInstance()->progressRenderer, false);
			}
		}
	}
	// reset the primary player signout flag
	m_bPrimaryPlayerSignedOut=false;
	s_bServerHalted = false;

	// On Durango/Orbis, we need to wait for all the asynchronous saving processes to complete before destroying the levels, as that will ultimately delete
	// the directory level storage & therefore the ConsoleSaveSplit instance, which needs to be around until all the sub files have completed saving.
#if defined(_DURANGO) || defined(__ORBIS__) || defined(__PSVITA__)
	while(StorageManager.GetSaveState() != C4JStorage::ESaveGame_Idle )
	{
		Sleep(10);
	}
#endif

	// 4J-PB remove the server levels
	unsigned int iServerLevelC=levels.length;
	for (unsigned int i = 0; i < iServerLevelC; i++)
	{
		if(levels[i]!=NULL)
		{
			delete levels[i];
			levels[i] = NULL;
		}
	}

#if defined(__PS3__) || defined(__ORBIS__)
	// Clear the update flags as it's possible they could be out of sync, causing a crash when starting a new world after the first new level ticks
	// Fix for PS3 #1538 - [IN GAME] If the user 'Exit without saving' from inside the Nether or The End, the title can hang when loading back into the save.
#endif

	delete connection;
	connection = NULL;
	delete players;
	players = NULL;
	delete settings;
	settings = NULL;

	g_NetworkManager.ServerStopped();
}

void MinecraftServer::halt()
{
	running = false;
}

void MinecraftServer::setMaxBuildHeight(int maxBuildHeight)
{
	this->maxBuildHeight = maxBuildHeight;
}

int MinecraftServer::getMaxBuildHeight()
{
	return maxBuildHeight;
}

PlayerList *MinecraftServer::getPlayers()
{
	return players;
}

void MinecraftServer::setPlayers(PlayerList *players)
{
	this->players = players;
}

ServerConnection *MinecraftServer::getConnection()
{
	return connection;
}

bool MinecraftServer::isAnimals()
{
	return animals;
}

void MinecraftServer::setAnimals(bool animals)
{
	this->animals = animals;
}

bool MinecraftServer::isNpcsEnabled()
{
	return npcs;
}

void MinecraftServer::setNpcsEnabled(bool npcs)
{
	this->npcs = npcs;
}

bool MinecraftServer::isPvpAllowed()
{
	return pvp;
}

void MinecraftServer::setPvpAllowed(bool pvp)
{
	this->pvp = pvp;
}

bool MinecraftServer::isFlightAllowed()
{
	return allowFlight;
}

void MinecraftServer::setFlightAllowed(bool allowFlight)
{
	this->allowFlight = allowFlight;
}

bool MinecraftServer::isNetherEnabled()
{
	return true; //settings.getBoolean("allow-nether", true);
}

bool MinecraftServer::isHardcore()
{
	return false;
}

CommandDispatcher *MinecraftServer::getCommandDispatcher()
{
	return commandDispatcher;
}

extern int c0a, c0b, c1a, c1b, c1c, c2a, c2b;
void MinecraftServer::run(int64_t seed, void *lpParameter)
{
	NetworkGameInitData *initData = NULL;
	DWORD initSettings = 0;
	bool findSeed = false;
	if(lpParameter != NULL)
	{
		initData = (NetworkGameInitData *)lpParameter;
		initSettings = app.GetGameHostOption(eGameHostOption_All);
		findSeed = initData->findSeed;
		m_texturePackId = initData->texturePackId;
	}
//    try {		// 4J - removed try/catch/finally
    if (initServer(seed, initData, initSettings,findSeed))
	{
		ServerLevel *levelNormalDimension = levels[0];
		// 4J-PB - Set the Stronghold position in the leveldata if there isn't one in there
		Minecraft *pMinecraft = Minecraft::GetInstance();
		LevelData *pLevelData=levelNormalDimension->getLevelData();

		if(pLevelData && pLevelData->getHasStronghold()==false)
		{
			int x,z;
			if(app.GetTerrainFeaturePosition(eTerrainFeature_Stronghold,&x,&z))
			{
				pLevelData->setXStronghold(x);
				pLevelData->setZStronghold(z);
				pLevelData->setHasStronghold();
			}
		}

        int64_t lastTime = System::currentTimeMillis();
        int64_t unprocessedTime = 0;
        while (running && !s_bServerHalted)
		{
            int64_t now = System::currentTimeMillis();

