#pragma once #include "../../Minecraft.World/Headers/net.minecraft.world.level.h" #include "../../Minecraft.World/Headers/net.minecraft.world.level.chunk.h" #include "../../Minecraft.World/Level/RandomLevelSource.h" class ServerChunkCache; // 4J - various alterations here to make this thread safe, and operate as a // fixed sized cache class MultiPlayerChunkCache : public ChunkSource { friend class LevelRenderer; private: LevelChunk* emptyChunk; LevelChunk* waterChunk; std::vector loadedChunkList; LevelChunk** cache; // 4J - added for multithreaded support CRITICAL_SECTION m_csLoadCreate; // 4J - size of cache is defined by size of one side - must be even int XZSIZE; int XZOFFSET; bool* hasData; Level* level; public: MultiPlayerChunkCache(Level* level); ~MultiPlayerChunkCache(); virtual bool hasChunk(int x, int z); virtual bool reallyHasChunk(int x, int z); virtual void drop(int x, int z); virtual LevelChunk* create(int x, int z); virtual LevelChunk* getChunk(int x, int z); virtual bool save(bool force, ProgressListener* progressListener); virtual bool tick(); virtual bool shouldSave(); virtual void postProcess(ChunkSource* parent, int x, int z); virtual std::wstring gatherStats(); virtual std::vector* getMobsAt( MobCategory* mobCategory, int x, int y, int z); virtual TilePos* findNearestMapFeature(Level* level, const std::wstring& featureName, int x, int y, int z); virtual void dataReceived(int x, int z); // 4J added virtual LevelChunk** getCache() { return cache; } // 4J added };