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101
Minecraft.Client/ServerChunkCache.h
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101
Minecraft.Client/ServerChunkCache.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\File.h"
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#include "..\Minecraft.World\net.minecraft.world.level.storage.h"
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#include "..\Minecraft.World\JavaIntHash.h"
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#include "..\Minecraft.World\RandomLevelSource.h"
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#include "..\Minecraft.World\C4JThread.h"
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using namespace std;
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class ServerLevel;
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class ServerChunkCache : public ChunkSource
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{
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private:
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// unordered_set<int,IntKeyHash, IntKeyEq> toDrop;
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private:
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LevelChunk *emptyChunk;
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ChunkSource *source;
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ChunkStorage *storage;
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public:
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bool autoCreate;
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private:
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LevelChunk **cache;
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vector<LevelChunk *> m_loadedChunkList;
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ServerLevel *level;
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#ifdef _LARGE_WORLDS
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deque<LevelChunk *> m_toDrop;
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LevelChunk **m_unloadedCache;
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#endif
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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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public:
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ServerChunkCache(ServerLevel *level, ChunkStorage *storage, ChunkSource *source);
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virtual ~ServerChunkCache();
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virtual bool hasChunk(int x, int z);
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vector<LevelChunk *> *getLoadedChunkList();
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void drop(int x, int z);
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void dropAll();
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virtual LevelChunk *create(int x, int z);
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LevelChunk *create(int x, int z, bool asyncPostProcess ); // 4J added
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virtual LevelChunk *getChunk(int x, int z);
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#ifdef _LARGE_WORLDS
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LevelChunk *getChunkLoadedOrUnloaded(int x, int z); // 4J added
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#endif
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virtual LevelChunk **getCache() { return cache; } // 4J added
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// 4J-JEV Added; Remove chunk from the toDrop queue.
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#ifdef _LARGE_WORLDS
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void dontDrop(int x, int z);
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#endif
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private:
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LevelChunk *load(int x, int z);
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void saveEntities(LevelChunk *levelChunk);
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void save(LevelChunk *levelChunk);
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void updatePostProcessFlag(short flag, int x, int z, int xo, int zo, LevelChunk *lc); // 4J added
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void updatePostProcessFlags(int x, int z); // 4J added
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void flagPostProcessComplete(short flag, int x, int z); // 4J added
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public:
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virtual void postProcess(ChunkSource *parent, int x, int z);
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private:
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#ifdef _LARGE_WORLDS
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static const int MAX_SAVES = 20;
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#else
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// 4J Stu - Was 24, but lowering it drastically so that we can trickle save chunks
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static const int MAX_SAVES = 1;
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#endif
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public:
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virtual bool saveAllEntities();
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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 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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private:
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typedef struct _SaveThreadData
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{
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ServerChunkCache *cache;
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LevelChunk *chunkToSave;
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bool saveEntities;
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bool useSharedThreadStorage;
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C4JThread::Event *notificationEvent;
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C4JThread::Event *wakeEvent; // This is a handle to the one fired by the producer thread
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} SaveThreadData;
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public:
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static int runSaveThreadProc(LPVOID lpParam);
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};
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