			// 4J Stu - When we pause the server, we don't want to count that as time passed
			// 4J Stu - TU-1 hotifx - Remove this line. We want to make sure that we tick connections at the proper rate when paused
			//Fix for #13191 - The host of a game can get a message informing them that the connection to the server has been lost
			//if(m_isServerPaused) lastTime = now;

            int64_t passedTime = now - lastTime;
            if (passedTime > MS_PER_TICK * 40)
			{
//                logger.warning("Can't keep up! Did the system time change, or is the server overloaded?");
                passedTime = MS_PER_TICK * 40;
            }
            if (passedTime < 0)
			{
//                logger.warning("Time ran backwards! Did the system time change?");
                passedTime = 0;
            }
            unprocessedTime += passedTime;
            lastTime = now;

			// 4J Added ability to pause the server
			if( !m_isServerPaused )
			{
				bool didTick = false;
				if (levels[0]->allPlayersAreSleeping())
				{
					tick();
					unprocessedTime = 0;
				}
				else
				{
//					int tickcount = 0;
//					int64_t beforeall = System::currentTimeMillis();
					while (unprocessedTime > MS_PER_TICK)
					{
						unprocessedTime -= MS_PER_TICK;
//						int64_t before = System::currentTimeMillis();
						tick();
//						int64_t after = System::currentTimeMillis();
//						PIXReportCounter(L"Server time",(float)(after-before));

						// 4J Ensure that the slow queue owner keeps cycling if it's not been used in a while
						int time = GetTickCount();
						if( ( s_slowQueuePacketSent ) || (  (time - s_slowQueueLastTime) > ( 2 * MINECRAFT_SERVER_SLOW_QUEUE_DELAY ) ) )
						{
//							app.DebugPrintf("Considering cycling: (%d) %d - %d -> %d > %d\n",s_slowQueuePacketSent, time, s_slowQueueLastTime, (time - s_slowQueueLastTime), (2*MINECRAFT_SERVER_SLOW_QUEUE_DELAY));
							MinecraftServer::cycleSlowQueueIndex();
							s_slowQueuePacketSent = false;
							s_slowQueueLastTime = time;
						}
//						else
//						{
//							app.DebugPrintf("Not considering cycling: %d - %d -> %d > %d\n",time, s_slowQueueLastTime, (time - s_slowQueueLastTime), (2*MINECRAFT_SERVER_SLOW_QUEUE_DELAY));
//						}
					}
//					int64_t afterall = System::currentTimeMillis();
//					PIXReportCounter(L"Server time all",(float)(afterall-beforeall));
//					PIXReportCounter(L"Server ticks",(float)tickcount);
				}
			}
			else
			{
				// 4J Stu - TU1-hotfix
				//Fix for #13191 - The host of a game can get a message informing them that the connection to the server has been lost
				// The connections should tick at the same frequency even when paused
				while (unprocessedTime > MS_PER_TICK)
				{
					unprocessedTime -= MS_PER_TICK;
					// Keep ticking the connections to stop them timing out
					connection->tick();
				}
			}
			if(MinecraftServer::setTimeAtEndOfTick)
			{
				MinecraftServer::setTimeAtEndOfTick = false;
				 for (unsigned int i = 0; i < levels.length; i++)
				{
//					if (i == 0 || settings->getBoolean(L"allow-nether", true))		// 4J removed - we always have nether
					{
						ServerLevel *level = levels[i];
						level->setTime( MinecraftServer::setTime );
						level->setOverrideTimeOfDay( -1 );
					}
				 }
			}
			if(MinecraftServer::setTimeOfDayAtEndOfTick)
			{
				MinecraftServer::setTimeOfDayAtEndOfTick = false;
				 for (unsigned int i = 0; i < levels.length; i++)
				{
					if (i == 0 || settings->getBoolean(L"allow-nether", true))
					{
						ServerLevel *level = levels[i];
						//level->setTime( MinecraftServer::setTime );
						level->setOverrideTimeOfDay( MinecraftServer::setTimeOfDay );
					}
				 }
			}

