git-svn-id: http://mc-server.googlecode.com/svn/trunk@606 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			380 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			380 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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// WorldStorage.cpp
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// Implements the cWorldStorage class representing the chunk loading / saving thread
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// To add a new storage schema, implement a cWSSchema descendant and add it to cWorldStorage::InitSchemas()
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#include "Globals.h"
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#include "WorldStorage.h"
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#include "WSSCompact.h"
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#include "WSSAnvil.h"
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#include "cWorld.h"
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#include "cChunkGenerator.h"
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#include "cEntity.h"
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#include "cBlockEntity.h"
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#include "BlockID.h"
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/// Example storage schema - forgets all chunks ;)
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class cWSSForgetful :
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	public cWSSchema
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{
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public:
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	cWSSForgetful(cWorld * a_World) : cWSSchema(a_World) {}
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protected:
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	// cWSSchema overrides:
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	virtual bool LoadChunk(const cChunkCoords & a_Chunk) override {return false; }
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	virtual bool SaveChunk(const cChunkCoords & a_Chunk) override {return true; }
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	virtual const AString GetName(void) const override {return "forgetful"; }
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} ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cWorldStorage:
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cWorldStorage::cWorldStorage(void) :
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	super("cWorldStorage"),
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	m_World(NULL),
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	m_SaveSchema(NULL)
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{
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}
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cWorldStorage::~cWorldStorage()
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{
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	for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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	{
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		delete *itr;
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	}  // for itr - m_Schemas[]
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	m_LoadQueue.clear();
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	m_SaveQueue.clear();
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}
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bool cWorldStorage::Start(cWorld * a_World, const AString & a_StorageSchemaName)
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{
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	m_World = a_World;
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	m_StorageSchemaName = a_StorageSchemaName;
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	InitSchemas();
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	return super::Start();
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}
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void cWorldStorage::WaitForFinish(void)
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{
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	LOG("Waiting for the world storage to finish saving");
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	{
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		// Cancel all loading requests:
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		cCSLock Lock(m_CSQueues);
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		m_LoadQueue.clear();
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	}
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	// Wait for the saving to finish:
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	WaitForQueuesEmpty();
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	// Wait for the thread to finish:
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	m_ShouldTerminate = true;
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	m_Event.Set();
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	m_evtRemoved.Set();  // Wake up anybody waiting in the WaitForQueuesEmpty() method
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	super::Wait();
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	LOG("World storage thread finished");
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}
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void cWorldStorage::WaitForQueuesEmpty(void)
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{
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	cCSLock Lock(m_CSQueues);
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	while (!m_ShouldTerminate && (!m_LoadQueue.empty() || !m_SaveQueue.empty()))
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	{
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		cCSUnlock Unlock(Lock);
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		m_evtRemoved.Wait();
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	}
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}
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int cWorldStorage::GetLoadQueueLength(void)
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{
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	cCSLock Lock(m_CSQueues);
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	return (int)m_LoadQueue.size();
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}
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int cWorldStorage::GetSaveQueueLength(void)
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{
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	cCSLock Lock(m_CSQueues);
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	return (int)m_SaveQueue.size();
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}
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate)
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{
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	// Queues the chunk for loading; if not loaded, the chunk will be generated
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	{
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		cCSLock Lock(m_CSQueues);
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		// Check if already in the queue:
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		for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
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		{
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			if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ) && (itr->m_Generate == a_Generate))
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			{
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				return;
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			}
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		}
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		m_LoadQueue.push_back(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
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	}
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	m_Event.Set();
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}
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void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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	{
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		cCSLock Lock(m_CSQueues);
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		m_SaveQueue.remove   (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));  // Don't add twice
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		m_SaveQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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	}
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	m_Event.Set();
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}
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void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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	cCSLock Lock(m_CSQueues);
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	for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
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	{
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		if ((itr->m_ChunkX != a_ChunkX) || (itr->m_ChunkY != a_ChunkY) || (itr->m_ChunkZ != a_ChunkZ))
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		{
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			continue;
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		}
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		m_LoadQueue.erase(itr);
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		Lock.Unlock();
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		m_evtRemoved.Set();
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		return;
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	}  // for itr - m_LoadQueue[]
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}
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void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
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{
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	{
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		cCSLock Lock(m_CSQueues);
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		m_SaveQueue.remove(a_Chunk);
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	}
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	m_evtRemoved.Set();
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}
