git-svn-id: http://mc-server.googlecode.com/svn/trunk@1447 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			332 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			332 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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#include "Globals.h"
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#include "ChunkGenerator.h"
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#include "../World.h"
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#include "../../iniFile/iniFile.h"
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#include "../Root.h"
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#include "../PluginManager.h"
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#include "ChunkDesc.h"
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#include "ComposableGenerator.h"
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#include "Noise3DGenerator.h"
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/// If the generation queue size exceeds this number, a warning will be output
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const int QUEUE_WARNING_LIMIT = 1000;
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/// If the generation queue size exceeds this number, chunks with no clients will be skipped
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const int QUEUE_SKIP_LIMIT = 500;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cChunkGenerator:
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cChunkGenerator::cChunkGenerator(void) :
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	super("cChunkGenerator"),
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	m_World(NULL),
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	m_Generator(NULL)
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{
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}
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cChunkGenerator::~cChunkGenerator()
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{
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	Stop();
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}
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bool cChunkGenerator::Start(cWorld * a_World, cIniFile & a_IniFile)
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{
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	MTRand rnd;
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	m_World = a_World;
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	m_Seed = a_IniFile.GetValueSetI("Seed", "Seed", rnd.randInt());
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	AString GeneratorName = a_IniFile.GetValueSet("Generator", "Generator", "Composable");
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	if (NoCaseCompare(GeneratorName, "Noise3D") == 0)
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	{
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		m_Generator = new cNoise3DGenerator(*this);
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	}
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	else
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	{
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		if (NoCaseCompare(GeneratorName, "composable") != 0)
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		{
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			LOGWARN("[Generator]::Generator value \"%s\" not recognized, using \"Composable\".", GeneratorName.c_str());
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		}
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		m_Generator = new cComposableGenerator(*this);
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	}
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	if (m_Generator == NULL)
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	{
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		LOGERROR("Generator could not start, aborting the server");
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		return false;
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	}
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	m_Generator->Initialize(a_World, a_IniFile);
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	a_IniFile.WriteFile();
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	return super::Start();
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}
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void cChunkGenerator::Stop(void)
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{
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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 for empty queue
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	Wait();
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	delete m_Generator;
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	m_Generator = NULL;
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}
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void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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	{
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		cCSLock Lock(m_CS);
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		// Check if it is already in the queue:
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		for (cChunkCoordsList::iterator itr = m_Queue.begin(); itr != m_Queue.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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				// Already in the queue, bail out
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				return;
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			}
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		}  // for itr - m_Queue[]
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		// Add to queue, issue a warning if too many:
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		if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
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		{
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			LOGWARN("WARNING: Adding chunk [%i, %i] to generation queue; Queue is too big! (%i)", a_ChunkX, a_ChunkZ, m_Queue.size());
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		}
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		m_Queue.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 cChunkGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
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{
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	if (m_Generator != NULL)
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	{
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		m_Generator->GenerateBiomes(a_ChunkX, a_ChunkZ, a_BiomeMap);
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	}
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}
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void cChunkGenerator::WaitForQueueEmpty(void)
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{
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	cCSLock Lock(m_CS);
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	while (!m_ShouldTerminate && !m_Queue.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 cChunkGenerator::GetQueueLength(void)
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{
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	cCSLock Lock(m_CS);
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	return (int)m_Queue.size();
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}
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EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
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{
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	ASSERT(m_Generator != NULL);
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	return m_Generator->GetBiomeAt(a_BlockX, a_BlockZ);
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}
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BLOCKTYPE cChunkGenerator::GetIniBlock(cIniFile & a_IniFile, const AString & a_SectionName, const AString & a_ValueName, const AString & a_Default)
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{
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	AString BlockType = a_IniFile.GetValueSet(a_SectionName, a_ValueName, a_Default);
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	BLOCKTYPE Block = BlockStringToType(BlockType);
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	if (Block < 0)
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	{
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		LOGWARN("[&s].%s Could not parse block value \"%s\". Using default: \"%s\".", a_SectionName.c_str(), a_ValueName.c_str(), BlockType.c_str(),a_Default.c_str());
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		return BlockStringToType(a_Default);
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	}
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	return Block;
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}
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void cChunkGenerator::Execute(void)
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{
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	// To be able to display performance information, the generator counts the chunks generated.
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	// When the queue gets empty, the count is reset, so that waiting for the queue is not counted into the total time.
