fix chunk regenerating
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parent
3c1c073714
commit
75e1316386
@ -245,14 +245,6 @@ void cChunkGenerator::Execute(void)
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LastReportTick = clock();
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}
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// Hack for regenerating chunks: if Y != 0, the chunk is considered invalid, even if it has its data set
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if (m_ChunkSink->IsChunkValid(coords.m_ChunkX, coords.m_ChunkZ))
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{
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LOGD("Chunk [%d, %d] already generated, skipping generation", coords.m_ChunkX, coords.m_ChunkZ);
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// Already generated, ignore request
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continue;
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}
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if (SkipEnabled && !m_ChunkSink->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkZ))
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{
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LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d]", coords.m_ChunkX, coords.m_ChunkZ);
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@ -2909,7 +2909,15 @@ void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
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void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ)
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{
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if (!(m_ChunkMap->IsChunkValid(a_ChunkX, a_ChunkZ)))
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{
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LOGD("Chunk [%d, %d] already generated, skipping generation", a_ChunkX, a_ChunkZ);
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// Already generated, ignore reques
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}
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else
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{
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m_Generator.QueueGenerateChunk(a_ChunkX, a_ChunkZ);
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}
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}
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@ -380,7 +380,7 @@ public:
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/** Regenerate the given chunk: */
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void RegenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
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/** Generates the given chunk, if not already generated */
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/** Generates the given chunk */
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void GenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
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/** Queues a chunk for lighting; a_Callback is called after the chunk is lighted */
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