Add threadlock and universal fs functions
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@@ -126,7 +126,7 @@ private:
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// 4J - this block of declarations was scattered round the code but have gathered everything into one place
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rteMap renderableTileEntities; // 4J - changed - was vector<shared_ptr<TileEntity>, now hashed by chunk so we can find them
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CRITICAL_SECTION m_csRenderableTileEntities;
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ThreadLock m_csRenderableTileEntities;
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MultiPlayerLevel *level[4]; // 4J - now one per player
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Textures *textures;
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// vector<Chunk *> *sortedChunks[4]; // 4J - removed - not sorting our chunks anymore
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@@ -164,7 +164,7 @@ private:
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public:
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void fullyFlagRenderableTileEntitiesToBeRemoved(); // 4J added
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CRITICAL_SECTION m_csDirtyChunks;
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ThreadLock m_csDirtyChunks;
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bool m_nearDirtyChunk;
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@@ -186,7 +186,7 @@ public:
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RecentTile(int x, int y, int z, Level *level);
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~RecentTile();
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};
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CRITICAL_SECTION m_csDestroyedTiles;
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ThreadLock m_csDestroyedTiles;
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vector<RecentTile *> m_destroyedTiles;
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public:
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void destroyingTileAt( Level *level, int x, int y, int z ); // For game to let this manager know that a tile is about to be destroyed (must be called before it actually is)
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@@ -271,7 +271,7 @@ public:
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static void staticCtor();
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static int rebuildChunkThreadProc(void* lpParam);
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CRITICAL_SECTION m_csChunkFlags;
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ThreadLock m_csChunkFlags;
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#endif
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void nonStackDirtyChunksAdded();
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};
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