Implemented synchronous chunk loading; optimized cChunkStay interface for speed (though still unused ;)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@336 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -1288,6 +1288,24 @@ void cWorld::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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bool cWorld::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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return m_ChunkMap->LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
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}
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void cWorld::LoadChunks(const cChunkCoordsList & a_Chunks)
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{
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m_ChunkMap->LoadChunks(a_Chunks);
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}
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void cWorld::UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4)
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{
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m_ChunkMap->UpdateSign(a_X, a_Y, a_Z, a_Line1, a_Line2, a_Line3, a_Line4);
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@@ -1297,9 +1315,9 @@ void cWorld::UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, cons
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void cWorld::ChunkStay(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Stay)
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void cWorld::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
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{
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m_ChunkMap->ChunkStay(a_ChunkX, a_ChunkY, a_ChunkZ, a_Stay);
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m_ChunkMap->ChunksStay(a_Chunks, a_Stay);
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}
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