Simulators are woken up upon chunk load
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1248 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -308,6 +308,9 @@ void cChunk::SetAllData(
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// Create block entities that the loader didn't load; fill them with defaults
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CreateBlockEntities();
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// Wake up all simulators for their respective blocks:
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WakeUpSimulators();
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m_HasLoadFailed = false;
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}
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@ -1052,6 +1055,42 @@ void cChunk::CreateBlockEntities(void)
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void cChunk::WakeUpSimulators(void)
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{
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cSimulator * WaterSimulator = m_World->GetWaterSimulator();
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cSimulator * LavaSimulator = m_World->GetLavaSimulator();
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int BaseX = m_PosX * cChunkDef::Width;
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int BaseZ = m_PosZ * cChunkDef::Width;
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for (int x = 0; x < Width; x++)
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{
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int BlockX = x + BaseX;
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for (int z = 0; z < Width; z++)
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{
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int BlockZ = z + BaseZ;
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for (int y = GetHeight(x, z); y >= 0; y--)
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{
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switch (cChunkDef::GetBlock(m_BlockTypes, x, y, z))
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{
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case E_BLOCK_WATER:
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{
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WaterSimulator->AddBlock(BlockX, y, BlockZ, this);
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break;
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}
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case E_BLOCK_LAVA:
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{
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LavaSimulator->AddBlock(BlockX, y, BlockZ, this);
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break;
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}
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} // switch (BlockType)
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} // for y
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} // for z
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} // for x
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}
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void cChunk::CalculateHeightmap()
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{
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for (int x = 0; x < Width; x++)
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@ -331,8 +331,12 @@ private:
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void SpreadLightOfBlock(NIBBLETYPE * a_LightBuffer, int a_X, int a_Y, int a_Z, char a_Falloff);
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/// Creates a block entity for each block that needs a block entity and doesn't have one in the list
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void CreateBlockEntities(void);
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/// Wakes up each simulator for its specific blocks; through all the blocks in the chunk
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void WakeUpSimulators(void);
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// Makes a copy of the list
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cClientHandleList GetAllClients(void) const {return m_LoadedByClient; }
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@ -33,6 +33,8 @@ public:
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virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) = 0;
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protected:
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friend class cChunk; // Calls AddBlock() in its WakeUpSimulators() function, to speed things up
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/// Called to simulate a new block
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virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) = 0;
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