Made cLightingThread own its callbacks
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@@ -8,6 +8,26 @@
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class cSpawnPrepareCallback :
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public cChunkCoordCallback
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{
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public:
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cSpawnPrepareCallback(cSpawnPrepare & a_SpawnPrepare) :
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m_SpawnPrepare(a_SpawnPrepare)
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{
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}
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protected:
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cSpawnPrepare & m_SpawnPrepare;
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virtual void Call(int a_ChunkX, int a_ChunkZ) override
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{
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m_SpawnPrepare.PreparedChunkCallback(a_ChunkX, a_ChunkZ);
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}
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};
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cSpawnPrepare::cSpawnPrepare(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance, int a_FirstIdx):
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@@ -40,7 +60,7 @@ void cSpawnPrepare::PrepareChunks(cWorld & a_World, int a_SpawnChunkX, int a_Spa
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{
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int chunkX, chunkZ;
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prep.DecodeChunkCoords(i, chunkX, chunkZ);
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a_World.PrepareChunk(chunkX, chunkZ, &prep);
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a_World.PrepareChunk(chunkX, chunkZ, cpp14::make_unique<cSpawnPrepareCallback>(prep));
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} // for i
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// Wait for the lighting thread to prepare everything. Event is set in the Call() callback:
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@@ -69,7 +89,7 @@ void cSpawnPrepare::DecodeChunkCoords(int a_Idx, int & a_ChunkX, int & a_ChunkZ)
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void cSpawnPrepare::Call(int a_ChunkX, int a_ChunkZ)
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void cSpawnPrepare::PreparedChunkCallback(int a_ChunkX, int a_ChunkZ)
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{
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// Check if this was the last chunk:
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m_NumPrepared += 1;
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@@ -85,7 +105,7 @@ void cSpawnPrepare::Call(int a_ChunkX, int a_ChunkZ)
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{
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int chunkX, chunkZ;
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DecodeChunkCoords(m_NextIdx, chunkX, chunkZ);
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m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, this);
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m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, cpp14::make_unique<cSpawnPrepareCallback>(*this));
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m_NextIdx += 1;
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}
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