#pragma once #include "..\Minecraft.World\net.minecraft.world.level.h" #include "..\Minecraft.World\net.minecraft.world.level.chunk.h" #include "..\Minecraft.World\RandomLevelSource.h" using namespace std; class ServerChunkCache; // 4J - various alterations here to make this thread safe, and operate as a fixed sized cache class MultiPlayerChunkCache : public ChunkSource { friend class LevelRenderer; private: LevelChunk *emptyChunk; LevelChunk *waterChunk; vector loadedChunkList; LevelChunk **cache; // 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; bool *hasData; Level *level; public: MultiPlayerChunkCache(Level *level); ~MultiPlayerChunkCache(); virtual bool hasChunk(int x, int z); virtual bool reallyHasChunk(int x, int z); virtual void drop(int x, int z); virtual LevelChunk *create(int x, int z); virtual LevelChunk *getChunk(int x, int z); virtual bool save(bool force, ProgressListener *progressListener); virtual bool tick(); virtual bool shouldSave(); virtual void postProcess(ChunkSource *parent, int x, int z); virtual wstring gatherStats(); virtual vector *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 dataReceived(int x, int z); // 4J added virtual LevelChunk **getCache() { return cache; } // 4J added };