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Clean up GenerateChunk/TouchChunk

- Remove TouchChunk
- Remove unused bool return value in GenerateChunk
- Remove ShouldGenerateIfLoadFailed
This commit is contained in:
Tiger Wang
2020-08-28 21:26:04 +01:00
parent 72ae5ecb5a
commit 08bd77e547
6 changed files with 9 additions and 128 deletions

View File

@@ -59,7 +59,6 @@ cChunk::cChunk(
cAllocationPool<cChunkData::sChunkSection> & a_Pool
):
m_Presence(cpInvalid),
m_ShouldGenerateIfLoadFailed(false),
m_IsLightValid(false),
m_IsDirty(false),
m_IsSaving(false),
@@ -163,15 +162,6 @@ void cChunk::SetPresence(cChunk::ePresence a_Presence)
void cChunk::SetShouldGenerateIfLoadFailed(bool a_ShouldGenerateIfLoadFailed)
{
m_ShouldGenerateIfLoadFailed = a_ShouldGenerateIfLoadFailed;
}
void cChunk::MarkRegenerating(void)
{
// Set as queued again:
@@ -267,15 +257,8 @@ void cChunk::MarkLoadFailed(void)
{
ASSERT(m_Presence == cpQueued);
// If the chunk is marked as needed, generate it:
if (m_ShouldGenerateIfLoadFailed)
{
m_World->GetGenerator().QueueGenerateChunk({m_PosX, m_PosZ}, false);
}
else
{
m_Presence = cpInvalid;
}
// The chunk is always needed, generate it:
m_World->GetGenerator().QueueGenerateChunk({m_PosX, m_PosZ}, false);
}