a78fd671b2
* Removed BiomeDef.h * Removed ChunkDef.h from Globals.h * Added to CONTRIBUTORS. * Re-added empty last line to Globals.h * Included stddef and StringUtils in BiomeDef.h * Fixed build tools compiling. It compiles, but at what cost? * Added include to src/Generating/Trees.h * Include added in ChunkGeneratorThread.h * Moved rearranged includes in LineBlockTracer.cpp * Re-arrange headers in ChunkInterface.cpp * Included ChunkDef.h in Path.h * Included ChunkDef.h in NBTChunkSerializer.h * Rearranged included and added required includes to headers. * Removed unnecessary included in StringUtils.h.
101 lines
3.2 KiB
C++
101 lines
3.2 KiB
C++
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// ChunkStay.h
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/* Declares the cChunkStay class representing a base for classes that want to wait for certain chunks to load,
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then do some action on them. While the object is enabled, the chunks contained within are locked and will
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not unload
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*/
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#pragma once
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#include "ChunkDef.h"
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// fwd
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class cChunkMap;
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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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To optimize for speed, cChunkStay has an Enabled flag, it will "stay" the chunks only when enabled
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and it will refuse chunk-list manipulations when enabled.
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The object itself is not made thread-safe, it's supposed to be used from a single thread only.
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This class is abstract, the descendants are expected to provide the OnChunkAvailable() and
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the OnAllChunksAvailable() callback implementations. Note that those are called from the contexts of
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different threads' - the caller, the Loader or the Generator thread.
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*/
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class cChunkStay
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{
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public:
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cChunkStay(void);
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/** Deletes the object. Note that this calls Clear(), which means that the ChunkStay needs to be disabled. */
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virtual ~cChunkStay();
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/** Clears all the chunks that have been added.
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To be used only while the ChunkStay object is not enabled. */
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void Clear(void);
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/** Adds a chunk to be locked from unloading.
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To be used only while the ChunkStay object is not enabled. */
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void Add(int a_ChunkX, int a_ChunkZ);
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/** Releases the chunk so that it's no longer locked from unloading.
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To be used only while the ChunkStay object is not enabled. */
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void Remove(int a_ChunkX, int a_ChunkZ);
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/** Enables the ChunkStay on the specified chunkmap, causing it to load and generate chunks.
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All the contained chunks are queued for loading / generating. */
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void Enable (cChunkMap & a_ChunkMap);
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/** Disables the ChunkStay, the chunks are released and the ChunkStay object can be edited with Add() and Remove() again */
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virtual void Disable(void);
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/** Returns all the chunks that should be kept */
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const cChunkCoordsVector & GetChunks(void) const { return m_Chunks; }
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/** Called when a specific chunk become available. */
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virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkZ) = 0;
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/** Called once all of the contained chunks are available.
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If returns true, the ChunkStay is automatically disabled by the ChunkMap; if it returns false, the ChunkStay is kept. */
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virtual bool OnAllChunksAvailable(void) = 0;
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/** Called by the ChunkMap when the ChunkStay is disabled. The object may choose to delete itself. */
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virtual void OnDisabled(void) = 0;
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protected:
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friend class cChunkMap;
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/** The chunkmap where the object is enabled.
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Valid only after call to Enable() and before Disable(). */
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cChunkMap * m_ChunkMap;
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/** The list of chunks to lock from unloading. */
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cChunkCoordsVector m_Chunks;
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/** The chunks that still need loading */
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cChunkCoordsVector m_OutstandingChunks;
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/** Called by cChunkMap when a chunk is available, checks m_NumLoaded and triggers the appropriate callbacks.
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May be called for chunks outside this ChunkStay.
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Returns true if the ChunkStay is to be automatically disabled by the ChunkMap; returns false to keep the ChunkStay. */
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bool ChunkAvailable(int a_ChunkX, int a_ChunkZ);
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} ;
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