Use two lists and 2 chunk send prioritys.
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a07456d712
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@ -1742,7 +1742,7 @@ void cChunk::SetAreaBiome(int a_MinRelX, int a_MaxRelX, int a_MinRelZ, int a_Max
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// Re-send the chunk to all clients:
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for (cClientHandleList::iterator itr = m_LoadedByClient.begin(); itr != m_LoadedByClient.end(); ++itr)
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{
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m_World->ForceSendChunkTo(m_PosX, m_PosZ, cChunkSender::E_CHUNK_PRIORITY_MEDIUM, (*itr));
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m_World->ForceSendChunkTo(m_PosX, m_PosZ, cChunkSender::E_CHUNK_PRIORITY_HIGH, (*itr));
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} // for itr - m_LoadedByClient[]
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}
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@ -95,18 +95,23 @@ void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a
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{
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ASSERT(a_Client != NULL);
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{
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sSendChunk Chunk(a_ChunkX, a_ChunkZ, a_Priority, a_Client);
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sSendChunk Chunk(a_ChunkX, a_ChunkZ, a_Client);
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cCSLock Lock(m_CS);
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if (std::find(m_SendChunks.begin(), m_SendChunks.end(), Chunk) != m_SendChunks.end())
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if (
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std::find(m_SendChunksLowPriority.begin(), m_SendChunksLowPriority.end(), Chunk) != m_SendChunksLowPriority.end() ||
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std::find(m_SendChunksHighPriority.begin(), m_SendChunksHighPriority.end(), Chunk) != m_SendChunksHighPriority.end()
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)
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{
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// Already queued, bail out
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return;
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}
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m_SendChunks.push_back(Chunk);
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// Sort the list:
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m_SendChunks.sort();
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if (a_Priority == E_CHUNK_PRIORITY_LOW) {
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m_SendChunksLowPriority.push_back(Chunk);
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} else if (a_Priority == E_CHUNK_PRIORITY_HIGH) {
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m_SendChunksHighPriority.push_back(Chunk);
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}
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}
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m_evtQueue.Set();
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}
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@ -119,15 +124,23 @@ void cChunkSender::RemoveClient(cClientHandle * a_Client)
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{
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{
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cCSLock Lock(m_CS);
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for (sSendChunkList::iterator itr = m_SendChunks.begin(); itr != m_SendChunks.end();)
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for (sSendChunkList::iterator itr = m_SendChunksLowPriority.begin(); itr != m_SendChunksLowPriority.end();)
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{
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if (itr->m_Client == a_Client)
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{
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itr = m_SendChunks.erase(itr);
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itr = m_SendChunksLowPriority.erase(itr);
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continue;
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}
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++itr;
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} // for itr - m_SendChunks[]
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} // for itr - m_SendChunksLowPriority[]
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for (sSendChunkList::iterator itr = m_SendChunksHighPriority.begin(); itr != m_SendChunksHighPriority.end();)
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{
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if (itr->m_Client == a_Client) {
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itr = m_SendChunksHighPriority.erase(itr);
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continue;
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}
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++itr;
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} // for itr - m_SendChunksHighPriority[]
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m_RemoveCount++;
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}
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m_evtQueue.Set();
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@ -143,7 +156,7 @@ void cChunkSender::Execute(void)
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while (!m_ShouldTerminate)
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{
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cCSLock Lock(m_CS);
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while (m_ChunksReady.empty() && m_SendChunks.empty())
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while (m_ChunksReady.empty() && m_SendChunksLowPriority.empty() && m_SendChunksHighPriority.empty())
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{
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int RemoveCount = m_RemoveCount;
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m_RemoveCount = 0;
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@ -158,8 +171,17 @@ void cChunkSender::Execute(void)
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return;
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}
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} // while (empty)
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if (!m_ChunksReady.empty())
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if (!m_SendChunksHighPriority.empty())
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{
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// Take one from the queue:
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sSendChunk Chunk(m_SendChunksHighPriority.front());
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m_SendChunksHighPriority.pop_front();
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Lock.Unlock();
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SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkZ, Chunk.m_Client);
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}
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else if (!m_ChunksReady.empty())
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{
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// Take one from the queue:
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cChunkCoords Coords(m_ChunksReady.front());
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@ -171,8 +193,8 @@ void cChunkSender::Execute(void)
