New cChunkStay class for temporarily keeping chunks loaded even when then have no clients. For now unused, will be used by generator and lighting in the future.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@330 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -85,6 +85,7 @@ cChunk::cChunk(int a_X, int a_Y, int a_Z, cChunkMap * a_ChunkMap, cWorld * a_Wor
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, m_IsValid(false)
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, m_IsDirty(false)
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, m_IsSaving(false)
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, m_StayCount(0)
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{
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// LOGINFO("### new cChunk (%i, %i) at %p, thread 0x%x ###", a_X, a_Z, this, GetCurrentThreadId());
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}
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@ -164,7 +165,7 @@ void cChunk::SetValid(bool a_SendToClients)
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bool cChunk::CanUnload(void)
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{
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return m_LoadedByClient.empty() && !m_IsDirty;
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return m_LoadedByClient.empty() && !m_IsDirty && (m_StayCount == 0);
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}
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@ -298,6 +299,17 @@ bool cChunk::HasBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ)
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/// Sets or resets the internal flag that prevents chunk from being unloaded
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void cChunk::Stay(bool a_Stay)
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{
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m_StayCount += (a_Stay ? 1 : -1);
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ASSERT(m_StayCount >= 0);
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}
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void cChunk::Tick(float a_Dt, MTRand & a_TickRandom)
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{
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if (m_bCalculateLighting)
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@ -146,6 +146,9 @@ public:
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/// Returns true if there is a block entity at the coords specified
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bool HasBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Sets or resets the internal flag that prevents chunk from being unloaded
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void Stay(bool a_Stay = true);
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void Tick(float a_Dt, MTRand & a_TickRandom);
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int GetPosX() { return m_PosX; }
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@ -239,6 +242,9 @@ private:
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cEntityList m_Entities;
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cBlockEntityList m_BlockEntities;
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/// Number of times the chunk has been requested to stay (by various cChunkStay objects); if zero, the chunk can be unloaded
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int m_StayCount;
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bool m_bCalculateLighting;
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int m_PosX, m_PosY, m_PosZ;
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@ -755,6 +755,21 @@ void cChunkMap::UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, c
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void cChunkMap::ChunkStay(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Stay)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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if (Chunk == NULL)
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{
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return;
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}
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Chunk->Stay(a_Stay);
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}
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void cChunkMap::Tick( float a_Dt, MTRand & a_TickRandom )
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{
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cCSLock Lock(m_CSLayers);
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@ -939,3 +954,79 @@ void cChunkMap::ChunkValidated(void)
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cChunkStay:
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cChunkStay::cChunkStay(cWorld * a_World) :
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m_World(a_World)
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{
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}
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cChunkStay::~cChunkStay()
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{
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Clear();
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}
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void cChunkStay::Clear(void)
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{
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cChunkCoordsList Chunks;
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{
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cCSLock Lock(m_CS);
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std::swap(Chunks, m_Chunks);
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}
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// Un-"stay" all chunks:
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for (cChunkCoordsList::const_iterator itr = Chunks.begin(); itr != Chunks.end(); ++itr)
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{
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m_World->ChunkStay(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ, false);
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} // for itr - Chunks[]
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}
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void cChunkStay::Add(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CS);
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for (cChunkCoordsList::const_iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
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{
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if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
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{
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// Already "stayed"
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return;
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}
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} // for itr - Chunks[]
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m_World->ChunkStay(a_ChunkX, a_ChunkY, a_ChunkZ);
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}
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void cChunkStay::Remove(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CS);
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for (cChunkCoordsList::const_iterator itr = m_Chunks.begin(); itr != m_Chunks.end(); ++itr)
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{
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if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
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{
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// Found, un-"stay"
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m_World->ChunkStay(a_ChunkX, a_ChunkY, a_ChunkZ, false);
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return;
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}
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} // for itr - Chunks[]
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}
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@ -15,6 +15,7 @@ class cWorld;
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class cEntity;
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class cItem;
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class MTRand;
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class cChunkStay;
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@ -84,6 +85,9 @@ public:
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void UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4);
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/// Marks (a_Stay == true) or unmarks (a_Stay == false) a chunk as non-unloadable; to be used only by cChunkStay!
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void ChunkStay(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Stay = true);
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void Tick( float a_Dt, MTRand & a_TickRand );
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void UnloadUnusedChunks();
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@ -173,3 +177,29 @@ private:
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/** Makes chunks stay loaded until this object is cleared or destroyed
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Works by setting internal flags in the cChunk that it should not be unloaded
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*/
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class cChunkStay
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{
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public:
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cChunkStay(cWorld * a_World);
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~cChunkStay();
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void Clear(void);
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void Add(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void Remove(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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protected:
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cWorld * m_World;
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cCriticalSection m_CS;
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cChunkCoordsList m_Chunks;
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} ;
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@ -1297,6 +1297,15 @@ void cWorld::UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, cons
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void cWorld::ChunkStay(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Stay)
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{
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m_ChunkMap->ChunkStay(a_ChunkX, a_ChunkY, a_ChunkZ, a_Stay);
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}
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void cWorld::SaveAllChunks()
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{
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LOG("Saving all chunks...");
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@ -129,6 +129,9 @@ public:
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void UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4);
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/// Marks (a_Stay == true) or unmarks (a_Stay == false) a chunk as non-unloadable; to be used only by cChunkStay!
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void ChunkStay(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Stay = true);
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// TODO: Export to Lua
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bool DoWithEntity( int a_UniqueID, cEntityCallback & a_Callback );
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