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authorarchshift <admin@archshift.com>2014-07-12 02:37:28 +0200
committerarchshift <admin@archshift.com>2014-07-12 02:37:28 +0200
commit83c69134c079ac204c2fda1f375987b9651510d6 (patch)
tree73e02b553e6f3218545d543f587ab25eb918c462 /src/ChunkMap.h
parentFor now, removed creator member from Entity Effect for pointer safety (diff)
parentSimplified the player data loading. (diff)
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-rw-r--r--src/ChunkMap.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/ChunkMap.h b/src/ChunkMap.h
index 433516490..b8870dfca 100644
--- a/src/ChunkMap.h
+++ b/src/ChunkMap.h
@@ -339,6 +339,13 @@ public:
/** Returns the CS for locking the chunkmap; only cWorld::cLock may use this function! */
cCriticalSection & GetCS(void) { return m_CSLayers; }
+
+ /** Increments (a_AlwaysTicked == true) or decrements (false) the m_AlwaysTicked counter for the specified chunk.
+ If the m_AlwaysTicked counter is greater than zero, the chunk is ticked in the tick-thread regardless of
+ whether it has any clients or not.
+ This function allows nesting and task-concurrency (multiple separate tasks can request ticking and as long
+ as at least one requests is active the chunk will be ticked). */
+ void SetChunkAlwaysTicked(int a_ChunkX, int a_ChunkZ, bool a_AlwaysTicked);
private: