Fixed the numchunks console command.
Added some form of reference counting to cChunk to make sure it's not referenced when deleting it. Right now it's only needed due to the generation of chunks in a separate thread and adding it to the spread light list in cWorld git-svn-id: http://mc-server.googlecode.com/svn/trunk@161 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -434,7 +434,8 @@ void cWorld::Tick(float a_Dt)
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//LOG("Spreading: %p", Chunk );
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Chunk->SpreadLight( Chunk->pGetSkyLight() );
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Chunk->SpreadLight( Chunk->pGetLight() );
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m_pState->SpreadQueue.remove( &*Chunk );
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m_pState->SpreadQueue.remove( Chunk );
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Chunk->RemoveReference();
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TimesSpreaded++;
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}
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if( TimesSpreaded >= 50 )
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@@ -676,6 +677,7 @@ void cWorld::UnloadUnusedChunks()
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m_LastUnload = m_Time;
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LockChunks();
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LOGINFO("Unloading unused chunks");
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m_ChunkMap->UnloadUnusedChunks();
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UnlockChunks();
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}
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@@ -1055,13 +1057,18 @@ void cWorld::ReSpreadLighting( cChunk* a_Chunk )
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LockChunks();
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m_pState->SpreadQueue.remove( a_Chunk );
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m_pState->SpreadQueue.push_back( a_Chunk );
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#define STRINGIZE(x) #x
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a_Chunk->AddReference( __FILE__ ": " STRINGIZE(__LINE__) );
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UnlockChunks();
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}
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void cWorld::RemoveSpread( cChunk* a_Chunk )
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{
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LockChunks();
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size_t SizeBefore = m_pState->SpreadQueue.size();
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m_pState->SpreadQueue.remove( a_Chunk );
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if( SizeBefore != m_pState->SpreadQueue.size() )
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a_Chunk->RemoveReference();
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UnlockChunks();
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}
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@@ -1102,3 +1109,10 @@ const char* cWorld::GetName()
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{
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return m_pState->WorldName.c_str();
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}
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int cWorld::GetNumChunks()
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{
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LockChunks();
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int NumChunks = m_ChunkMap->GetNumChunks();
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UnlockChunks();
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return NumChunks;
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}
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