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