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-rw-r--r--source/Generating/ChunkGenerator.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/source/Generating/ChunkGenerator.cpp b/source/Generating/ChunkGenerator.cpp
index 59a00b540..33c956eba 100644
--- a/source/Generating/ChunkGenerator.cpp
+++ b/source/Generating/ChunkGenerator.cpp
@@ -15,10 +15,10 @@
/// If the generation queue size exceeds this number, a warning will be output
-const int QUEUE_WARNING_LIMIT = 1000;
+const unsigned int QUEUE_WARNING_LIMIT = 1000;
/// If the generation queue size exceeds this number, chunks with no clients will be skipped
-const int QUEUE_SKIP_LIMIT = 500;
+const unsigned int QUEUE_SKIP_LIMIT = 500;
@@ -53,7 +53,7 @@ bool cChunkGenerator::Start(cWorld * a_World, cIniFile & a_IniFile)
m_World = a_World;
m_Seed = a_IniFile.GetValueSetI("Seed", "Seed", rnd.randInt());
AString GeneratorName = a_IniFile.GetValueSet("Generator", "Generator", "Composable");
-
+
if (NoCaseCompare(GeneratorName, "Noise3D") == 0)
{
m_Generator = new cNoise3DGenerator(*this);
@@ -72,9 +72,9 @@ bool cChunkGenerator::Start(cWorld * a_World, cIniFile & a_IniFile)
LOGERROR("Generator could not start, aborting the server");
return false;
}
-
+
m_Generator->Initialize(a_World, a_IniFile);
-
+
return super::Start();
}
@@ -101,7 +101,7 @@ void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_Chunk
{
{
cCSLock Lock(m_CS);
-
+
// Check if it is already in the queue:
for (cChunkCoordsList::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr)
{
@@ -111,7 +111,7 @@ void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_Chunk
return;
}
} // for itr - m_Queue[]
-
+
// Add to queue, issue a warning if too many:
if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
{
@@ -119,7 +119,7 @@ void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_Chunk
}
m_Queue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
-
+
m_Event.Set();
}
@@ -196,7 +196,7 @@ void cChunkGenerator::Execute(void)
int NumChunksGenerated = 0; // Number of chunks generated since the queue was last empty
clock_t GenerationStart = clock(); // Clock tick when the queue started to fill
clock_t LastReportTick = clock(); // Clock tick of the last report made (so that performance isn't reported too often)
-
+
while (!m_ShouldTerminate)
{
cCSLock Lock(m_CS);
@@ -219,7 +219,7 @@ void cChunkGenerator::Execute(void)
GenerationStart = clock();
LastReportTick = clock();
}
-
+
cChunkCoords coords = m_Queue.front(); // Get next coord from queue
m_Queue.erase( m_Queue.begin() ); // Remove coordinate from queue
bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
@@ -243,19 +243,19 @@ void cChunkGenerator::Execute(void)
// Already generated, ignore request
continue;
}
-
+
if (SkipEnabled && !m_World->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkZ))
{
LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d]", coords.m_ChunkX, coords.m_ChunkZ);
continue;
}
-
+
LOGD("Generating chunk [%d, %d, %d]", coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
DoGenerate(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
-
+
// Save the chunk right after generating, so that we don't have to generate it again on next run
m_World->GetStorage().QueueSaveChunk(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
-
+
NumChunksGenerated++;
} // while (!bStop)
}
@@ -269,17 +269,17 @@ void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
cRoot::Get()->GetPluginManager()->CallHookChunkGenerating(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc);
m_Generator->DoGenerate(a_ChunkX, a_ChunkZ, ChunkDesc);
cRoot::Get()->GetPluginManager()->CallHookChunkGenerated(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc);
-
+
#ifdef _DEBUG
// Verify that the generator has produced valid data:
ChunkDesc.VerifyHeightmap();
#endif
-
+
cChunkDef::BlockNibbles BlockMetas;
ChunkDesc.CompressBlockMetas(BlockMetas);
-
+
m_World->SetChunkData(
- a_ChunkX, a_ChunkZ,
+ a_ChunkX, a_ChunkZ,
ChunkDesc.GetBlockTypes(), BlockMetas,
NULL, NULL, // We don't have lighting, chunk will be lighted when needed
&ChunkDesc.GetHeightMap(), &ChunkDesc.GetBiomeMap(),