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47
Minecraft.Client/MultiPlayerChunkCache.h
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47
Minecraft.Client/MultiPlayerChunkCache.h
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#pragma once
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#include "..\Minecraft.World\net.minecraft.world.level.h"
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#include "..\Minecraft.World\net.minecraft.world.level.chunk.h"
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#include "..\Minecraft.World\RandomLevelSource.h"
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using namespace std;
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class ServerChunkCache;
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// 4J - various alterations here to make this thread safe, and operate as a fixed sized cache
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class MultiPlayerChunkCache : public ChunkSource
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{
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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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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 wstring gatherStats();
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virtual vector<Biome::MobSpawnerData *> *getMobsAt(MobCategory *mobCategory, int x, int y, int z);
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virtual TilePos *findNearestMapFeature(Level *level, const wstring &featureName, int x, int y, int z);
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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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};
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