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author | archshift <admin@archshift.com> | 2014-07-12 02:37:28 +0200 |
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committer | archshift <admin@archshift.com> | 2014-07-12 02:37:28 +0200 |
commit | 83c69134c079ac204c2fda1f375987b9651510d6 (patch) | |
tree | 73e02b553e6f3218545d543f587ab25eb918c462 /src/ChunkMap.h | |
parent | For now, removed creator member from Entity Effect for pointer safety (diff) | |
parent | Simplified the player data loading. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/ChunkMap.h | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/src/ChunkMap.h b/src/ChunkMap.h index 433516490..b8870dfca 100644 --- a/src/ChunkMap.h +++ b/src/ChunkMap.h @@ -339,6 +339,13 @@ public: /** Returns the CS for locking the chunkmap; only cWorld::cLock may use this function! */ cCriticalSection & GetCS(void) { return m_CSLayers; } + + /** Increments (a_AlwaysTicked == true) or decrements (false) the m_AlwaysTicked counter for the specified chunk. + If the m_AlwaysTicked counter is greater than zero, the chunk is ticked in the tick-thread regardless of + whether it has any clients or not. + This function allows nesting and task-concurrency (multiple separate tasks can request ticking and as long + as at least one requests is active the chunk will be ticked). */ + void SetChunkAlwaysTicked(int a_ChunkX, int a_ChunkZ, bool a_AlwaysTicked); private: |