Added a cWorld:PrepareChunk function.
It prepares the chunk - loads or generates it and lights it. The spawn prepare process uses this function.
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@@ -119,8 +119,12 @@ public:
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bool Start(cPluginInterface & a_PluginInterface, cChunkSink & a_ChunkSink, cIniFile & a_IniFile);
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void Stop(void);
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/// Queues the chunk for generation; removes duplicate requests
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void QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate);
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/** Queues the chunk for generation
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If a-ForceGenerate is set, the chunk is regenerated even if the data is already present in the chunksink.
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a_Callback is called after the chunk is generated. If the chunk was already present, the callback is still called, even if not regenerating.
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It is legal to set the callback to nullptr, no callback is called then.
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If the generator becomes overloaded and skips this chunk, the callback is still called. */
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void QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate, cChunkCoordCallback * a_Callback = nullptr);
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/// Generates the biomes for the specified chunk (directly, not in a separate thread). Used by the world loader if biomes failed loading.
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void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap);
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@@ -131,22 +135,46 @@ public:
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int GetSeed(void) const { return m_Seed; }
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/// Returns the biome at the specified coords. Used by ChunkMap if an invalid chunk is queried for biome
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/** Returns the biome at the specified coords. Used by ChunkMap if an invalid chunk is queried for biome */
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EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ);
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/// Reads a block type from the ini file; returns the blocktype on success, emits a warning and returns a_Default's representation on failure.
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/** Reads a block type from the ini file; returns the blocktype on success, emits a warning and returns a_Default's representation on failure. */
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static BLOCKTYPE GetIniBlock(cIniFile & a_IniFile, const AString & a_SectionName, const AString & a_ValueName, const AString & a_Default);
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private:
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struct cQueueItem
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{
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/** The chunk coords */
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int m_ChunkX, m_ChunkZ;
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/** Force the regeneration of an already existing chunk */
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bool m_ForceGenerate;
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/** Callback to call after generating.*/
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cChunkCoordCallback * m_Callback;
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};
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typedef std::list<cQueueItem> cGenQueue;
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/** Seed used for the generator. */
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int m_Seed;
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cCriticalSection m_CS;
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cChunkCoordsWithBoolList m_Queue;
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cEvent m_Event; ///< Set when an item is added to the queue or the thread should terminate
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cEvent m_evtRemoved; ///< Set when an item is removed from the queue
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/** CS protecting access to the queue. */
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cCriticalSection m_CS;
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/** Queue of the chunks to be generated. Protected against multithreaded access by m_CS. */
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cGenQueue m_Queue;
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/** Set when an item is added to the queue or the thread should terminate. */
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cEvent m_Event;
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/** Set when an item is removed from the queue. */
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cEvent m_evtRemoved;
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cGenerator * m_Generator; ///< The actual generator engine used to generate chunks
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/** The actual generator engine used to generate chunks. */
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cGenerator * m_Generator;
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/** The plugin interface that may modify the generated chunks */
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cPluginInterface * m_PluginInterface;
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@@ -158,6 +186,7 @@ private:
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// cIsThread override:
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virtual void Execute(void) override;
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/** Generates the specified chunk and sets it into the chunksink. */
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void DoGenerate(int a_ChunkX, int a_ChunkZ);
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};
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