Avoid a gratuitous dirty when loading chunks with entities
Loaded entities are directly moved into the chunk data, instead of having to go through cWorld, as if they were just spawned. This avoid dirtying the chunk.
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@ -262,6 +262,9 @@ void cChunk::MarkLoadFailed(void)
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{
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ASSERT(m_Presence == cpQueued);
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// Mark dirty before generating, so that we get saved and don't have to later generate again:
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MarkDirty();
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// The chunk is always needed, generate it:
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m_World->GetGenerator().QueueGenerateChunk({m_PosX, m_PosZ}, false);
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}
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@ -307,6 +310,25 @@ void cChunk::SetAllData(cSetChunkData & a_SetChunkData)
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m_ChunkData.Assign(std::move(a_SetChunkData.GetChunkData()));
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m_IsLightValid = a_SetChunkData.IsLightValid();
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// Entities need some extra steps to destroy, so here we're keeping the old ones.
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// Move the entities already in the chunk, including player entities, so that we don't lose any:
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a_SetChunkData.GetEntities().insert(
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a_SetChunkData.GetEntities().end(),
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std::make_move_iterator(m_Entities.begin()),
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std::make_move_iterator(m_Entities.end())
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);
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// Store the augmented result:
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m_Entities = std::move(a_SetChunkData.GetEntities());
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// Set all the entity variables again:
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for (const auto & Entity : m_Entities)
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{
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Entity->SetWorld(m_World);
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Entity->SetParentChunk(this);
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Entity->SetIsTicking(true);
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}
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// Clear the block entities present - either the loader / saver has better, or we'll create empty ones:
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m_BlockEntities = std::move(a_SetChunkData.GetBlockEntities());
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@ -2310,13 +2310,6 @@ void cWorld::SetChunkData(cSetChunkData & a_SetChunkData)
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m_ChunkMap.SetChunkData(a_SetChunkData);
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// Initialize the entities (outside the m_ChunkMap's CS, to fix FS #347):
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for (auto & Entity : a_SetChunkData.GetEntities())
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{
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auto EntityPtr = Entity.get();
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EntityPtr->Initialize(std::move(Entity), *this);
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}
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// If a client is requesting this chunk, send it to them:
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int ChunkX = a_SetChunkData.GetChunkX();
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int ChunkZ = a_SetChunkData.GetChunkZ();
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@ -2337,14 +2330,6 @@ void cWorld::SetChunkData(cSetChunkData & a_SetChunkData)
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return true;
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}
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);
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// Save the chunk right after generating, so that we don't have to generate it again on next run
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// If saving is disabled, then the chunk was marked dirty so it will get
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// saved if saving is later enabled.
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if (a_SetChunkData.ShouldMarkDirty() && IsSavingEnabled())
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{
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m_Storage.QueueSaveChunk(ChunkX, ChunkZ);
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}
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}
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