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-rw-r--r--src/World.cpp64
1 files changed, 37 insertions, 27 deletions
diff --git a/src/World.cpp b/src/World.cpp
index 99e09c658..e669f6fa0 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -442,7 +442,7 @@ void cWorld::InitializeSpawn(void)
{
for (int z = 0; z < ViewDist; z++)
{
- m_ChunkMap->TouchChunk(x + ChunkX-(ViewDist - 1) / 2, ZERO_CHUNK_Y, z + ChunkZ-(ViewDist - 1) / 2); // Queue the chunk in the generator / loader
+ m_ChunkMap->TouchChunk(x + ChunkX-(ViewDist - 1) / 2, z + ChunkZ-(ViewDist - 1) / 2); // Queue the chunk in the generator / loader
}
}
@@ -2374,6 +2374,8 @@ void cWorld::MarkChunkSaved (int a_ChunkX, int a_ChunkZ)
void cWorld::QueueSetChunkData(const cSetChunkDataPtr & a_SetChunkData)
{
+ ASSERT(IsChunkQueued(a_SetChunkData->GetChunkX(), a_SetChunkData->GetChunkZ()));
+
// Validate biomes, if needed:
if (!a_SetChunkData->AreBiomesValid())
{
@@ -2424,7 +2426,7 @@ void cWorld::SetChunkData(cSetChunkData & a_SetChunkData)
// Save the chunk right after generating, so that we don't have to generate it again on next run
if (a_SetChunkData.ShouldMarkDirty())
{
- m_Storage.QueueSaveChunk(ChunkX, 0, ChunkZ);
+ m_Storage.QueueSaveChunk(ChunkX, ChunkZ);
}
}
@@ -2463,6 +2465,15 @@ bool cWorld::GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_BlockT
+bool cWorld::IsChunkQueued(int a_ChunkX, int a_ChunkZ) const
+{
+ return m_ChunkMap->IsChunkQueued(a_ChunkX, a_ChunkZ);
+}
+
+
+
+
+
bool cWorld::IsChunkValid(int a_ChunkX, int a_ChunkZ) const
{
return m_ChunkMap->IsChunkValid(a_ChunkX, a_ChunkZ);
@@ -2696,6 +2707,15 @@ bool cWorld::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback &
+bool cWorld::ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback & a_Callback)
+{
+ return m_ChunkMap->ForEachEntityInBox(a_Box, a_Callback);
+}
+
+
+
+
+
bool cWorld::DoWithEntityByID(int a_UniqueID, cEntityCallback & a_Callback)
{
return m_ChunkMap->DoWithEntityByID(a_UniqueID, a_Callback);
@@ -2769,36 +2789,18 @@ void cWorld::RemoveClientFromChunkSender(cClientHandle * a_Client)
-void cWorld::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
-{
- m_ChunkMap->TouchChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
-}
-
-
-
-
-
-bool cWorld::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
-{
- return m_ChunkMap->LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
-}
-
-
-
-
-
-void cWorld::LoadChunks(const cChunkCoordsList & a_Chunks)
+void cWorld::TouchChunk(int a_ChunkX, int a_ChunkZ)
{
- m_ChunkMap->LoadChunks(a_Chunks);
+ m_ChunkMap->TouchChunk(a_ChunkX, a_ChunkZ);
}
-void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkZ)
{
- m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ);
+ m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkZ);
}
@@ -2903,8 +2905,7 @@ void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
{
m_ChunkMap->MarkChunkRegenerating(a_ChunkX, a_ChunkZ);
- // Trick: use Y=1 to force the chunk generation even though the chunk data is already present
- m_Generator.QueueGenerateChunk(a_ChunkX, 1, a_ChunkZ);
+ m_Generator.QueueGenerateChunk(a_ChunkX, a_ChunkZ, true);
}
@@ -2913,7 +2914,7 @@ void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ)
{
- m_Generator.QueueGenerateChunk(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
+ m_Generator.QueueGenerateChunk(a_ChunkX, a_ChunkZ, false);
}
@@ -3512,6 +3513,15 @@ bool cWorld::cChunkGeneratorCallbacks::IsChunkValid(int a_ChunkX, int a_ChunkZ)
+bool cWorld::cChunkGeneratorCallbacks::IsChunkQueued(int a_ChunkX, int a_ChunkZ)
+{
+ return m_World->IsChunkQueued(a_ChunkX, a_ChunkZ);
+}
+
+
+
+
+
bool cWorld::cChunkGeneratorCallbacks::HasChunkAnyClients(int a_ChunkX, int a_ChunkZ)
{
return m_World->HasChunkAnyClients(a_ChunkX, a_ChunkZ);