			// Process delayed actions
			eXuiServerAction eAction;
			LPVOID param;
			for(int i=0;i<XUSER_MAX_COUNT;i++)
			{
				eAction = app.GetXuiServerAction(i);
				param = app.GetXuiServerActionParam(i);

				switch(eAction)
				{
				case eXuiServerAction_AutoSaveGame:
#if defined(_XBOX_ONE) || defined(__ORBIS__)
					{
						PIXBeginNamedEvent(0,"Autosave");

						// Get the frequency of the timer
						LARGE_INTEGER qwTicksPerSec, qwTime, qwNewTime, qwDeltaTime;
						float fElapsedTime = 0.0f;
						QueryPerformanceFrequency( &qwTicksPerSec );
						float fSecsPerTick = 1.0f / (float)qwTicksPerSec.QuadPart;

						// Save the start time
						QueryPerformanceCounter( &qwTime );

						if (players != NULL)
						{
							players->saveAll(NULL);
						}

						for (unsigned int j = 0; j < levels.length; j++)
						{
							if( s_bServerHalted ) break;
							// 4J Stu - Save the levels in reverse order so we don't overwrite the level.dat
							// with the data from the nethers leveldata.
							// Fix for #7418 - Functional: Gameplay: Saving after sleeping in a bed will place player at nighttime when restarting.
							ServerLevel *level = levels[levels.length - 1 - j];
							PIXBeginNamedEvent(0, "Saving level %d",levels.length - 1 - j);
							level->save(false, NULL, true);
							PIXEndNamedEvent();
						}
						if( !s_bServerHalted )
						{
							PIXBeginNamedEvent(0,"Saving game rules");
							saveGameRules();
							PIXEndNamedEvent();

							PIXBeginNamedEvent(0,"Save to disc");
							levels[0]->saveToDisc(Minecraft::GetInstance()->progressRenderer, true);
							PIXEndNamedEvent();
						}
						PIXEndNamedEvent();

						QueryPerformanceCounter( &qwNewTime );
						qwDeltaTime.QuadPart = qwNewTime.QuadPart - qwTime.QuadPart;
						fElapsedTime = fSecsPerTick * ((FLOAT)(qwDeltaTime.QuadPart));
						app.DebugPrintf("Autosave: Elapsed time %f\n", fElapsedTime);
					}
					break;
#endif
				case eXuiServerAction_SaveGame:
					app.EnterSaveNotificationSection();
					if (players != NULL)
					{
						players->saveAll(Minecraft::GetInstance()->progressRenderer);
					}

					players->broadcastAll( shared_ptr<UpdateProgressPacket>( new UpdateProgressPacket(20) ) );

					for (unsigned int j = 0; j < levels.length; j++)
					{
						if( s_bServerHalted ) break;
						// 4J Stu - Save the levels in reverse order so we don't overwrite the level.dat
						// with the data from the nethers leveldata.
						// Fix for #7418 - Functional: Gameplay: Saving after sleeping in a bed will place player at nighttime when restarting.
						ServerLevel *level = levels[levels.length - 1 - j];
						level->save(true, Minecraft::GetInstance()->progressRenderer, (eAction==eXuiServerAction_AutoSaveGame));

						players->broadcastAll( shared_ptr<UpdateProgressPacket>( new UpdateProgressPacket(33 + (j*33) ) ) );
					}
					if( !s_bServerHalted )
					{
						saveGameRules();

