Replace custom ChunkCoordinate with cChunkCoords
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@ -63,7 +63,7 @@ cChunk & cChunkMap::ConstructChunk(int a_ChunkX, int a_ChunkZ)
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{
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// If not exists insert. Then, return the chunk at these coordinates:
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return m_Chunks.try_emplace(
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ChunkCoordinate{ a_ChunkX, a_ChunkZ },
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{ a_ChunkX, a_ChunkZ },
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a_ChunkX, a_ChunkZ, this, m_World, *m_Pool
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).first->second;
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}
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@ -1548,7 +1548,7 @@ bool cChunkMap::ForEachLoadedChunk(cFunctionRef<bool(int, int)> a_Callback) cons
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{
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if (Chunk.second.IsValid())
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{
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if (a_Callback(Chunk.first.ChunkX, Chunk.first.ChunkZ))
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if (a_Callback(Chunk.first.m_ChunkX, Chunk.first.m_ChunkZ))
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{
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return false;
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}
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@ -1729,11 +1729,11 @@ void cChunkMap::UnloadUnusedChunks(void)
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{
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if (
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itr->second.CanUnload() && // Can unload
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!cPluginManager::Get()->CallHookChunkUnloading(*GetWorld(), itr->first.ChunkX, itr->first.ChunkZ) // Plugins agree
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!cPluginManager::Get()->CallHookChunkUnloading(*GetWorld(), itr->first.m_ChunkX, itr->first.m_ChunkZ) // Plugins agree
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)
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{
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// First notify plugins:
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cPluginManager::Get()->CallHookChunkUnloaded(*m_World, itr->first.ChunkX, itr->first.ChunkZ);
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cPluginManager::Get()->CallHookChunkUnloaded(*m_World, itr->first.m_ChunkX, itr->first.m_ChunkZ);
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// Notify entities within the chunk, while everything's still valid:
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itr->second.OnUnload();
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@ -1759,7 +1759,7 @@ void cChunkMap::SaveAllChunks(void) const
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{
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if (Chunk.second.IsValid() && Chunk.second.IsDirty())
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{
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GetWorld()->GetStorage().QueueSaveChunk(Chunk.first.ChunkX, Chunk.first.ChunkZ);
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GetWorld()->GetStorage().QueueSaveChunk(Chunk.first.m_ChunkX, Chunk.first.m_ChunkZ);
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}
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}
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}
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@ -421,27 +421,13 @@ private:
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}
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};
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struct ChunkCoordinate
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{
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struct Comparer
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{
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bool operator() (const ChunkCoordinate & a_Lhs, const ChunkCoordinate & a_Rhs) const
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{
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return ((a_Lhs.ChunkX == a_Rhs.ChunkX) ? (a_Lhs.ChunkZ < a_Rhs.ChunkZ) : (a_Lhs.ChunkX < a_Rhs.ChunkX));
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}
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};
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int ChunkX;
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int ChunkZ;
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};
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typedef std::list<cChunkStay *> cChunkStays;
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mutable cCriticalSection m_CSChunks;
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/** A map of chunk coordinates to chunks.
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Uses a map (as opposed to unordered_map) because sorted maps are apparently faster. */
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std::map<ChunkCoordinate, cChunk, ChunkCoordinate::Comparer> m_Chunks;
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std::map<cChunkCoords, cChunk> m_Chunks;
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cEvent m_evtChunkValid; // Set whenever any chunk becomes valid, via ChunkValidated()
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