Fixed a race condition between chunk loader and generator.
When using ChunkWorx to generate multiple chunks, the server would sometimes fail an assert because it would generate a chunk even when it was successfully loaded. This was caused by chunks queued in cWorld's m_SetChunkDataQueue and thus being marked as "InQueue" although they were already loaded. Solved by adding a new parameter to chunk coord callbacks specifying whether the operation succeeded or failed, and using that instead of the chunk presence flag to decide whether to generate or not.
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@@ -164,32 +164,6 @@ void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallba
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void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkZ)
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{
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m_LoadQueue.RemoveIf([=](cChunkCoordsWithCallback & a_Item)
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{
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return (a_Item.m_ChunkX == a_ChunkX) && (a_Item.m_ChunkZ == a_ChunkZ);
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}
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);
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}
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void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
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{
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m_SaveQueue.RemoveIf([=](cChunkCoordsWithCallback & a_Item)
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{
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return (a_Item.m_ChunkX == a_Chunk.m_ChunkX) && (a_Item.m_ChunkZ == a_Chunk.m_ChunkZ);
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}
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);
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}
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void cWorldStorage::InitSchemas(int a_StorageCompressionFactor)
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{
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// The first schema added is considered the default
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@@ -266,7 +240,7 @@ bool cWorldStorage::LoadOneChunk(void)
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// Call the callback, if specified:
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if (ToLoad.m_Callback != nullptr)
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{
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ToLoad.m_Callback->Call(ToLoad.m_ChunkX, ToLoad.m_ChunkZ);
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ToLoad.m_Callback->Call(ToLoad.m_ChunkX, ToLoad.m_ChunkZ, res);
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}
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return res;
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}
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@@ -286,19 +260,21 @@ bool cWorldStorage::SaveOneChunk(void)
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}
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// Save the chunk, if it's valid:
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bool Status = false;
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if (m_World->IsChunkValid(ToSave.m_ChunkX, ToSave.m_ChunkZ))
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{
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m_World->MarkChunkSaving(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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if (m_SaveSchema->SaveChunk(cChunkCoords(ToSave.m_ChunkX, ToSave.m_ChunkZ)))
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{
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m_World->MarkChunkSaved(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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Status = true;
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}
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}
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// Call the callback, if specified:
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if (ToSave.m_Callback != nullptr)
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{
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ToSave.m_Callback->Call(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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ToSave.m_Callback->Call(ToSave.m_ChunkX, ToSave.m_ChunkZ, Status);
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}
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return true;
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}
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