						levels[0]->saveToDisc(Minecraft::GetInstance()->progressRenderer, (eAction==eXuiServerAction_AutoSaveGame));
					}
					app.LeaveSaveNotificationSection();
					break;
				case eXuiServerAction_DropItem:
					// Find the player, and drop the id at their feet
					{
					shared_ptr<ServerPlayer> player = players->players.at(0);
					size_t id = (size_t) param;
					player->drop( shared_ptr<ItemInstance>( new ItemInstance(id, 1, 0 ) ) );
					}
					break;
				case eXuiServerAction_SpawnMob:
					{
					shared_ptr<ServerPlayer> player = players->players.at(0);
					eINSTANCEOF factory = (eINSTANCEOF)((size_t)param);
					shared_ptr<Mob> mob = dynamic_pointer_cast<Mob>(EntityIO::newByEnumType(factory,player->level ));
					mob->moveTo(player->x+1, player->y, player->z+1, player->level->random->nextFloat() * 360, 0);
					mob->setDespawnProtected();		// 4J added, default to being protected against despawning (has to be done after initial position is set)
					player->level->addEntity(mob);
					}
					break;
				case eXuiServerAction_PauseServer:
					m_isServerPaused = ( (size_t) param == TRUE );
					if( m_isServerPaused )
					{
						m_serverPausedEvent->Set();
					}
					break;
				case eXuiServerAction_ToggleRain:
					{
						bool isRaining = levels[0]->getLevelData()->isRaining();
						levels[0]->getLevelData()->setRaining(!isRaining);
						levels[0]->getLevelData()->setRainTime(levels[0]->random->nextInt(Level::TICKS_PER_DAY * 7) + Level::TICKS_PER_DAY / 2);
					}
					break;
				case eXuiServerAction_ToggleThunder:
					{
						bool isThundering = levels[0]->getLevelData()->isThundering();
						levels[0]->getLevelData()->setThundering(!isThundering);
						levels[0]->getLevelData()->setThunderTime(levels[0]->random->nextInt(Level::TICKS_PER_DAY * 7) + Level::TICKS_PER_DAY / 2);
					}
					break;
				case eXuiServerAction_ServerSettingChanged_Gamertags:
					players->broadcastAll( shared_ptr<ServerSettingsChangedPacket>( new ServerSettingsChangedPacket( ServerSettingsChangedPacket::HOST_OPTIONS, app.GetGameHostOption(eGameHostOption_Gamertags)) ) );
					break;
				case eXuiServerAction_ServerSettingChanged_BedrockFog:
					players->broadcastAll( shared_ptr<ServerSettingsChangedPacket>( new ServerSettingsChangedPacket( ServerSettingsChangedPacket::HOST_IN_GAME_SETTINGS, app.GetGameHostOption(eGameHostOption_All)) ) );
					break;

				case eXuiServerAction_ServerSettingChanged_Difficulty:
					players->broadcastAll( shared_ptr<ServerSettingsChangedPacket>( new ServerSettingsChangedPacket( ServerSettingsChangedPacket::HOST_DIFFICULTY, Minecraft::GetInstance()->options->difficulty) ) );
					break;
				case eXuiServerAction_ExportSchematic:
#ifndef _CONTENT_PACKAGE
					app.EnterSaveNotificationSection();

					//players->broadcastAll( shared_ptr<UpdateProgressPacket>( new UpdateProgressPacket(20) ) );

					if( !s_bServerHalted )
					{
						ConsoleSchematicFile::XboxSchematicInitParam *initData = (ConsoleSchematicFile::XboxSchematicInitParam *)param;
#ifdef _XBOX
						File targetFileDir(File::pathRoot + File::pathSeparator + L"Schematics");
#else
						File targetFileDir(L"Schematics");
#endif
						if(!targetFileDir.exists())	targetFileDir.mkdir();

						wchar_t filename[128];
						swprintf(filename,128,L"%ls%dx%dx%d.sch",initData->name,(initData->endX - initData->startX + 1), (initData->endY - initData->startY + 1), (initData->endZ - initData->startZ + 1));

