cWorld: Rewritten spawn preparation.
It now supports pregeneration distance of any size and runs in two threads in parallel (generator / lighting). Fixes #1597.
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src/World.cpp
235
src/World.cpp
@ -74,102 +74,137 @@ const int TIME_SPAWN_DIVISOR = 148;
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////////////////////////////////////////////////////////////////////////////////
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// cWorldLoadProgress:
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// cSpawnPrepare:
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/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn()
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class cWorldLoadProgress :
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public cIsThread
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/** Generates and lights the spawn area of the world. Runs as a separate thread. */
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class cSpawnPrepare:
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public cIsThread,
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public cChunkCoordCallback
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{
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typedef cIsThread super;
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public:
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cWorldLoadProgress(cWorld * a_World) :
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cIsThread("cWorldLoadProgress"),
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m_World(a_World)
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cSpawnPrepare(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance):
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super("SpawnPrepare"),
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m_World(a_World),
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m_SpawnChunkX(a_SpawnChunkX),
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m_SpawnChunkZ(a_SpawnChunkZ),
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m_PrepareDistance(a_PrepareDistance),
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m_MaxIdx(a_PrepareDistance * a_PrepareDistance),
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m_NumPrepared(0),
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m_LastReportTime(0),
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m_LastReportChunkCount(0)
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{
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// Start the thread:
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Start();
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// Wait for start confirmation, so that the thread can be waited-upon after the constructor returns:
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m_EvtStarted.Wait();
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}
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void Stop(void)
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// cIsThread override:
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virtual void Execute(void) override
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{
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m_ShouldTerminate = true;
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Wait();
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// Confirm thread start:
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m_EvtStarted.Set();
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// Queue the initial chunks:
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m_MaxIdx = m_PrepareDistance * m_PrepareDistance;
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int maxQueue = std::min(m_MaxIdx - 1, 100); // Number of chunks to queue at once
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m_NextIdx = maxQueue;
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m_LastReportTime = m_Timer.GetNowTime();
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for (int i = 0; i < maxQueue; i++)
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{
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int chunkX, chunkZ;
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decodeChunkCoords(i, chunkX, chunkZ);
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m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, this);
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} // for i
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// Wait for the lighting thread to prepare everything. Event is set in the Call() callback:
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m_EvtFinished.Wait();
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}
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protected:
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cWorld & m_World;
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int m_SpawnChunkX;
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int m_SpawnChunkZ;
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int m_PrepareDistance;
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cWorld * m_World;
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/** The index of the next chunk to be queued in the lighting thread. */
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int m_NextIdx;
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virtual void Execute(void) override
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/** The maximum index of the prepared chunks. Queueing stops when m_NextIdx reaches this number. */
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int m_MaxIdx;
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/** Total number of chunks already finished preparing. Preparation finishes when this number reaches m_MaxIdx. */
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int m_NumPrepared;
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/** Event used to signal that the thread has started. */
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cEvent m_EvtStarted;
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/** Event used to signal that the preparation is finished. */
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cEvent m_EvtFinished;
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/** The timer used to report progress every second. */
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cTimer m_Timer;
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/** The timestamp of the last progress report emitted. */
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long long m_LastReportTime;
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/** Number of chunks prepared when the last progress report was emitted. */
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int m_LastReportChunkCount;
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// cChunkCoordCallback override:
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virtual void Call(int a_ChunkX, int a_ChunkZ)
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{
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for (;;)
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// Check if this was the last chunk:
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m_NumPrepared += 1;
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if (m_NumPrepared >= m_MaxIdx)
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{
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LOG("" SIZE_T_FMT " chunks to load, %d chunks to generate",
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m_World->GetStorage().GetLoadQueueLength(),
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m_World->GetGenerator().GetQueueLength()
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);
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m_EvtFinished.Set();
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}
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// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
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for (int i = 0; i < 20; i++)
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{
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cSleep::MilliSleep(100);
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if (m_ShouldTerminate)
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{
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return;
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}
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}
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} // for (-ever)
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}
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} ;
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////////////////////////////////////////////////////////////////////////////////
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// cWorldLightingProgress:
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/// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn()
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class cWorldLightingProgress :
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public cIsThread
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{
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public:
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cWorldLightingProgress(cLightingThread * a_Lighting) :
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cIsThread("cWorldLightingProgress"),
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m_Lighting(a_Lighting)
