2013-07-29 07:13:03 -04:00
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// BiomeCache.cpp
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// Implements the cBiomeCache class representing a biome source that caches data from the underlying biome source
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#include "Globals.h"
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#include "BiomeCache.h"
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#include "Timer.h"
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static int GetNumCores(void)
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{
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// Get number of cores by querying the system process affinity mask
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DWORD Affinity, ProcAffinity;
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GetProcessAffinityMask(GetCurrentProcess(), &ProcAffinity, &Affinity);
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int NumCores = 0;
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while (Affinity > 0)
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{
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if ((Affinity & 1) == 1)
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{
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NumCores++;
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}
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Affinity >>= 1;
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} // while (Affinity > 0)
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return NumCores;
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}
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cBiomeCache::cBiomeCache(void) :
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m_Source(NULL),
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m_BaseX(-100000),
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m_BaseZ(-100000),
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m_Available(NULL),
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m_IsTerminatingThreads(false)
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{
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int NumThreads = GetNumCores();
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NumThreads--; // One core should be left for the system to run on ;)
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for (int i = NumThreads; i > 0; i--)
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{
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cThread * Thread = new cThread(*this);
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m_Threads.push_back(Thread);
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Thread->Start();
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}
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}
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cBiomeCache::~cBiomeCache()
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{
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m_IsTerminatingThreads = true;
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for (cThreads::iterator itr = m_Threads.begin(), end = m_Threads.end(); itr != end; ++itr)
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{
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m_evtQueued.Set();
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}
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for (cThreads::iterator itr = m_Threads.begin(), end = m_Threads.end(); itr != end; ++itr)
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{
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delete *itr;
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}
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m_Threads.clear();
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SetSource(NULL);
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}
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cBiomeSource::eAvailability cBiomeCache::GetBiome(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_Biomes)
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{
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if (m_Source == NULL)
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{
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return baNever;
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}
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// Look up using the cache:
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int x = a_ChunkX - m_BaseX;
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int z = a_ChunkZ - m_BaseZ;
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if ((x < 0) || (x >= m_Width) || (z < 0) || (z >= m_Height))
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{
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// Outside the cached region
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return baNever;
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}
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cCSLock Lock(m_CS);
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cItem * Item = m_Available[x + m_Width * z];
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if (Item == NULL)
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{
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// Item hasn't been processed yet
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return baLater;
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}
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if (Item->m_IsValid)
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{
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memcpy(a_Biomes, Item->m_Biomes, sizeof(a_Biomes));
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return baNow;
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}
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// Item has been processed, but the underlying source refused to give the data to us
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return baNever;
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}
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void cBiomeCache::HintViewArea(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ)
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{
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cTimer Timer("Cache: HintViewArea");
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if (
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(a_MinChunkX == m_BaseX) &&
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(a_MaxChunkX == m_BaseX + m_Width - 1) &&
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(a_MinChunkZ == m_BaseZ) &&
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(a_MaxChunkZ == m_BaseZ + m_Height - 1)
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)
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{
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// The same set of parameters, bail out
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return;
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}
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if (m_Source != NULL)
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{
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m_Source->HintViewArea(a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ);
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}
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int NewWidth = a_MaxChunkX - a_MinChunkX + 1;
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int NewHeight = a_MaxChunkZ - a_MinChunkZ + 1;
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// Make a new empty cache table:
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pItem * NewAvailable = new pItem[NewWidth * NewHeight];
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for (int i = NewWidth * NewHeight - 1; i >= 0; --i)
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{
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NewAvailable[i] = NULL;
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}
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// Move the common contents of the old table into the new table:
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cCSLock Lock(m_CS);
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for (int z = 0; z < NewHeight; z++)
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{
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int OldZ = z + a_MinChunkZ - m_BaseZ;
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if ((OldZ < 0) || (OldZ >= m_Height))
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{
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continue;
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}
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for (int x = 0; x < NewWidth; x++)
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{
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int OldX = x + a_MinChunkX - m_BaseX;
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if ((OldX < 0) || (OldX >= m_Width))
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{
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continue;
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}
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NewAvailable[x + NewWidth * z] = m_Available[OldX + m_Width * OldZ];
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m_Available[OldX + m_Width * OldZ] = NULL;
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} // for x
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} // for z
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// All items that aren't common go into the pool:
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for (int idx = 0, z = 0; z < m_Height; z++)
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{
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for (int x = 0; x < m_Width; ++x, ++idx)
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{
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if (m_Available[idx] != NULL)
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{
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m_Pool.push_back(m_Available[idx]);
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m_Available[idx] = NULL;
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}
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}
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}
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// Replace the cache table:
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delete m_Available;
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m_Available = NewAvailable;
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m_Width = NewWidth;
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m_Height = NewHeight;
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m_BaseX = a_MinChunkX;
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m_BaseZ = a_MinChunkZ;
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// Remove all items outside the coords:
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FilterOutItems(m_Queue, a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ);
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// Queue all items from inside the coords into m_Queue:
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for (int z = 0; z < NewHeight; z++)
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{
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for (int x = 0; x < NewWidth; x++)
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{
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if (m_Available[x + m_Width * z] != NULL)
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{
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// Already calculated, skip
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continue;
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}
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if (m_Pool.empty())
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{
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m_Pool.push_back(new cItem(x + a_MinChunkX, z + a_MinChunkZ));
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}
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ASSERT(!m_Pool.empty());
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m_Pool.back()->m_ChunkX = x + a_MinChunkX;
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m_Pool.back()->m_ChunkZ = z + a_MinChunkZ;
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m_Queue.push_back(m_Pool.back());
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m_Pool.pop_back();
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m_evtQueued.Set();
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} // for x
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} // for z
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}
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void cBiomeCache::SetSource(cBiomeSource * a_Source)
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{
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// TODO: Stop all threads, so that they don't use the source anymore!
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delete m_Source;
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m_Source = a_Source;
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// Invalidate cache contents:
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cCSLock Lock(m_CS);
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m_BaseX = -10000;
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m_BaseZ = -10000;
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m_Pool.splice(m_Pool.end(), m_Queue);
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}
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void cBiomeCache::FilterOutItems(cItems & a_Items, int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ)
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{
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for (cItems::iterator itr = a_Items.begin(); itr != a_Items.end();)
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{
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if (
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((*itr)->m_ChunkX < a_MinChunkX) ||
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((*itr)->m_ChunkX > a_MaxChunkX) ||
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((*itr)->m_ChunkX < a_MinChunkX) ||
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((*itr)->m_ChunkX > a_MaxChunkX)
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)
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{
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m_Pool.push_back(*itr);
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itr = a_Items.erase(itr);
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}
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else
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{
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++itr;
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}
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}
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}
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void cBiomeCache::thrProcessQueueItem(void)
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{
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cItem * Item = NULL;
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{
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cCSLock Lock(m_CS);
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if (m_Queue.empty())
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{
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cCSUnlock Unlock(Lock);
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m_evtQueued.Wait();
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}
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if (m_IsTerminatingThreads || m_Queue.empty())
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{
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// We've been woken up only to die / spurious wakeup
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return;
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}
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Item = m_Queue.back();
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m_Queue.pop_back();
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}
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// Process the item:
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Item->m_IsValid = (m_Source->GetBiome(Item->m_ChunkX, Item->m_ChunkZ, Item->m_Biomes) == baNow);
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// Store result:
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cCSLock Lock(m_CS);
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int x = Item->m_ChunkX - m_BaseX;
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int z = Item->m_ChunkZ - m_BaseZ;
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if ((x < 0) || (x >= m_Width) || (z < 0) || (z >= m_Height))
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{
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// The cache rectangle has changed under our fingers, drop this chunk
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return;
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}
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m_Available[x + m_Width * z] = Item;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cBiomeCache::cItem:
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cBiomeCache::cItem::cItem(int a_ChunkX, int a_ChunkZ) :
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m_ChunkX(a_ChunkX),
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m_ChunkZ(a_ChunkZ)
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cBiomeCache::cThread:
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cBiomeCache::cThread::cThread(cBiomeCache & a_Parent) :
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super("Biome cache thread"),
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m_Parent(a_Parent)
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{
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}
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void cBiomeCache::cThread::Execute(void)
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{
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while (!m_ShouldTerminate && !m_Parent.m_IsTerminatingThreads)
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{
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m_Parent.thrProcessQueueItem();
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}
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}
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