WorldStorage no longer queues chunks into generator.
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4230eb3d92
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@ -163,7 +163,7 @@ cChunkPtr cChunkMap::GetChunk(int a_ChunkX, int a_ChunkZ)
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{
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{
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Chunk->SetPresence(cChunk::cpQueued);
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Chunk->SetPresence(cChunk::cpQueued);
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Chunk->SetShouldGenerateIfLoadFailed(true);
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Chunk->SetShouldGenerateIfLoadFailed(true);
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m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ, true);
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m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ);
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}
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}
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return Chunk;
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return Chunk;
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}
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}
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@ -191,7 +191,7 @@ cChunkPtr cChunkMap::GetChunkNoGen(int a_ChunkX, int a_ChunkZ)
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if (!Chunk->IsValid() && !Chunk->IsQueued())
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if (!Chunk->IsValid() && !Chunk->IsQueued())
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{
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{
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Chunk->SetPresence(cChunk::cpQueued);
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Chunk->SetPresence(cChunk::cpQueued);
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m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ, false);
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m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ);
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}
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}
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return Chunk;
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return Chunk;
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@ -112,6 +112,8 @@ void cChunkGenerator::Stop(void)
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void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate)
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void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate)
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{
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{
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ASSERT(m_ChunkSink->IsChunkQueued(a_ChunkX, a_ChunkZ));
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{
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{
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cCSLock Lock(m_CS);
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cCSLock Lock(m_CS);
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@ -141,11 +141,11 @@ size_t cWorldStorage::GetSaveQueueLength(void)
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkZ, bool a_Generate)
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkZ)
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{
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{
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ASSERT(m_World->IsChunkQueued(a_ChunkX, a_ChunkZ));
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ASSERT(m_World->IsChunkQueued(a_ChunkX, a_ChunkZ));
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m_LoadQueue.EnqueueItem(sChunkLoad(a_ChunkX, a_ChunkZ, a_Generate));
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m_LoadQueue.EnqueueItem(cChunkCoords(a_ChunkX, a_ChunkZ));
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m_Event.Set();
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m_Event.Set();
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}
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}
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@ -167,7 +167,7 @@ void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkZ)
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void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkZ)
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void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkZ)
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{
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{
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m_LoadQueue.Remove(sChunkLoad(a_ChunkX, a_ChunkZ, true));
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m_LoadQueue.Remove(cChunkCoords(a_ChunkX, a_ChunkZ));
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}
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}
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@ -246,23 +246,14 @@ void cWorldStorage::Execute(void)
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bool cWorldStorage::LoadOneChunk(void)
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bool cWorldStorage::LoadOneChunk(void)
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{
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{
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sChunkLoad ToLoad(0, 0, false);
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cChunkCoords ToLoad(0, 0);
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bool ShouldLoad = m_LoadQueue.TryDequeueItem(ToLoad);
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bool ShouldLoad = m_LoadQueue.TryDequeueItem(ToLoad);
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if (ShouldLoad && !LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkZ))
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if (ShouldLoad)
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{
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{
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if (ToLoad.m_Generate)
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return LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkZ);
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{
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// The chunk couldn't be loaded, generate it:
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m_World->GetGenerator().QueueGenerateChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkZ, false);
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}
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else
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{
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// TODO: Notify the world that the load has failed:
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// m_World->ChunkLoadFailed(ToLoad.m_ChunkX, ToLoad.m_ChunkZ);
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}
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}
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}
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return ShouldLoad;
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return false;
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}
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}
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@ -64,12 +64,9 @@ public:
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cWorldStorage(void);
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cWorldStorage(void);
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~cWorldStorage();
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~cWorldStorage();
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void QueueLoadChunk(int a_ChunkX, int a_ChunkZ, bool a_Generate); // Queues the chunk for loading; if not loaded, the chunk will be generated if a_Generate is true
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void QueueLoadChunk(int a_ChunkX, int a_ChunkZ);
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void QueueSaveChunk(int a_ChunkX, int a_ChunkZ);
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void QueueSaveChunk(int a_ChunkX, int a_ChunkZ);
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/// Loads the chunk specified; returns true on success, false on failure
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bool LoadChunk(int a_ChunkX, int a_ChunkZ);
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void UnqueueLoad(int a_ChunkX, int a_ChunkZ);
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void UnqueueLoad(int a_ChunkX, int a_ChunkZ);
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void UnqueueSave(const cChunkCoords & a_Chunk);
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void UnqueueSave(const cChunkCoords & a_Chunk);
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@ -84,38 +81,10 @@ public:
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protected:
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protected:
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struct sChunkLoad
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{
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int m_ChunkX;
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int m_ChunkZ;
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bool m_Generate; // If true, the chunk will be generated if it cannot be loaded
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sChunkLoad(int a_ChunkX, int a_ChunkZ, bool a_Generate) : m_ChunkX(a_ChunkX), m_ChunkZ(a_ChunkZ), m_Generate(a_Generate) {}
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bool operator ==(const sChunkLoad other) const
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{
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return (
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(this->m_ChunkX == other.m_ChunkX) &&
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(this->m_ChunkZ == other.m_ChunkZ)
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);
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}
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} ;
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struct FuncTable
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{
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static void Delete(sChunkLoad) {}
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static void Combine(sChunkLoad & a_orig, const sChunkLoad a_new)
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{
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a_orig.m_Generate |= a_new.m_Generate;
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}
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};
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typedef cQueue<sChunkLoad, FuncTable> sChunkLoadQueue;
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cWorld * m_World;
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cWorld * m_World;
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AString m_StorageSchemaName;
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AString m_StorageSchemaName;
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sChunkLoadQueue m_LoadQueue;
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cChunkCoordsQueue m_LoadQueue;
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cChunkCoordsQueue m_SaveQueue;
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cChunkCoordsQueue m_SaveQueue;
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/// All the storage schemas (all used for loading)
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/// All the storage schemas (all used for loading)
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@ -123,7 +92,11 @@ protected:
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/// The one storage schema used for saving
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/// The one storage schema used for saving
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cWSSchema * m_SaveSchema;
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cWSSchema * m_SaveSchema;
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/// Loads the chunk specified; returns true on success, false on failure
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bool LoadChunk(int a_ChunkX, int a_ChunkZ);
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void InitSchemas(int a_StorageCompressionFactor);
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void InitSchemas(int a_StorageCompressionFactor);
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virtual void Execute(void) override;
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virtual void Execute(void) override;
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