Removed world-saving log messages.
Ref.: http://forum.mc-server.org/showthread.php?tid=1518
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@ -2776,10 +2776,8 @@ bool cWorld::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunk
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void cWorld::SaveAllChunks(void)
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void cWorld::SaveAllChunks(void)
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{
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{
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LOGINFO("Saving all chunks...");
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m_LastSave = m_WorldAge;
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m_LastSave = m_WorldAge;
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m_ChunkMap->SaveAllChunks();
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m_ChunkMap->SaveAllChunks();
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m_Storage.QueueSavedMessage();
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}
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}
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@ -17,13 +17,6 @@
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/// If a chunk with this Y coord is de-queued, it is a signal to emit the saved-all message (cWorldStorage::QueueSavedMessage())
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#define CHUNK_Y_MESSAGE 2
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/// Example storage schema - forgets all chunks ;)
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/// Example storage schema - forgets all chunks ;)
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class cWSSForgetful :
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class cWSSForgetful :
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public cWSSchema
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public cWSSchema
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@ -168,17 +161,6 @@ void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorldStorage::QueueSavedMessage(void)
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{
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// Pushes a special coord pair into the queue, signalizing a message instead
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m_SaveQueue.EnqueueItem(cChunkCoords(0, CHUNK_Y_MESSAGE, 0));
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m_Event.Set();
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}
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void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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{
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m_LoadQueue.Remove(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ,true));
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m_LoadQueue.Remove(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ,true));
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@ -286,19 +268,12 @@ bool cWorldStorage::SaveOneChunk(void)
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{
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{
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cChunkCoords ToSave(0, 0, 0);
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cChunkCoords ToSave(0, 0, 0);
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bool ShouldSave = m_SaveQueue.TryDequeueItem(ToSave);
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bool ShouldSave = m_SaveQueue.TryDequeueItem(ToSave);
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if(ShouldSave) {
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if (ShouldSave && m_World->IsChunkValid(ToSave.m_ChunkX, ToSave.m_ChunkZ))
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if (ToSave.m_ChunkY == CHUNK_Y_MESSAGE)
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{
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m_World->MarkChunkSaving(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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if (m_SaveSchema->SaveChunk(ToSave))
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{
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{
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LOGINFO("Saved all chunks in world %s", m_World->GetName().c_str());
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m_World->MarkChunkSaved(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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return ShouldSave;
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}
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if (ShouldSave && m_World->IsChunkValid(ToSave.m_ChunkX, ToSave.m_ChunkZ))
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{
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m_World->MarkChunkSaving(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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if (m_SaveSchema->SaveChunk(ToSave))
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{
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m_World->MarkChunkSaved(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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}
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}
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}
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}
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}
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return ShouldSave;
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return ShouldSave;
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@ -67,9 +67,6 @@ public:
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void QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate); // Queues the chunk for loading; if not loaded, the chunk will be generated if a_Generate is true
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void QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate); // Queues the chunk for loading; if not loaded, the chunk will be generated if a_Generate is true
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void QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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void QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Signals that a message should be output to the console when all the chunks have been saved
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void QueueSavedMessage(void);
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/// Loads the chunk specified; returns true on success, false on failure
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/// Loads the chunk specified; returns true on success, false on failure
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bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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bool LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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