Added a cWorld:PrepareChunk function.
It prepares the chunk - loads or generates it and lights it. The spawn prepare process uses this function.
This commit is contained in:
parent
563f41af65
commit
fcd3d1bfed
@ -410,7 +410,7 @@ typedef std::list<cChunkCoordsWithBool> cChunkCoordsWithBoolList;
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/// Interface class used as a callback for operations that involve chunk coords
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/** Interface class used as a callback for operations that involve chunk coords */
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class cChunkCoordCallback
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{
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public:
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@ -424,6 +424,27 @@ public:
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/** Provides storage for a set of chunk coords together with a callback.
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Used for chunk queues that notify about processed items. */
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class cChunkCoordsWithCallback
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{
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public:
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cChunkCoordsWithCallback(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback):
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m_ChunkX(a_ChunkX),
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m_ChunkZ(a_ChunkZ),
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m_Callback(a_Callback)
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{
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}
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int m_ChunkX;
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int m_ChunkZ;
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cChunkCoordCallback * m_Callback;
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};
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/** Generic template that can store any kind of data together with a triplet of 3 coords*/
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template <typename X> class cCoordWithData
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{
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@ -2349,6 +2349,103 @@ void cChunkMap::TouchChunk(int a_ChunkX, int a_ChunkZ)
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void cChunkMap::PrepareChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
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// If the chunk is not prepared, queue it in the lighting thread, that will do all the needed processing:
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if ((Chunk == nullptr) || !Chunk->IsValid() || !Chunk->IsLightValid())
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{
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m_World->GetLightingThread().QueueChunk(a_ChunkX, a_ChunkZ, a_Callback);
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return;
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}
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// The chunk is present and lit, just call the callback:
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if (a_Callback != nullptr)
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{
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a_Callback->Call(a_ChunkX, a_ChunkZ);
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}
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}
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bool cChunkMap::GenerateChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
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if (Chunk == nullptr)
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{
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// Generic error while getting the chunk - out of memory?
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return false;
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}
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// Try loading the chunk:
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if ((Chunk == nullptr) || (!Chunk->IsValid()))
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{
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class cPrepareLoadCallback: public cChunkCoordCallback
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{
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public:
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cPrepareLoadCallback(cWorld & a_World, cChunkMap & a_ChunkMap, cChunkCoordCallback * a_Callback):
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m_World(a_World),
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m_ChunkMap(a_ChunkMap),
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m_Callback(a_Callback)
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{
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}
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// cChunkCoordCallback override:
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virtual void Call(int a_CBChunkX, int a_CBChunkZ) override
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{
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// The chunk has been loaded or an error occurred, check if it's valid now:
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cChunkPtr CBChunk = m_ChunkMap.GetChunkNoLoad(a_CBChunkX, a_CBChunkZ);
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if (CBChunk == nullptr)
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{
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// An error occurred, but we promised to call the callback, so call it even when there's no real chunk data:
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if (m_Callback != nullptr)
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{
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m_Callback->Call(a_CBChunkX, a_CBChunkZ);
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}
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return;
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}
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// If the chunk is not valid, queue it in the generator:
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if (!CBChunk->IsValid())
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{
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m_World.GetGenerator().QueueGenerateChunk(a_CBChunkX, a_CBChunkZ, false, m_Callback);
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return;
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}
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// The chunk was loaded, call the callback:
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if (m_Callback != nullptr)
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{
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m_Callback->Call(a_CBChunkX, a_CBChunkZ);
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}
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}
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protected:
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cWorld & m_World;
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cChunkMap & m_ChunkMap;
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cChunkCoordCallback * m_Callback;
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};
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m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ, new cPrepareLoadCallback(*m_World, *this, a_Callback));
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return true;
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}
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// The chunk is valid, just call the callback:
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if (a_Callback != nullptr)
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{
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a_Callback->Call(a_ChunkX, a_ChunkZ);
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}
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return true;
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}
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void cChunkMap::ChunkLoadFailed(int a_ChunkX, int a_ChunkZ)
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{
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cCSLock Lock(m_CSLayers);
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@ -280,6 +280,20 @@ public:
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/** Touches the chunk, causing it to be loaded or generated */
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void TouchChunk(int a_ChunkX, int a_ChunkZ);
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/** Queues the chunk for preparing - making sure that it's generated and lit.
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The specified chunk is queued to be loaded or generated, and lit if needed.
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The specified callback is called after the chunk has been prepared. If there's no preparation to do, only the callback is called.
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It is legal to call without the callback. */
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void PrepareChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallAfter = nullptr); // Lua-accessible
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/** Queues the chunk for generating.
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First attempts to load the chunk from the storage. If that fails, queues the chunk for generating.
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The specified callback is called after the chunk has been loaded / generated.
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It is legal to call without the callback.
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Returns true if successful, false if not (possibly an out-of-memory error).
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If the return value is true, the callback was / will be called. */
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bool GenerateChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallAfter = nullptr); // Lua-accessible
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/** Marks the chunk as failed-to-load */
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void ChunkLoadFailed(int a_ChunkX, int a_ChunkZ);
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@ -110,29 +110,19 @@ void cChunkGenerator::Stop(void)
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void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate)
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void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate, cChunkCoordCallback * a_Callback)
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{
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ASSERT(m_ChunkSink->IsChunkQueued(a_ChunkX, a_ChunkZ));
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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 (cChunkCoordsWithBoolList::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr)
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{
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if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ))
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{
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// Already in the queue, bail out
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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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LOGWARN("WARNING: Adding chunk [%i, %i] to generation queue; Queue is too big! (" SIZE_T_FMT ")", a_ChunkX, a_ChunkZ, m_Queue.size());
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}
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m_Queue.push_back(cChunkCoordsWithBool(a_ChunkX, a_ChunkZ, a_ForceGenerate));
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m_Queue.push_back(cQueueItem{a_ChunkX, a_ChunkZ, a_ForceGenerate, a_Callback});
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}
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m_Event.Set();
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@ -242,9 +232,9 @@ void cChunkGenerator::Execute(void)
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continue;
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}
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cChunkCoordsWithBool coords = m_Queue.front(); // Get next coord from queue
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cQueueItem item = m_Queue.front(); // Get next chunk from the queue
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bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
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m_Queue.erase(m_Queue.begin()); // Remove coordinate from queue
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m_Queue.erase(m_Queue.begin()); // Remove the item from the queue
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Lock.Unlock(); // Unlock ASAP
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m_evtRemoved.Set();
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@ -258,22 +248,35 @@ void cChunkGenerator::Execute(void)
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LastReportTick = clock();
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}
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if (!coords.m_ForceGenerate && m_ChunkSink->IsChunkValid(coords.m_ChunkX, coords.m_ChunkZ))
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// Skip the chunk if it's already generated and regeneration is not forced:
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if (!item.m_ForceGenerate && m_ChunkSink->IsChunkValid(item.m_ChunkX, item.m_ChunkZ))
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{
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LOGD("Chunk [%d, %d] already generated, skipping generation", coords.m_ChunkX, coords.m_ChunkZ);
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// Already generated, ignore request
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LOGD("Chunk [%d, %d] already generated, skipping generation", item.m_ChunkX, item.m_ChunkZ);
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if (item.m_Callback != nullptr)
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{
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item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ);
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}
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continue;
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}
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if (SkipEnabled && !m_ChunkSink->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkZ))
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// Skip the chunk if the generator is overloaded:
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if (SkipEnabled && !m_ChunkSink->HasChunkAnyClients(item.m_ChunkX, item.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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LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d]", item.m_ChunkX, item.m_ChunkZ);
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if (item.m_Callback != nullptr)
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{
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item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ);
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}
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continue;
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}
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LOGD("Generating chunk [%d, %d]", coords.m_ChunkX, coords.m_ChunkZ);
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DoGenerate(coords.m_ChunkX, coords.m_ChunkZ);
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// Generate the chunk:
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LOGD("Generating chunk [%d, %d]", item.m_ChunkX, item.m_ChunkZ);
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DoGenerate(item.m_ChunkX, item.m_ChunkZ);
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if (item.m_Callback != nullptr)
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{
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item.m_Callback->Call(item.m_ChunkX, item.m_ChunkZ);
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}
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NumChunksGenerated++;
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} // while (!bStop)
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}
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@ -119,8 +119,12 @@ public:
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bool Start(cPluginInterface & a_PluginInterface, cChunkSink & a_ChunkSink, cIniFile & a_IniFile);
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void Stop(void);
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/// Queues the chunk for generation; removes duplicate requests
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void QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate);
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/** Queues the chunk for generation
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If a-ForceGenerate is set, the chunk is regenerated even if the data is already present in the chunksink.
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a_Callback is called after the chunk is generated. If the chunk was already present, the callback is still called, even if not regenerating.
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It is legal to set the callback to nullptr, no callback is called then.