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	int NumChunksGenerated = 0;  // Number of chunks generated since the queue was last empty
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	clock_t GenerationStart = clock();  // Clock tick when the queue started to fill
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	clock_t LastReportTick = clock();  // Clock tick of the last report made (so that performance isn't reported too often)
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	while (!m_ShouldTerminate)
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	{
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		cCSLock Lock(m_CS);
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		while (m_Queue.size() == 0)
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		{
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			if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC))
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			{
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				LOG("Chunk generator performance: %.2f ch/s (%d ch total)",
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					(double)NumChunksGenerated * CLOCKS_PER_SEC/ (clock() - GenerationStart),
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					NumChunksGenerated
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				);
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			}
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			cCSUnlock Unlock(Lock);
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			m_Event.Wait();
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			if (m_ShouldTerminate)
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			{
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				return;
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			}
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			NumChunksGenerated = 0;
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			GenerationStart = clock();
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			LastReportTick = clock();
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		}
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		cChunkCoords coords = m_Queue.front();		// Get next coord from queue
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		m_Queue.erase( m_Queue.begin() );	// Remove coordinate from queue
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		bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
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		Lock.Unlock();			// Unlock ASAP
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		m_evtRemoved.Set();
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		// Display perf info once in a while:
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		if ((NumChunksGenerated > 16) && (clock() - LastReportTick > 2 * CLOCKS_PER_SEC))
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		{
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			LOG("Chunk generator performance: %.2f ch/s (%d ch total)",
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				(double)NumChunksGenerated * CLOCKS_PER_SEC / (clock() - GenerationStart),
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				NumChunksGenerated
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			);
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			LastReportTick = clock();
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		}
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		// Hack for regenerating chunks: if Y != 0, the chunk is considered invalid, even if it has its data set
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		if ((coords.m_ChunkY == 0) && m_World->IsChunkValid(coords.m_ChunkX, coords.m_ChunkZ))
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		{
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			LOGD("Chunk [%d, %d] already generated, skipping generation", coords.m_ChunkX, coords.m_ChunkZ);
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			// Already generated, ignore request
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			continue;
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		}
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		if (SkipEnabled && !m_World->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkZ))
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		{
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			LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d]", coords.m_ChunkX, coords.m_ChunkZ);
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			continue;
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		}
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		LOGD("Generating chunk [%d, %d, %d]", coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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		DoGenerate(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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		// Save the chunk right after generating, so that we don't have to generate it again on next run
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		m_World->GetStorage().QueueSaveChunk(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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		NumChunksGenerated++;
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	}  // while (!bStop)
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}
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void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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	cChunkDesc ChunkDesc(a_ChunkX, a_ChunkZ);
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	cRoot::Get()->GetPluginManager()->CallHookChunkGenerating(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc);
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	m_Generator->DoGenerate(a_ChunkX, a_ChunkZ, ChunkDesc);
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	cRoot::Get()->GetPluginManager()->CallHookChunkGenerated(m_World, a_ChunkX, a_ChunkZ, &ChunkDesc);
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	#ifdef _DEBUG
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	// Verify that the generator has produced valid data:
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	ChunkDesc.VerifyHeightmap();
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	#endif
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	cChunkDef::BlockNibbles BlockMetas;
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	ChunkDesc.CompressBlockMetas(BlockMetas);
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	m_World->SetChunkData(
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		a_ChunkX, a_ChunkZ, 
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		ChunkDesc.GetBlockTypes(), BlockMetas,
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		NULL, NULL,  // We don't have lighting, chunk will be lighted when needed
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		&ChunkDesc.GetHeightMap(), &ChunkDesc.GetBiomeMap(),
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		ChunkDesc.GetEntities(), ChunkDesc.GetBlockEntities(),
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		true
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	);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cChunkGenerator::cGenerator:
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cChunkGenerator::cGenerator::cGenerator(cChunkGenerator & a_ChunkGenerator) :
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	m_ChunkGenerator(a_ChunkGenerator)
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{
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}
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void cChunkGenerator::cGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile)
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{
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	m_World = a_World;
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	UNUSED(a_IniFile);
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}
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EMCSBiome cChunkGenerator::cGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
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{
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	cChunkDef::BiomeMap Biomes;
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	int Y = 0;
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	int ChunkX, ChunkZ;
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	cWorld::AbsoluteToRelative(a_BlockX, Y, a_BlockZ, ChunkX, Y, ChunkZ);
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	GenerateBiomes(ChunkX, ChunkZ, Biomes);
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	return cChunkDef::GetBiome(Biomes, a_BlockX, a_BlockZ);
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}
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