refactored chunk Queue to seperate class
This commit is contained in:
@@ -13,7 +13,7 @@
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#include "../Generating/ChunkGenerator.h"
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#include "../Entities/Entity.h"
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#include "../BlockEntities/BlockEntity.h"
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#include "../OSSupport/Promise.h"
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@@ -63,8 +63,6 @@ cWorldStorage::~cWorldStorage()
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{
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delete *itr;
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} // for itr - m_Schemas[]
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m_LoadQueue.clear();
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m_SaveQueue.clear();
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}
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@@ -98,9 +96,7 @@ void cWorldStorage::WaitForFinish(void)
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LOG("Waiting for the world storage to finish saving");
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{
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// Cancel all loading requests:
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cCSLock Lock(m_CSQueues);
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m_LoadQueue.clear();
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m_LoadQueue.Clear();
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}
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// Wait for the saving to finish:
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@@ -120,32 +116,36 @@ void cWorldStorage::WaitForFinish(void)
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void cWorldStorage::WaitForQueuesEmpty(void)
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{
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cCSLock Lock(m_CSQueues);
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while (!m_ShouldTerminate && (!m_LoadQueue.empty() || !m_SaveQueue.empty()))
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{
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cCSUnlock Unlock(Lock);
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m_evtRemoved.Wait();
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}
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cPromise * LoadPromise = m_LoadQueue.BlockTillEmpty();
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cPromise * SavePromise = m_SaveQueue.BlockTillEmpty();
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cPromise * QueuePromise = LoadPromise->WaitFor(SavePromise);
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cPromise * CancelPromise = QueuePromise->CancelOn(m_ShouldTerminate);
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CancelPromise->Wait();
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delete CancelPromise;
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delete QueuePromise;
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delete SavePromise;
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delete LoadPromise;
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}
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int cWorldStorage::GetLoadQueueLength(void)
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size_t cWorldStorage::GetLoadQueueLength(void)
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{
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cCSLock Lock(m_CSQueues);
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return (int)m_LoadQueue.size();
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return m_LoadQueue.Size();
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}
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int cWorldStorage::GetSaveQueueLength(void)
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size_t cWorldStorage::GetSaveQueueLength(void)
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{
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cCSLock Lock(m_CSQueues);
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return (int)m_SaveQueue.size();
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return m_SaveQueue.Size();
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}
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@@ -154,22 +154,7 @@ int 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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{
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// Queues the chunk for loading; if not loaded, the chunk will be generated
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{
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cCSLock Lock(m_CSQueues);
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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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}
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m_Event.Set();
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m_LoadQueue.EnqueueItemIfNotPresent(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
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}
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@@ -178,12 +163,7 @@ 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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{
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{
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cCSLock Lock(m_CSQueues);
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m_SaveQueue.remove (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); // Don't add twice
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m_SaveQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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}
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m_Event.Set();
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m_SaveQueue.EnqueueItemIfNotPresent(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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}
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@@ -192,12 +172,8 @@ void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorldStorage::QueueSavedMessage(void)
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{
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// Pushes a special coord pair into the queue, signalizing a message instead:
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{
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cCSLock Lock(m_CSQueues);
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m_SaveQueue.push_back(cChunkCoords(0, CHUNK_Y_MESSAGE, 0));
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}
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m_Event.Set();
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// Pushes a special coord pair into the queue, signalizing a message instead
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m_SaveQueue.EnqueueItem(cChunkCoords(0, CHUNK_Y_MESSAGE, 0));
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}
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@@ -206,7 +182,7 @@ void cWorldStorage::QueueSavedMessage(void)
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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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/*cCSLock Lock(m_CSQueues);
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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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@@ -217,7 +193,8 @@ void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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Lock.Unlock();
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m_evtRemoved.Set();
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return;
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} // for itr - m_LoadQueue[]
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} // for itr - m_LoadQueue[]*/
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m_LoadQueue.Remove(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ,true));
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}
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@@ -226,11 +203,7 @@ void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
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{
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{
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cCSLock Lock(m_CSQueues);
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m_SaveQueue.remove(a_Chunk);
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}
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m_evtRemoved.Set();
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m_SaveQueue.Remove(a_Chunk);
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}
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@@ -281,19 +254,19 @@ void cWorldStorage::Execute(void)
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m_Event.Wait();
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// Process both queues until they are empty again:
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bool HasMore;
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bool Success;
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do
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{
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HasMore = false;
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Success = false;
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if (m_ShouldTerminate)
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{
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return;
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}
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HasMore = LoadOneChunk();
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HasMore = HasMore | SaveOneChunk();
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Success = LoadOneChunk();
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Success |= SaveOneChunk();
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m_evtRemoved.Set();
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} while (HasMore);
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} while (Success);
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}
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}
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@@ -304,19 +277,7 @@ 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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bool HasMore;
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bool ShouldLoad = false;
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{
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cCSLock Lock(m_CSQueues);
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if (!m_LoadQueue.empty())
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{
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ToLoad = m_LoadQueue.front();
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m_LoadQueue.pop_front();
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ShouldLoad = true;
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}
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HasMore = !m_LoadQueue.empty();
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}
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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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{
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if (ToLoad.m_Generate)
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@@ -330,7 +291,7 @@ bool cWorldStorage::LoadOneChunk(void)
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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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return ShouldLoad;
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}
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@@ -339,33 +300,24 @@ bool cWorldStorage::LoadOneChunk(void)
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bool cWorldStorage::SaveOneChunk(void)
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{
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cChunkCoords Save(0, 0, 0);
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bool HasMore;
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bool ShouldSave = false;
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{
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cCSLock Lock(m_CSQueues);
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if (!m_SaveQueue.empty())
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cChunkCoords ToSave(0, 0, 0);
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bool ShouldSave = m_SaveQueue.TryDequeueItem(ToSave);
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if(ShouldSave) {
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if (ToSave.m_ChunkY == CHUNK_Y_MESSAGE)
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{
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Save = m_SaveQueue.front();
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m_SaveQueue.pop_front();
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ShouldSave = true;
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LOGINFO("Saved all chunks in world %s", m_World->GetName().c_str());
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return ShouldSave;
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}
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HasMore = !m_SaveQueue.empty();
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}
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if (Save.m_ChunkY == CHUNK_Y_MESSAGE)
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{
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LOGINFO("Saved all chunks in world %s", m_World->GetName().c_str());
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return HasMore;
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}
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if (ShouldSave && m_World->IsChunkValid(Save.m_ChunkX, Save.m_ChunkZ))
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{
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m_World->MarkChunkSaving(Save.m_ChunkX, Save.m_ChunkZ);
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if (m_SaveSchema->SaveChunk(Save))
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if (ShouldSave && m_World->IsChunkValid(ToSave.m_ChunkX, ToSave.m_ChunkZ))
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{
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m_World->MarkChunkSaved(Save.m_ChunkX, Save.m_ChunkZ);
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m_World->MarkChunkSaving(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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if (m_SaveSchema->SaveChunk(ToSave))
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{
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m_World->MarkChunkSaved(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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}
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}
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}
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return HasMore;
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return ShouldSave;
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}
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