Made cLightingThread own its callbacks
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@@ -2401,7 +2401,7 @@ void cChunkMap::TouchChunk(int a_ChunkX, int a_ChunkZ)
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void cChunkMap::PrepareChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
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void cChunkMap::PrepareChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_Callback)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
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@@ -2409,7 +2409,7 @@ void cChunkMap::PrepareChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a
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// If the chunk is not prepared, queue it in the lighting thread, that will do all the needed processing:
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if ((Chunk == nullptr) || !Chunk->IsValid() || !Chunk->IsLightValid())
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{
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m_World->GetLightingThread().QueueChunk(a_ChunkX, a_ChunkZ, a_Callback);
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m_World->GetLightingThread().QueueChunk(a_ChunkX, a_ChunkZ, std::move(a_Callback));
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return;
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}
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