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If the generator becomes overloaded and skips this chunk, the callback is still called. */
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void QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate, cChunkCoordCallback * a_Callback = nullptr);
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/// Generates the biomes for the specified chunk (directly, not in a separate thread). Used by the world loader if biomes failed loading.
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void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap);
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@ -131,22 +135,46 @@ public:
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int GetSeed(void) const { return m_Seed; }
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/// Returns the biome at the specified coords. Used by ChunkMap if an invalid chunk is queried for biome
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/** Returns the biome at the specified coords. Used by ChunkMap if an invalid chunk is queried for biome */
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EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ);
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/// Reads a block type from the ini file; returns the blocktype on success, emits a warning and returns a_Default's representation on failure.
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/** Reads a block type from the ini file; returns the blocktype on success, emits a warning and returns a_Default's representation on failure. */
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static BLOCKTYPE GetIniBlock(cIniFile & a_IniFile, const AString & a_SectionName, const AString & a_ValueName, const AString & a_Default);
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private:
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struct cQueueItem
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{
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/** The chunk coords */
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int m_ChunkX, m_ChunkZ;
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/** Force the regeneration of an already existing chunk */
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bool m_ForceGenerate;
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/** Callback to call after generating.*/
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cChunkCoordCallback * m_Callback;
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};
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typedef std::list<cQueueItem> cGenQueue;
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/** Seed used for the generator. */
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int m_Seed;
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cCriticalSection m_CS;
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cChunkCoordsWithBoolList m_Queue;
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cEvent m_Event; ///< Set when an item is added to the queue or the thread should terminate
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cEvent m_evtRemoved; ///< Set when an item is removed from the queue
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/** CS protecting access to the queue. */
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cCriticalSection m_CS;
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/** Queue of the chunks to be generated. Protected against multithreaded access by m_CS. */
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cGenQueue m_Queue;
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/** Set when an item is added to the queue or the thread should terminate. */
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cEvent m_Event;
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/** Set when an item is removed from the queue. */
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cEvent m_evtRemoved;
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cGenerator * m_Generator; ///< The actual generator engine used to generate chunks
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/** The actual generator engine used to generate chunks. */
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cGenerator * m_Generator;
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/** The plugin interface that may modify the generated chunks */
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cPluginInterface * m_PluginInterface;
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@ -158,6 +186,7 @@ private:
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// cIsThread override:
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virtual void Execute(void) override;
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/** Generates the specified chunk and sets it into the chunksink. */
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void DoGenerate(int a_ChunkX, int a_ChunkZ);
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};
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@ -115,7 +115,7 @@ public:
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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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m_World.PrepareChunk(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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@ -2907,6 +2907,15 @@ void cWorld::TouchChunk(int a_ChunkX, int a_ChunkZ)
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void cWorld::PrepareChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallAfter)
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{
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m_ChunkMap->PrepareChunk(a_ChunkX, a_ChunkZ, a_CallAfter);
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}
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void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkZ)
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{
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m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkZ);
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@ -3017,7 +3026,7 @@ void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
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void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ)
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{
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m_ChunkMap->TouchChunk(a_ChunkX, a_ChunkZ);
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m_ChunkMap->GenerateChunk(a_ChunkX, a_ChunkZ);
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}
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/** Touches the chunk, causing it to be loaded or generated */
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void TouchChunk(int a_ChunkX, int a_ChunkZ);
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/** Queues the chunk for preparing - making sure that it's generated and lit.
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The specified chunk is queued to be loaded or generated, and lit if needed.
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The specified callback is called after the chunk has been prepared. If there's no preparation to do, only the callback is called.
