remove y-coord from chunks
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@@ -141,9 +141,9 @@ size_t cWorldStorage::GetSaveQueueLength(void)
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate)
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkZ, bool a_Generate)
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{
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m_LoadQueue.EnqueueItem(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
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m_LoadQueue.EnqueueItem(sChunkLoad(a_ChunkX, a_ChunkZ, a_Generate));
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m_Event.Set();
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}
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@@ -151,9 +151,9 @@ void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, boo
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void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkZ)
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{
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m_SaveQueue.EnqueueItemIfNotPresent(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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m_SaveQueue.EnqueueItemIfNotPresent(cChunkCoords(a_ChunkX, a_ChunkZ));
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m_Event.Set();
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}
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@@ -161,9 +161,9 @@ void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkZ)
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{
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m_LoadQueue.Remove(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, true));
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m_LoadQueue.Remove(sChunkLoad(a_ChunkX, a_ChunkZ, true));
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}
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@@ -242,19 +242,19 @@ void cWorldStorage::Execute(void)
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bool cWorldStorage::LoadOneChunk(void)
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{
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sChunkLoad ToLoad(0, 0, 0, false);
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sChunkLoad ToLoad(0, 0, false);
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bool ShouldLoad = m_LoadQueue.TryDequeueItem(ToLoad);
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if (ShouldLoad && !LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ))
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if (ShouldLoad && !LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkZ))
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{
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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().QueueGenerateChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
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m_World->GetGenerator().QueueGenerateChunk(ToLoad.m_ChunkX, 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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// m_World->ChunkLoadFailed(ToLoad.m_ChunkX, ToLoad.m_ChunkZ);
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}
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}
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return ShouldLoad;
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@@ -266,7 +266,7 @@ bool cWorldStorage::LoadOneChunk(void)
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bool cWorldStorage::SaveOneChunk(void)
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{
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cChunkCoords ToSave(0, 0, 0);
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cChunkCoords ToSave(0, 0);
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bool ShouldSave = m_SaveQueue.TryDequeueItem(ToSave);
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if (ShouldSave && m_World->IsChunkValid(ToSave.m_ChunkX, ToSave.m_ChunkZ))
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{
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@@ -283,7 +283,7 @@ bool cWorldStorage::SaveOneChunk(void)
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bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkZ)
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{
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if (m_World->IsChunkValid(a_ChunkX, a_ChunkZ))
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{
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@@ -291,7 +291,7 @@ bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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return true;
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}
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cChunkCoords Coords(a_ChunkX, a_ChunkY, a_ChunkZ);
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cChunkCoords Coords(a_ChunkX, a_ChunkZ);
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// First try the schema that is used for saving
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if (m_SaveSchema->LoadChunk(Coords))
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@@ -309,7 +309,7 @@ bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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}
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// Notify the chunk owner that the chunk failed to load (sets cChunk::m_HasLoadFailed to true):
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m_World->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ);
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m_World->ChunkLoadFailed(a_ChunkX, a_ChunkZ);
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return false;
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}
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