Fixed some unsigned int comparison warnings.
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755fe9cb21
commit
0150de3688
@ -15,10 +15,10 @@
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/// If the generation queue size exceeds this number, a warning will be output
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const int QUEUE_WARNING_LIMIT = 1000;
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const unsigned int QUEUE_WARNING_LIMIT = 1000;
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/// If the generation queue size exceeds this number, chunks with no clients will be skipped
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const int QUEUE_SKIP_LIMIT = 500;
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const unsigned int QUEUE_SKIP_LIMIT = 500;
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@ -53,7 +53,7 @@ bool cChunkGenerator::Start(cWorld * a_World, cIniFile & a_IniFile)
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m_World = a_World;
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m_Seed = a_IniFile.GetValueSetI("Seed", "Seed", rnd.randInt());
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AString GeneratorName = a_IniFile.GetValueSet("Generator", "Generator", "Composable");
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if (NoCaseCompare(GeneratorName, "Noise3D") == 0)
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{
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m_Generator = new cNoise3DGenerator(*this);
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@ -72,9 +72,9 @@ bool cChunkGenerator::Start(cWorld * a_World, cIniFile & a_IniFile)
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LOGERROR("Generator could not start, aborting the server");
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return false;
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}
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m_Generator->Initialize(a_World, a_IniFile);
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return super::Start();
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}
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@ -101,7 +101,7 @@ void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_Chunk
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{
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{
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cCSLock Lock(m_CS);
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// Check if it is already in the queue:
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for (cChunkCoordsList::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr)
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{
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@ -111,7 +111,7 @@ void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_Chunk
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return;
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}
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} // for itr - m_Queue[]
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// Add to queue, issue a warning if too many:
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if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
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{
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@ -119,7 +119,7 @@ void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_Chunk
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}
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m_Queue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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}
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m_Event.Set();
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}
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@ -196,7 +196,7 @@ void cChunkGenerator::Execute(void)
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int NumChunksGenerated = 0; // Number of chunks generated since the queue was last empty
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clock_t GenerationStart = clock(); // Clock tick when the queue started to fill
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clock_t LastReportTick = clock(); // Clock tick of the last report made (so that performance isn't reported too often)
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while (!m_ShouldTerminate)
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{
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cCSLock Lock(m_CS);
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@ -219,7 +219,7 @@ void cChunkGenerator::Execute(void)
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GenerationStart = clock();
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LastReportTick = clock();
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}
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cChunkCoords coords = m_Queue.front(); // Get next coord from queue
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m_Queue.erase( m_Queue.begin() ); // Remove coordinate from queue
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bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
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@ -243,19 +243,19 @@ void cChunkGenerator::Execute(void)
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// Already generated, ignore request
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continue;
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}
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if (SkipEnabled && !m_World->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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continue;
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}
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LOGD("Generating chunk [%d, %d, %d]", coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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DoGenerate(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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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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m_World->GetStorage().QueueSaveChunk(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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NumChunksGenerated++;
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} // while (!bStop)
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}
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@ -269,17 +269,17 @@ void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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cRoot::Get()->GetPluginManager()->CallHookChunkGenerating(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc);
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m_Generator->DoGenerate(a_ChunkX, a_ChunkZ, ChunkDesc);
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cRoot::Get()->GetPluginManager()->CallHookChunkGenerated(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc);
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#ifdef _DEBUG
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// Verify that the generator has produced valid data:
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ChunkDesc.VerifyHeightmap();
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#endif
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cChunkDef::BlockNibbles BlockMetas;
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ChunkDesc.CompressBlockMetas(BlockMetas);
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m_World->SetChunkData(
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a_ChunkX, a_ChunkZ,
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a_ChunkX, a_ChunkZ,
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ChunkDesc.GetBlockTypes(), BlockMetas,
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NULL, NULL, // We don't have lighting, chunk will be lighted when needed
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&ChunkDesc.GetHeightMap(), &ChunkDesc.GetBiomeMap(),
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