Chunks are properly saved before being unloaded now
numchunks server command works again git-svn-id: http://mc-server.googlecode.com/svn/trunk@272 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -287,11 +287,14 @@ void cChunkMap::cChunkLayer::Save(void)
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void cChunkMap::cChunkLayer::UnloadUnusedChunks(void)
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{
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cWorld * World = m_Parent->GetWorld();
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for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
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{
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if ((m_Chunks[i] != NULL) && (m_Chunks[i]->CanUnload()))
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{
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// TODO: Save the chunk if it was changed
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World->GetStorage().QueueSaveChunk(m_Chunks[i]); // _FT: FIXME: Right now it saves chunks even though it might not have changed.
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// Also I'm not sure what's going on when I queue this chunks and the next line says reset the pointer.. =/
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m_Chunks[i].reset();
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}
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} // for i - m_Chunks[]
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@ -84,7 +84,14 @@ private:
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int GetX(void) const {return m_LayerX; }
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int GetZ(void) const {return m_LayerZ; }
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int GetNumChunksLoaded(void) const {return m_NumChunksLoaded; }
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int GetNumChunksLoaded(void) const
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{
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int NumChunks = 0;
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for( int i = 0; i < LAYER_SIZE*LAYER_SIZE; ++i )
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if( m_Chunks[i].get() )
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NumChunks++;
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return NumChunks;
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}
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void Save(void);
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void UnloadUnusedChunks(void);
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