						File dataFile = File( targetFileDir, wstring(filename) );
						if(dataFile.exists()) dataFile._delete();
						FileOutputStream fos = FileOutputStream(dataFile);
						DataOutputStream dos = DataOutputStream(&fos);
						ConsoleSchematicFile::generateSchematicFile(&dos, levels[0], initData->startX, initData->startY, initData->startZ, initData->endX, initData->endY, initData->endZ, initData->bSaveMobs, initData->compressionType);
						dos.close();

						delete initData;
					}
					app.LeaveSaveNotificationSection();
#endif
					break;
				case eXuiServerAction_SetCameraLocation:
#ifndef _CONTENT_PACKAGE
					{
						DebugSetCameraPosition *pos = (DebugSetCameraPosition *)param;

						app.DebugPrintf(	"DEBUG: Player=%i\n", pos->player );
						app.DebugPrintf(	"DEBUG: Teleporting to pos=(%f.2, %f.2, %f.2), looking at=(%f.2,%f.2)\n",
											pos->m_camX, pos->m_camY, pos->m_camZ,
											pos->m_yRot, pos->m_elev
										);

						shared_ptr<ServerPlayer> player = players->players.at(pos->player);
						player->debug_setPosition(	pos->m_camX, pos->m_camY, pos->m_camZ,
													pos->m_yRot, pos->m_elev	);

						// Doesn't work
						//player->setYHeadRot(pos->m_yRot);
						//player->absMoveTo(pos->m_camX, pos->m_camY, pos->m_camZ, pos->m_yRot, pos->m_elev);
					}
#endif
					break;
				}

				app.SetXuiServerAction(i,eXuiServerAction_Idle);
			}

			Sleep(1);
        }
    }
	//else
	//{
   //     while (running)
	//	{
    //        handleConsoleInputs();
	//		Sleep(10);
    //    }
    //}
#if 0
	} catch (Throwable t) {
        t.printStackTrace();
        logger.log(Level.SEVERE, "Unexpected exception", t);
        while (running) {
            handleConsoleInputs();
            try {
                Thread.sleep(10);
            } catch (InterruptedException e1) {
                e1.printStackTrace();
            }
        }
    } finally {
        try {
            stopServer();
            stopped = true;
        } catch (Throwable t) {
            t.printStackTrace();
        } finally {
            System::exit(0);
        }
    }
#endif

	// 4J Stu - Stop the server when the loops complete, as the finally would do
	stopServer();
	stopped = true;
}

void MinecraftServer::broadcastStartSavingPacket()
{
	players->broadcastAll( shared_ptr<GameEventPacket>( new GameEventPacket(GameEventPacket::START_SAVING, 0) ) );;
}

void MinecraftServer::broadcastStopSavingPacket()
{
	if( !s_bServerHalted )
	{
		players->broadcastAll( shared_ptr<GameEventPacket>( new GameEventPacket(GameEventPacket::STOP_SAVING, 0) ) );;
	}
}

void MinecraftServer::tick()
{
    vector<wstring> toRemove;
    for (AUTO_VAR(it, ironTimers.begin()); it != ironTimers.end(); it++ )
	{
        int t = it->second;
        if (t > 0)
		{
            ironTimers[it->first] = t - 1;
        }
		else
		{
            toRemove.push_back(it->first);
        }
    }
    for (unsigned int i = 0; i < toRemove.size(); i++)
	{
        ironTimers.erase(toRemove[i]);
    }

    AABB::resetPool();
    Vec3::resetPool();

    tickCount++;

	// 4J We need to update client difficulty levels based on the servers
	Minecraft *pMinecraft = Minecraft::GetInstance();
	// 4J-PB - sending this on the host changing the difficulty in the menus
/*	if(m_lastSentDifficulty != pMinecraft->options->difficulty)
	{
		m_lastSentDifficulty = pMinecraft->options->difficulty;
		players->broadcastAll( shared_ptr<ServerSettingsChangedPacket>( new ServerSettingsChangedPacket( ServerSettingsChangedPacket::HOST_DIFFICULTY, pMinecraft->options->difficulty) ) );
	}*/

    for (unsigned int i = 0; i < levels.length; i++)
	{
//        if (i == 0 || settings->getBoolean(L"allow-nether", true))		// 4J removed - we always have nether
		{
            ServerLevel *level = levels[i];

