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author | Mattes D <github@xoft.cz> | 2015-07-31 16:49:10 +0200 |
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committer | Mattes D <github@xoft.cz> | 2015-07-31 16:49:10 +0200 |
commit | 6e4122e551eeb41d3e950b363dd837d5586fe560 (patch) | |
tree | b5ee221d8a8e63c7d3b7868da1db19bf717a6ffd /src/World.h | |
parent | Merge pull request #2400 from cuberite/OffloadBadChunks (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/World.h | 15 |
1 files changed, 8 insertions, 7 deletions
diff --git a/src/World.h b/src/World.h index ab2b197c5..1ee473970 100644 --- a/src/World.h +++ b/src/World.h @@ -316,7 +316,7 @@ public: bool HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) const; - /** Queues a task to unload unused chunks onto the tick thread. The prefferred way of unloading*/ + /** Queues a task to unload unused chunks onto the tick thread. The prefferred way of unloading. */ void QueueUnloadUnusedChunks(void); // tolua_export void CollectPickupsByPlayer(cPlayer & a_Player); @@ -630,7 +630,8 @@ public: bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback); bool DoWithChunk(int a_ChunkX, int a_ChunkZ, std::function<bool(cChunk &)> a_Callback); - /** Calls the callback for the chunk at the block position specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback **/ + /** Calls the callback for the chunk at the block position specified, with ChunkMapCS locked. + Returns false if the chunk isn't loaded, otherwise returns the same value as the callback */ bool DoWithChunkAt(Vector3i a_BlockPos, std::function<bool(cChunk &)> a_Callback); void GrowTreeImage(const sSetBlockVector & a_Blocks); @@ -1120,24 +1121,24 @@ private: /** Ticks all clients that are in this world */ void TickClients(float a_Dt); - /** Unloads all chunks immediately.*/ + /** Unloads all chunks immediately. */ void UnloadUnusedChunks(void); void UpdateSkyDarkness(void); - /** <summary>Generates a random spawnpoint on solid land by walking chunks and finding their biomes</summary> */ + /** Generates a random spawnpoint on solid land by walking chunks and finding their biomes */ void GenerateRandomSpawn(void); - /** Check if player starting point is acceptable **/ + /** Check if player starting point is acceptable */ bool CheckPlayerSpawnPoint(int a_PosX, int a_PosY, int a_PosZ); - /** Chooses a reasonable transition from the current weather to a new weather **/ + /** Chooses a reasonable transition from the current weather to a new weather */ eWeather ChooseNewWeather(void); /** Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section) */ cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock); - /** Creates a new redstone simulator.*/ + /** Creates a new redstone simulator. */ cRedstoneSimulator * InitializeRedstoneSimulator(cIniFile & a_IniFile); /** Adds the players queued in the m_PlayersToAdd queue into the m_Players list. |