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It is legal to call with no callback. */
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void PrepareChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallAfter = nullptr);
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/** Marks the chunk as failed-to-load: */
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void ChunkLoadFailed(int a_ChunkX, int a_ChunkZ);
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@ -140,11 +140,11 @@ size_t cWorldStorage::GetSaveQueueLength(void)
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkZ)
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
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{
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ASSERT(m_World->IsChunkQueued(a_ChunkX, a_ChunkZ));
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m_LoadQueue.EnqueueItem(cChunkCoords(a_ChunkX, a_ChunkZ));
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m_LoadQueue.EnqueueItem(cChunkCoordsWithCallback(a_ChunkX, a_ChunkZ, a_Callback));
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m_Event.Set();
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}
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@ -152,11 +152,11 @@ void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkZ)
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void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkZ)
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void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
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{
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ASSERT(m_World->IsChunkValid(a_ChunkX, a_ChunkZ));
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m_SaveQueue.EnqueueItemIfNotPresent(cChunkCoords(a_ChunkX, a_ChunkZ));
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m_SaveQueue.EnqueueItem(cChunkCoordsWithCallback(a_ChunkX, a_ChunkZ, a_Callback));
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m_Event.Set();
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}
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@ -166,7 +166,11 @@ void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkZ)
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void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkZ)
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{
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m_LoadQueue.Remove(cChunkCoords(a_ChunkX, a_ChunkZ));
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m_LoadQueue.RemoveIf([=](cChunkCoordsWithCallback & a_Item)
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{
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return (a_Item.m_ChunkX == a_ChunkX) && (a_Item.m_ChunkZ == a_ChunkZ);
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}
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);
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}
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@ -175,7 +179,11 @@ void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkZ)
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void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
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{
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m_SaveQueue.Remove(a_Chunk);
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m_SaveQueue.RemoveIf([=](cChunkCoordsWithCallback & a_Item)
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{
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return (a_Item.m_ChunkX == a_Chunk.m_ChunkX) && (a_Item.m_ChunkZ == a_Chunk.m_ChunkZ);
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}
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);
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}
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@ -244,14 +252,23 @@ void cWorldStorage::Execute(void)
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bool cWorldStorage::LoadOneChunk(void)
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{
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cChunkCoords ToLoad(0, 0);
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// Dequeue an item, bail out if there's none left:
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cChunkCoordsWithCallback ToLoad(0, 0, nullptr);
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bool ShouldLoad = m_LoadQueue.TryDequeueItem(ToLoad);
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if (ShouldLoad)
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if (!ShouldLoad)
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{
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return LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkZ);
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
|
||||
// Load the chunk:
|
||||
bool res = LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkZ);
|
||||
|
||||
// Call the callback, if specified:
|
||||
if (ToLoad.m_Callback != nullptr)
|
||||
{
|
||||
ToLoad.m_Callback->Call(ToLoad.m_ChunkX, ToLoad.m_ChunkZ);
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
@ -260,17 +277,30 @@ bool cWorldStorage::LoadOneChunk(void)
|
||||
|
||||
bool cWorldStorage::SaveOneChunk(void)
|
||||
{
|
||||
cChunkCoords ToSave(0, 0);
|
||||
// Dequeue one chunk to save:
|
||||
cChunkCoordsWithCallback ToSave(0, 0, nullptr);
|
||||
bool ShouldSave = m_SaveQueue.TryDequeueItem(ToSave);
|
||||
if (ShouldSave && m_World->IsChunkValid(ToSave.m_ChunkX, ToSave.m_ChunkZ))
|
||||
if (!ShouldSave)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Save the chunk, if it's valid:
|
||||
if (m_World->IsChunkValid(ToSave.m_ChunkX, ToSave.m_ChunkZ))
|
||||
{
|
||||
m_World->MarkChunkSaving(ToSave.m_ChunkX, ToSave.m_ChunkZ);
|
||||
if (m_SaveSchema->SaveChunk(ToSave))
|
||||
if (m_SaveSchema->SaveChunk(cChunkCoords(ToSave.m_ChunkX, ToSave.m_ChunkZ)))
|
||||
{
|
||||
m_World->MarkChunkSaved(ToSave.m_ChunkX, ToSave.m_ChunkZ);
|
||||
}
|
||||
}
|
||||
return ShouldSave;
|
||||
|
||||
// Call the callback, if specified:
|
||||
if (ToSave.m_Callback != nullptr)
|
||||
{
|
||||
ToSave.m_Callback->Call(ToSave.m_ChunkX, ToSave.m_ChunkZ);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -25,7 +25,7 @@
|
||||
// fwd:
|
||||
class cWorld;
|
||||
|
||||
typedef cQueue<cChunkCoords> cChunkCoordsQueue;
|
||||
typedef cQueue<cChunkCoordsWithCallback> cChunkCoordsQueue;
|
||||
|
||||
|
||||
|
||||
@ -64,8 +64,8 @@ public:
|
||||
cWorldStorage(void);
|
||||
~cWorldStorage();
|
||||
|
||||
void QueueLoadChunk(int a_ChunkX, int a_ChunkZ);
|
||||
void QueueSaveChunk(int a_ChunkX, int a_ChunkZ);
|
||||
void QueueLoadChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback = nullptr);
|
||||
void QueueSaveChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback = nullptr);
|
||||
|
||||
void UnqueueLoad(int a_ChunkX, int a_ChunkZ);
|
||||
void UnqueueSave(const cChunkCoords & a_Chunk);
|
||||
|
Loading…
Reference in New Issue
Block a user