			// 4J Stu - We set the levels difficulty based on the minecraft options
			level->difficulty = app.GetGameHostOption(eGameHostOption_Difficulty); //pMinecraft->options->difficulty;

#if DEBUG_SERVER_DONT_SPAWN_MOBS
			level->setSpawnSettings(false, false);
#else
			level->setSpawnSettings(level->difficulty > 0 && !Minecraft::GetInstance()->isTutorial(), animals);
#endif

            if (tickCount % 20 == 0)
			{
                players->broadcastAll( shared_ptr<SetTimePacket>( new SetTimePacket(level->getTime() ) ), level->dimension->id);
            }
// #ifndef __PS3__
			static int64_t stc = 0;
			int64_t st0 = System::currentTimeMillis();
			PIXBeginNamedEvent(0,"Level tick %d",i);
            ((Level *)level)->tick();
			int64_t st1 = System::currentTimeMillis();
			PIXEndNamedEvent();
			PIXBeginNamedEvent(0,"Update lights %d",i);
			// 4J - used to be in a while loop, but we don't want the server locking up for a big chunk of time (could end up trying to process 1,000,000 lights...)
			// Instead call this once, which will try and process up to 2000 lights per tick
//			printf("lights: %d\n",level->getLightsToUpdate());
            while(level->updateLights() )
				;
			int64_t st2 = System::currentTimeMillis();
			PIXEndNamedEvent();
			PIXBeginNamedEvent(0,"Entity tick %d",i);
			// 4J added to stop ticking entities in levels when players are not in those levels.
			// Note: now changed so that we also tick if there are entities to be removed, as this also happens as a result of calling tickEntities. If we don't do this, then the
			// entities get removed at the first point that there is a player count in the level - this has been causing a problem when going from normal dimension -> nether -> normal,
			// as the player is getting flagged as to be removed (from the normal dimension) when going to the nether, but Actually gets removed only when it returns
			if( ( players->getPlayerCount(level) > 0) || ( level->hasEntitiesToRemove() ) )
			{
#ifdef __PSVITA__
				// AP - the PlayerList->viewDistance initially starts out at 3 to make starting a level speedy
				// the problem with this is that spawned monsters are always generated on the edge of the known map
				// which means they wont process (unless they are surrounded by 2 visible chunks). This means
				// they wont checkDespawn so they are NEVER removed which results in monsters not spawning.
				// This bit of hack will modify the view distance once the level is up and running.
				int newViewDistance = 5;
				level->getServer()->getPlayers()->setViewDistance(newViewDistance);
				level->getTracker()->updateMaxRange();
				level->getChunkMap()->setRadius(level->getServer()->getPlayers()->getViewDistance());
#endif
				level->tickEntities();
			}
			PIXEndNamedEvent();

			PIXBeginNamedEvent(0,"Entity tracker tick");
			level->getTracker()->tick();
			PIXEndNamedEvent();

			int64_t st3 = System::currentTimeMillis();
//			printf(">>>>>>>>>>>>>>>>>>>>>> Tick %d %d %d : %d\n", st1 - st0, st2 - st1, st3 - st2, st0 - stc );
			stc = st0;
// #endif// __PS3__
        }
    }
	Entity::tickExtraWandering();	// 4J added

	PIXBeginNamedEvent(0,"Connection tick");
    connection->tick();
	PIXEndNamedEvent();
	PIXBeginNamedEvent(0,"Players tick");
    players->tick();
	PIXEndNamedEvent();

	// 4J - removed
#if 0
    for (int i = 0; i < tickables.size(); i++) {
        tickables.get(i)-tick();
    }
#endif

