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author | Masy98 <masy@antheruscraft.de> | 2014-09-06 22:03:35 +0200 |
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committer | Masy98 <masy@antheruscraft.de> | 2014-09-06 22:03:35 +0200 |
commit | 029eb3d4fac9d480ab2f4bac4ac8fd981a378d9e (patch) | |
tree | dd6dce68bf9f1951f6aa663ebc7b4ff3cec38172 /src/ChunkMap.cpp | |
parent | Merge remote-tracking branch 'upstream/master' (diff) | |
parent | Merge pull request #1385 from mc-server/clangWarnings (diff) | |
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Diffstat (limited to 'src/ChunkMap.cpp')
-rw-r--r-- | src/ChunkMap.cpp | 79 |
1 files changed, 26 insertions, 53 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index 8c765c8c9..9c105c5af 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -145,10 +145,9 @@ cChunkMap::cChunkLayer * cChunkMap::GetLayerForChunk(int a_ChunkX, int a_ChunkZ) cChunkPtr cChunkMap::GetChunk(int a_ChunkX, int a_ChunkZ) { - // No need to lock m_CSLayers, since it's already locked by the operation that called us - ASSERT(m_CSLayers.IsLockedByCurrentThread()); + ASSERT(m_CSLayers.IsLockedByCurrentThread()); // m_CSLayers should already be locked by the operation that called us - cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ); + cChunkLayer * Layer = GetLayerForChunk(a_ChunkX, a_ChunkZ); if (Layer == NULL) { // An error must have occurred, since layers are automatically created if they don't exist @@ -160,9 +159,11 @@ cChunkPtr cChunkMap::GetChunk(int a_ChunkX, int a_ChunkZ) { return NULL; } - if (!(Chunk->IsValid())) + if (!Chunk->IsValid() && !Chunk->IsQueued()) { - m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ, true); + Chunk->SetPresence(cChunk::cpQueued); + Chunk->SetShouldGenerateIfLoadFailed(true); + m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ); } return Chunk; } @@ -171,10 +172,11 @@ cChunkPtr cChunkMap::GetChunk(int a_ChunkX, int a_ChunkZ) -cChunkPtr cChunkMap::GetChunkNoGen( int a_ChunkX, int a_ChunkZ) +cChunkPtr cChunkMap::GetChunkNoGen(int a_ChunkX, int a_ChunkZ) { - // No need to lock m_CSLayers, since it's already locked by the operation that called us - cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ); + ASSERT(m_CSLayers.IsLockedByCurrentThread()); // m_CSLayers should already be locked by the operation that called us + + cChunkLayer * Layer = GetLayerForChunk(a_ChunkX, a_ChunkZ); if (Layer == NULL) { // An error must have occurred, since layers are automatically created if they don't exist @@ -186,9 +188,10 @@ cChunkPtr cChunkMap::GetChunkNoGen( int a_ChunkX, int a_ChunkZ) { return NULL; } - if (!(Chunk->IsValid())) + if (!Chunk->IsValid() && !Chunk->IsQueued()) { - m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ, false); + Chunk->SetPresence(cChunk::cpQueued); + m_World->GetStorage().QueueLoadChunk(a_ChunkX, a_ChunkZ); } return Chunk; @@ -200,7 +203,8 @@ cChunkPtr cChunkMap::GetChunkNoGen( int a_ChunkX, int a_ChunkZ) cChunkPtr cChunkMap::GetChunkNoLoad( int a_ChunkX, int a_ChunkZ) { - // No need to lock m_CSLayers, since it's already locked by the operation that called us + ASSERT(m_CSLayers.IsLockedByCurrentThread()); // m_CSLayers should already be locked by the operation that called us + cChunkLayer * Layer = GetLayerForChunk( a_ChunkX, a_ChunkZ); if (Layer == NULL) { @@ -1009,6 +1013,17 @@ bool cChunkMap::GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_Blo +bool cChunkMap::IsChunkQueued(int a_ChunkX, int a_ChunkZ) +{ + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ); + return (Chunk != NULL) && Chunk->IsQueued(); +} + + + + + bool cChunkMap::IsChunkValid(int a_ChunkX, int a_ChunkZ) { cCSLock Lock(m_CSLayers); @@ -2332,48 +2347,6 @@ void cChunkMap::TouchChunk(int a_ChunkX, int a_ChunkZ) -/// Loads the chunk synchronously, if not already loaded. Doesn't generate. Returns true if chunk valid (even if already loaded before) -bool cChunkMap::LoadChunk(int a_ChunkX, int a_ChunkZ) -{ - { - cCSLock Lock(m_CSLayers); - cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ); - if (Chunk == NULL) - { - // Internal error - return false; - } - if (Chunk->IsValid()) - { - // Already loaded - return true; - } - if (Chunk->HasLoadFailed()) - { - // Already tried loading and it failed - return false; - } - } - return m_World->GetStorage().LoadChunk(a_ChunkX, a_ChunkZ); -} - - - - - -/// Loads the chunks specified. Doesn't report failure, other than chunks being !IsValid() -void cChunkMap::LoadChunks(const cChunkCoordsList & a_Chunks) -{ - for (cChunkCoordsList::const_iterator itr = a_Chunks.begin(); itr != a_Chunks.end(); ++itr) - { - LoadChunk(itr->m_ChunkX, itr->m_ChunkZ); - } // for itr - a_Chunks[] -} - - - - - void cChunkMap::ChunkLoadFailed(int a_ChunkX, int a_ChunkZ) { cCSLock Lock(m_CSLayers); |