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else
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{
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// Take one from the queue:
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sSendChunk Chunk(m_SendChunks.front());
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m_SendChunks.pop_front();
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sSendChunk Chunk(m_SendChunksLowPriority.front());
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m_SendChunksLowPriority.pop_front();
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Lock.Unlock();
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SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkZ, Chunk.m_Client);
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@ -79,8 +79,7 @@ public:
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enum eChunkPriority
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{
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E_CHUNK_PRIORITY_HIGH = 0,
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E_CHUNK_PRIORITY_MEDIUM = 1,
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E_CHUNK_PRIORITY_LOW = 2,
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E_CHUNK_PRIORITY_LOW = 1,
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};
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bool Start(cWorld * a_World);
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@ -103,13 +102,11 @@ protected:
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{
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int m_ChunkX;
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int m_ChunkZ;
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eChunkPriority m_Priority;
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cClientHandle * m_Client;
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sSendChunk(int a_ChunkX, int a_ChunkZ, eChunkPriority a_Priority, cClientHandle * a_Client) :
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sSendChunk(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client) :
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m_ChunkX(a_ChunkX),
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m_ChunkZ(a_ChunkZ),
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m_Priority(a_Priority),
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m_Client(a_Client)
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{
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}
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@ -122,11 +119,6 @@ protected:
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(a_Other.m_Client == m_Client)
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);
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}
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bool operator < (const sSendChunk & a_Other)
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{
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return (m_Priority < a_Other.m_Priority);
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}
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} ;
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typedef std::list<sSendChunk> sSendChunkList;
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@ -150,7 +142,8 @@ protected:
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cCriticalSection m_CS;
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cChunkCoordsList m_ChunksReady;
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sSendChunkList m_SendChunks;
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sSendChunkList m_SendChunksLowPriority;
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sSendChunkList m_SendChunksHighPriority;
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cEvent m_evtQueue; // Set when anything is added to m_ChunksReady
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cEvent m_evtRemoved; // Set when removed clients are safe to be deleted
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int m_RemoveCount; // Number of threads waiting for a client removal (m_evtRemoved needs to be set this many times)
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@ -469,47 +469,6 @@ bool cClientHandle::StreamNextChunk(void)
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}
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}
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// Medium priority: Load the chunks that are behind the player
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LookVector = m_Player->GetLookVector() * -1;
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for (int Range = 0; Range < 3; Range++)
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{
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Vector3d Vector = Position + LookVector * cChunkDef::Width * Range;
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// Get the chunk from the x/z coords.
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int RangeX, RangeZ = 0;
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cChunkDef::BlockToChunk(FloorC(Vector.x), FloorC(Vector.z), RangeX, RangeZ);
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for (size_t X = 0; X < 7; X++)
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{
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for (size_t Z = 0; Z < 7; Z++)
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{
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int ChunkX = RangeX + ((X >= 4) ? (3 - X) : X);
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int ChunkZ = RangeZ + ((Z >= 4) ? (3 - Z) : Z);
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cChunkCoords Coords(ChunkX, ChunkZ);
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// Checks if the chunk is in distance
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if ((Diff(ChunkX, ChunkPosX) > m_ViewDistance) || (Diff(ChunkZ, ChunkPosZ) > m_ViewDistance))
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{
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continue;
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}
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// If the chunk already loading/loaded -> skip
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if (
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(std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), Coords) != m_ChunksToSend.end()) ||
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(std::find(m_LoadedChunks.begin(), m_LoadedChunks.end(), Coords) != m_LoadedChunks.end())
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)
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{
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continue;
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}
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// Unloaded chunk found -> Send it to the client.
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Lock.Unlock();
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StreamChunk(ChunkX, ChunkZ, cChunkSender::E_CHUNK_PRIORITY_MEDIUM);
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return false;
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}
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}
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}
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// Low priority: Add all chunks that are in range. (From the center out to the edge)
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for (int d = 0; d <= m_ViewDistance; ++d) // cycle through (square) distance, from nearest to furthest
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{
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