//    try {		// 4J - removed try/catch
        handleConsoleInputs();
//    } catch (Exception e) {
//        logger.log(Level.WARNING, "Unexpected exception while parsing console command", e);
//    }
}

void MinecraftServer::handleConsoleInput(const wstring& msg, ConsoleInputSource *source)
{
	consoleInput.push_back(new ConsoleInput(msg, source));
}

void MinecraftServer::handleConsoleInputs()
{
    while (consoleInput.size() > 0)
	{
		AUTO_VAR(it, consoleInput.begin());
        ConsoleInput *input = *it;
		consoleInput.erase(it);
//        commands->handleCommand(input);		// 4J - removed - TODO - do we want equivalent of console commands?
    }
}

void MinecraftServer::main(int64_t seed, void *lpParameter)
{
#if __PS3__
	ShutdownManager::HasStarted(ShutdownManager::eServerThread );
#endif
	server = new MinecraftServer();
	server->run(seed, lpParameter);
	delete server;
	server = NULL;
	ShutdownManager::HasFinished(ShutdownManager::eServerThread );
}

void MinecraftServer::HaltServer(bool bPrimaryPlayerSignedOut)
{
	s_bServerHalted = true;
	if( server != NULL )
	{
		m_bPrimaryPlayerSignedOut=bPrimaryPlayerSignedOut;
		server->halt();
	}
}

File *MinecraftServer::getFile(const wstring& name)
{
	return new File(name);
}

void MinecraftServer::info(const wstring& string)
{
}

void MinecraftServer::warn(const wstring& string)
{
}

wstring MinecraftServer::getConsoleName()
{
	return L"CONSOLE";
}

ServerLevel *MinecraftServer::getLevel(int dimension)
{
    if (dimension == -1) return levels[1];
	else if (dimension == 1) return levels[2];
    else return levels[0];
}

// 4J added
void MinecraftServer::setLevel(int dimension, ServerLevel *level)
{
    if (dimension == -1) levels[1] = level;
	else if (dimension == 1) levels[2] = level;
    else levels[0] = level;
}

// 4J Added
bool MinecraftServer::canSendOnSlowQueue(INetworkPlayer *player)
{
	if( player == NULL ) return false;

	int time = GetTickCount();
	if( player->GetSessionIndex() == s_slowQueuePlayerIndex && (time - s_slowQueueLastTime) > MINECRAFT_SERVER_SLOW_QUEUE_DELAY )
	{
//		app.DebugPrintf("Slow queue OK for player #%d\n", player->GetSessionIndex());
		return true;
	}

	return false;
}

void MinecraftServer::cycleSlowQueueIndex()
{
	if( !g_NetworkManager.IsInSession() ) return;

	int startingIndex = s_slowQueuePlayerIndex;
	INetworkPlayer *currentPlayer = NULL;
	DWORD currentPlayerCount = 0;
	do
	{
		currentPlayerCount = g_NetworkManager.GetPlayerCount();
		if( startingIndex >= currentPlayerCount ) startingIndex = 0;
		++s_slowQueuePlayerIndex;

		if( currentPlayerCount > 0 )
		{
			s_slowQueuePlayerIndex %= currentPlayerCount;
			// Fix for #9530 - NETWORKING: Attempting to fill a multiplayer game beyond capacity results in a softlock for the last players to join.
			// The QNet session might be ending while we do this, so do a few more checks that the player is real
			currentPlayer = g_NetworkManager.GetPlayerByIndex( s_slowQueuePlayerIndex );
		}
		else
		{
			s_slowQueuePlayerIndex = 0;
		}
	} while ( g_NetworkManager.IsInSession() &&
		currentPlayerCount > 0 &&
		s_slowQueuePlayerIndex != startingIndex &&
		currentPlayer != NULL &&
		currentPlayer->IsLocal()
		);
//	app.DebugPrintf("Cycled slow queue index to %d\n", s_slowQueuePlayerIndex);
}

// 4J added - sets up a vector of flags to indicate which entities (with small Ids) have been removed from the level, but are still haven't constructed a network packet
// to tell a remote client about it. These small Ids shouldn't be re-used. Most of the time this method shouldn't actually do anything, in which case it will return false
// and nothing is set up.
bool MinecraftServer::flagEntitiesToBeRemoved(unsigned int *flags)
{
	bool removedFound = false;
	for( unsigned int i = 0; i < levels.length; i++ )
	{
		ServerLevel *level = levels[i];
		if( level )
		{
			level->flagEntitiesToBeRemoved( flags, &removedFound );
		}
	}
	return removedFound;
}