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void cWorldStorage::InitSchemas(void)
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{
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	// The first schema added is considered the default
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	m_Schemas.push_back(new cWSSCompact  (m_World));
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	m_Schemas.push_back(new cWSSAnvil    (m_World));
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	m_Schemas.push_back(new cWSSForgetful(m_World));
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	// Add new schemas here
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	if (NoCaseCompare(m_StorageSchemaName, "default") == 0)
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	{
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		m_SaveSchema = m_Schemas.front();
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		return;
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	}
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	for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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	{
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		if (NoCaseCompare((*itr)->GetName(), m_StorageSchemaName) == 0)
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		{
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			m_SaveSchema = *itr;
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			return;
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		}
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	}  // for itr - m_Schemas[]
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	// Unknown schema selected, let the admin know:
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	LOGWARNING("Unknown storage schema name \"%s\". Using default (\"%s\"). Available schemas:", 
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		m_StorageSchemaName.c_str(), m_SaveSchema->GetName().c_str()
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	);
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	for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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	{
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		LOGWARNING("\t\"%s\"", (*itr)->GetName().c_str());
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	}
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	m_SaveSchema = m_Schemas.front();
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}
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void cWorldStorage::Execute(void)
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{
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	while (!m_ShouldTerminate)
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	{
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		m_Event.Wait();
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		// Process both queues until they are empty again:
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		bool HasMore;
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		do
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		{
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			HasMore = false;
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			if (m_ShouldTerminate)
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			{
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				return;
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			}
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			HasMore = LoadOneChunk();
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			HasMore = HasMore | SaveOneChunk();
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			m_evtRemoved.Set();
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		} while (HasMore);
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	}
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}
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bool cWorldStorage::LoadOneChunk(void)
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{
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	sChunkLoad ToLoad(0, 0, 0, false);
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	bool HasMore;
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	bool ShouldLoad = false;
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	{
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		cCSLock Lock(m_CSQueues);
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		if (!m_LoadQueue.empty())
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		{
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			ToLoad = m_LoadQueue.front();
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			m_LoadQueue.pop_front();
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			ShouldLoad = true;
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		}
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		HasMore = !m_LoadQueue.empty();
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	}
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	if (ShouldLoad && !LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ))
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	{
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		if (ToLoad.m_Generate)
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		{
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			// The chunk couldn't be loaded, generate it:
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			m_World->GetGenerator().QueueGenerateChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
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		}
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		else
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		{
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			// TODO: Notify the world that the load has failed:
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			// m_World->ChunkLoadFailed(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
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		}
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	}
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	return HasMore;
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}
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bool cWorldStorage::SaveOneChunk(void)
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{
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	cChunkCoords Save(0, 0, 0);
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	bool HasMore;
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	bool ShouldSave = false;
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	{
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		cCSLock Lock(m_CSQueues);
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		if (!m_SaveQueue.empty())
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		{
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			Save = m_SaveQueue.front();
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			m_SaveQueue.pop_front();
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			ShouldSave = true;
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		}
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		HasMore = !m_SaveQueue.empty();
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	}
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	if (ShouldSave && m_World->IsChunkValid(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ))
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	{
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		m_World->MarkChunkSaving(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
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		if (m_SaveSchema->SaveChunk(Save))
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		{
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			m_World->MarkChunkSaved(Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
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		}
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		else
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		{
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			LOGWARNING("Cannot save chunk [%d, %d, %d]", Save.m_ChunkX, Save.m_ChunkY, Save.m_ChunkZ);
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		}
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	}
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	return HasMore;
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}
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bool cWorldStorage::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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	if (m_World->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ))
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	{
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		// Already loaded (can happen, since the queue is async)
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		return true;
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	}
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	cChunkCoords Coords(a_ChunkX, a_ChunkY, a_ChunkZ);
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	// First try the schema that is used for saving
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	if (m_SaveSchema->LoadChunk(Coords))
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	{
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		return true;
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	}
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	// If it didn't have the chunk, try all the other schemas:
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	for (cWSSchemaList::iterator itr = m_Schemas.begin(); itr != m_Schemas.end(); ++itr)
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	{
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		if (((*itr) != m_SaveSchema) && (*itr)->LoadChunk(Coords))
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		{
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			return true;
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		}
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	}
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	// Notify the chunk owner that the chunk failed to load (sets cChunk::m_HasLoadFailed to true):
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	m_World->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ);
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	return false;
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}
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