Implemented chunk loading without generating on load-failure
git-svn-id: http://mc-server.googlecode.com/svn/trunk@331 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -196,12 +196,20 @@ int cWorldStorage::GetSaveQueueLength(void)
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate)
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{
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// Queues the chunk for loading; if not loaded, the chunk will be generated
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cCSLock Lock(m_CSQueues);
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m_LoadQueue.remove (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); // Don't add twice
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m_LoadQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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// Check if already in the queue:
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for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
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{
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if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ) && (itr->m_Generate == a_Generate))
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{
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return;
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}
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}
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m_LoadQueue.push_back(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
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m_Event.Set();
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}
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@@ -221,11 +229,19 @@ void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorldStorage::UnqueueLoad(const cChunkCoords & a_Chunk)
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void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CSQueues);
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m_LoadQueue.remove(a_Chunk);
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m_evtRemoved.Set();
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for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
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{
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if ((itr->m_ChunkX != a_ChunkX) || (itr->m_ChunkY != a_ChunkY) || (itr->m_ChunkZ != a_ChunkZ))
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{
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continue;
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}
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m_LoadQueue.erase(itr);
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m_evtRemoved.Set();
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return;
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} // for itr - m_LoadQueue[]
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}
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@@ -306,7 +322,7 @@ void cWorldStorage::Execute(void)
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bool cWorldStorage::LoadOneChunk(void)
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{
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cChunkCoords ToLoad(0, 0, 0);
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sChunkLoad ToLoad(0, 0, 0, false);
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bool HasMore;
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bool ShouldLoad = false;
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{
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@@ -319,10 +335,18 @@ bool cWorldStorage::LoadOneChunk(void)
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}
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HasMore = (m_LoadQueue.size() > 0);
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}
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if (ShouldLoad && !LoadChunk(ToLoad))
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if (ShouldLoad && !LoadChunk(cChunkCoords(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ)))
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{
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// The chunk couldn't be loaded, generate it:
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m_World->GetGenerator().GenerateChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
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if (ToLoad.m_Generate)
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{
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// The chunk couldn't be loaded, generate it:
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m_World->GetGenerator().GenerateChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
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}
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else
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{
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// TODO: Notify the world that the load has failed:
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// m_World->ChunkLoadFailed(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
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}
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}
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return HasMore;
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}
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