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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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3.5 kB · 106 lines
C
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107#pragma once#include "..\Minecraft.World\net.minecraft.world.level.h"#include "..\Minecraft.World\File.h"#include "..\Minecraft.World\net.minecraft.world.level.storage.h"#include "..\Minecraft.World\JavaIntHash.h"#include "..\Minecraft.World\RandomLevelSource.h"#include "..\Minecraft.World\C4JThread.h"using namespace std;class ServerLevel;
class ServerChunkCache : public ChunkSource{
private:// unordered_set<int,IntKeyHash, IntKeyEq> toDrop;private: LevelChunk *emptyChunk; ChunkSource *source; ChunkStorage *storage;public: bool autoCreate;private: LevelChunk **cache; vector<LevelChunk *> m_loadedChunkList; ServerLevel *level;
#ifdef _LARGE_WORLDS deque<LevelChunk *> m_toDrop; LevelChunk **m_unloadedCache;#endif
// 4J - added for multithreaded support CRITICAL_SECTION m_csLoadCreate; // 4J - size of cache is defined by size of one side - must be even int XZSIZE; int XZOFFSET;
public: ServerChunkCache(ServerLevel *level, ChunkStorage *storage, ChunkSource *source); virtual ~ServerChunkCache(); virtual bool hasChunk(int x, int z); vector<LevelChunk *> *getLoadedChunkList(); void drop(int x, int z); void dropAll(); virtual LevelChunk *create(int x, int z); LevelChunk *create(int x, int z, bool asyncPostProcess ); // 4J added virtual LevelChunk *getChunk(int x, int z);#ifdef _LARGE_WORLDS LevelChunk *getChunkLoadedOrUnloaded(int x, int z); // 4J added void overwriteLevelChunkFromSource(int x, int z); // 4J MGH added, for expanding worlds, to kill any player changes and reset the chunk void overwriteHellLevelChunkFromSource(int x, int z, int minVal, int maxVal); // 4J MGH added, for expanding worlds, to reset the outer tiles in the chunk void updateOverwriteHellChunk(LevelChunk* origChunk, LevelChunk* playerChunk, int xMin, int xMax, int zMin, int zMax);
#endif virtual LevelChunk **getCache() { return cache; } // 4J added
// 4J-JEV Added; Remove chunk from the toDrop queue.#ifdef _LARGE_WORLDS void dontDrop(int x, int z); #endif
private: LevelChunk *load(int x, int z); void saveEntities(LevelChunk *levelChunk); void save(LevelChunk *levelChunk);
void updatePostProcessFlag(short flag, int x, int z, int xo, int zo, LevelChunk *lc); // 4J added void updatePostProcessFlags(int x, int z); // 4J added void flagPostProcessComplete(short flag, int x, int z); // 4J addedpublic: virtual void postProcess(ChunkSource *parent, int x, int z);
private:#ifdef _LARGE_WORLDS static const int MAX_SAVES = 20;#else // 4J Stu - Was 24, but lowering it drastically so that we can trickle save chunks static const int MAX_SAVES = 1;#endif
public: virtual bool saveAllEntities(); virtual bool save(bool force, ProgressListener *progressListener); virtual bool tick(); virtual bool shouldSave(); virtual wstring gatherStats();
virtual vector<Biome::MobSpawnerData *> *getMobsAt(MobCategory *mobCategory, int x, int y, int z); virtual TilePos *findNearestMapFeature(Level *level, const wstring &featureName, int x, int y, int z); virtual void recreateLogicStructuresForChunk(int chunkX, int chunkZ);
private: typedef struct _SaveThreadData { ServerChunkCache *cache; LevelChunk *chunkToSave; bool saveEntities; bool useSharedThreadStorage; C4JThread::Event *notificationEvent; C4JThread::Event *wakeEvent; // This is a handle to the one fired by the producer thread } SaveThreadData;
public: static int runSaveThreadProc(LPVOID lpParam);};