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{
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Start();
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}
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void Stop(void)
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{
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m_ShouldTerminate = true;
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Wait();
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}
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protected:
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cLightingThread * m_Lighting;
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virtual void Execute(void) override
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{
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for (;;)
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// Queue another chunk, if appropriate:
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if (m_NextIdx < m_MaxIdx)
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{
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LOG("" SIZE_T_FMT " chunks remaining to light", m_Lighting->GetQueueLength()
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);
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int chunkX, chunkZ;
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decodeChunkCoords(m_NextIdx, chunkX, chunkZ);
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m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, this);
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m_NextIdx += 1;
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}
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// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
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for (int i = 0; i < 20; i++)
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{
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cSleep::MilliSleep(100);
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if (m_ShouldTerminate)
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{
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return;
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}
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}
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} // for (-ever)
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// Report progress every 1 second:
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long long now = m_Timer.GetNowTime();
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if (now - m_LastReportTime > 1000)
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{
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float percentDone = static_cast<float>(m_NumPrepared * 100) / m_MaxIdx;
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float chunkSpeed = static_cast<float>((m_NumPrepared - m_LastReportChunkCount) * 1000) / (now - m_LastReportTime);
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LOG("Preparing spawn (%s): %.02f%% done (%d chunks out of %d; %.02f chunks / sec)",
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m_World.GetName().c_str(), percentDone, m_NumPrepared, m_MaxIdx, chunkSpeed
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);
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m_LastReportTime = now;
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m_LastReportChunkCount = m_NumPrepared;
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}
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}
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} ;
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/** Decodes the index into chunk coords. Provides the specific chunk ordering. */
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void decodeChunkCoords(int a_Idx, int & a_ChunkX, int & a_ChunkZ)
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{
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// A zigzag pattern from the top to bottom, each row alternating between forward-x and backward-x:
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int z = a_Idx / m_PrepareDistance;
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int x = a_Idx % m_PrepareDistance;
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if ((z & 1) == 0)
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{
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// Reverse every second row:
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x = m_PrepareDistance - 1 - x;
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}
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a_ChunkZ = m_SpawnChunkZ + z - m_PrepareDistance / 2;
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a_ChunkX = m_SpawnChunkX + x - m_PrepareDistance / 2;
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}
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};
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@ -433,52 +468,8 @@ void cWorld::InitializeSpawn(void)
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int ViewDist = IniFile.GetValueSetI("SpawnPosition", "PregenerateDistance", DefaultViewDist);
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IniFile.WriteFile(m_IniFileName);
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LOG("Preparing spawn area in world \"%s\", %d x %d chunks, total %d chunks...", m_WorldName.c_str(), ViewDist, ViewDist, ViewDist * ViewDist);
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for (int x = 0; x < ViewDist; x++)
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{
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for (int z = 0; z < ViewDist; z++)
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{
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m_ChunkMap->TouchChunk(x + ChunkX-(ViewDist - 1) / 2, z + ChunkZ-(ViewDist - 1) / 2); // Queue the chunk in the generator / loader
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}
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}
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{
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// Display progress during this process:
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cWorldLoadProgress Progress(this);
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// Wait for the loader to finish loading
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m_Storage.WaitForLoadQueueEmpty();
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// Wait for the generator to finish generating
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m_Generator.WaitForQueueEmpty();
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// Wait for the loader to finish saving
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m_Storage.WaitForSaveQueueEmpty();
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Progress.Stop();
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}
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// Light all chunks that have been newly generated:
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LOG("Lighting spawn area in world \"%s\"...", m_WorldName.c_str());
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for (int x = 0; x < ViewDist; x++)
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{
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int ChX = x + ChunkX-(ViewDist - 1) / 2;
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for (int z = 0; z < ViewDist; z++)
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{
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int ChZ = z + ChunkZ-(ViewDist - 1) / 2;
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if (!m_ChunkMap->IsChunkLighted(ChX, ChZ))
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{
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m_Lighting.QueueChunk(ChX, ChZ); // Queue the chunk in the lighting thread
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}
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} // for z
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} // for x
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{
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cWorldLightingProgress Progress(&m_Lighting);
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m_Lighting.WaitForQueueEmpty();
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Progress.Stop();
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}
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cSpawnPrepare prep(*this, ChunkX, ChunkZ, ViewDist);
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prep.Wait();
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#ifdef TEST_LINEBLOCKTRACER
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// DEBUG: Test out the cLineBlockTracer class by tracing a few lines:
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@ -696,6 +696,8 @@ public:
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inline size_t GetStorageLoadQueueLength(void) { return m_Storage.GetLoadQueueLength(); } // tolua_export
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inline size_t GetStorageSaveQueueLength(void) { return m_Storage.GetSaveQueueLength(); } // tolua_export
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cLightingThread & GetLightingThread(void) { return m_Lighting; }
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void InitializeSpawn(void);
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/** Starts threads that belong to this world */
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