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author | Howaner <franzi.moos@googlemail.com> | 2014-09-09 01:55:21 +0200 |
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committer | Howaner <franzi.moos@googlemail.com> | 2014-09-09 01:55:21 +0200 |
commit | 6fb0a76b1eab47a806723b0a856609e19c5c14f9 (patch) | |
tree | c6d8712bdc4167e51d030277b28256c9bb0efe7c /src/Chunk.h | |
parent | PlayerSpawn packet: Send the correct uuid. (diff) | |
parent | capitalisation error (diff) | |
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Diffstat (limited to 'src/Chunk.h')
-rw-r--r-- | src/Chunk.h | 53 |
1 files changed, 43 insertions, 10 deletions
diff --git a/src/Chunk.h b/src/Chunk.h index e5de22e3b..f282694c2 100644 --- a/src/Chunk.h +++ b/src/Chunk.h @@ -66,8 +66,16 @@ class cChunk : public cChunkDef // The inheritance is "misused" here only to inherit the functions and constants defined in cChunkDef { public: + /** Represents the presence state of the chunk */ + enum ePresence + { + cpInvalid, /**< The chunk is not present at all and is not queued in the loader / generator */ + cpQueued, /**< The chunk is not present, but is queued for loading / generation */ + cpPresent, /**< The chunk is present */ + }; + cChunk( - int a_ChunkX, int a_ChunkY, int a_ChunkZ, // Chunk coords + int a_ChunkX, int a_ChunkZ, // Chunk coords cChunkMap * a_ChunkMap, cWorld * a_World, // Parent objects cChunk * a_NeighborXM, cChunk * a_NeighborXP, cChunk * a_NeighborZM, cChunk * a_NeighborZP, // Neighbor chunks cAllocationPool<cChunkData::sChunkSection> & a_Pool @@ -75,11 +83,25 @@ public: cChunk(cChunk & other); ~cChunk(); - bool IsValid(void) const {return m_IsValid; } // Returns true if the chunk block data is valid (loaded / generated) - void SetValid(void); // Also wakes up any calls to cChunkMap::GetHeight() - void MarkRegenerating(void); // Marks all clients attached to this chunk as wanting this chunk - bool IsDirty(void) const {return m_IsDirty; } // Returns true if the chunk has changed since it was last saved - bool HasLoadFailed(void) const {return m_HasLoadFailed; } // Returns true if the chunk failed to load and hasn't been generated since then + /** Returns true iff the chunk block data is valid (loaded / generated) */ + bool IsValid(void) const {return (m_Presence == cpPresent); } + + /** Returns true iff the chunk is in the queue for loading / generating */ + bool IsQueued(void) const {return (m_Presence == cpQueued); } + + /** Sets the chunk's presence. + Wakes up any calls to cChunkMap::GetHeight() when setting to cpPresent. */ + void SetPresence(ePresence a_Presence); + + /** Called to indicate whether the chunk should be queued in the generator if it fails to load. Set by cChunkMap::GetChunk(). */ + void SetShouldGenerateIfLoadFailed(bool a_ShouldGenerateIfLoadFailed); + + /** Marks all clients attached to this chunk as wanting this chunk. Also sets presence to cpQueued. */ + void MarkRegenerating(void); + + /** Returns true iff the chunk has changed since it was last saved. */ + bool IsDirty(void) const {return m_IsDirty; } + bool CanUnload(void); bool IsLightValid(void) const {return m_IsLightValid; } @@ -94,7 +116,10 @@ public: void MarkSaving(void); // Marks the chunk as being saved. void MarkSaved(void); // Marks the chunk as saved, if it didn't change from the last call to MarkSaving() void MarkLoaded(void); // Marks the chunk as freshly loaded. Fails if the chunk is already valid - void MarkLoadFailed(void); // Marks the chunk as failed to load. Ignored is the chunk is already valid + + /** Marks the chunk as failed to load. + If m_ShouldGenerateIfLoadFailed is set, queues the chunk for generating. */ + void MarkLoadFailed(void); /** Gets all chunk data, calls the a_Callback's methods for each data type */ void GetAllData(cChunkDataCallback & a_Callback); @@ -135,7 +160,6 @@ public: void TickBlock(int a_RelX, int a_RelY, int a_RelZ); int GetPosX(void) const { return m_PosX; } - int GetPosY(void) const { return m_PosY; } int GetPosZ(void) const { return m_PosZ; } cWorld * GetWorld(void) const { return m_World; } @@ -216,6 +240,10 @@ public: /** Calls the callback for each entity; returns true if all entities processed, false if the callback aborted by returning true */ bool ForEachEntity(cEntityCallback & a_Callback); // Lua-accessible + /** Calls the callback for each entity that has a nonempty intersection with the specified boundingbox. + Returns true if all entities processed, false if the callback aborted by returning true. */ + bool ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback & a_Callback); // Lua-accessible + /** Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found. */ bool DoWithEntityByID(int a_EntityID, cEntityCallback & a_Callback, bool & a_CallbackResult); // Lua-accessible @@ -430,7 +458,12 @@ private: typedef std::vector<sSetBlockQueueItem> sSetBlockQueueVector; - bool m_IsValid; // True if the chunk is loaded / generated + /** Holds the presence status of the chunk - if it is present, or in the loader / generator queue, or unloaded */ + ePresence m_Presence; + + /** If the chunk fails to load, should it be queued in the generator or reset back to invalid? */ + bool m_ShouldGenerateIfLoadFailed; + bool m_IsLightValid; // True if the blocklight and skylight are calculated bool m_IsDirty; // True if the chunk has changed since it was last saved bool m_IsSaving; // True if the chunk is being saved @@ -449,7 +482,7 @@ private: /** Number of times the chunk has been requested to stay (by various cChunkStay objects); if zero, the chunk can be unloaded */ int m_StayCount; - int m_PosX, m_PosY, m_PosZ; + int m_PosX, m_PosZ; cWorld * m_World; cChunkMap * m_ChunkMap; |