#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 toDrop; private: LevelChunk *emptyChunk; ChunkSource *source; ChunkStorage *storage; public: bool autoCreate; private: LevelChunk **cache; vector m_loadedChunkList; ServerLevel *level; #ifdef _LARGE_WORLDS deque 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 *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 #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 added public: 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 *getMobsAt(MobCategory *mobCategory, int x, int y, int z); virtual TilePos *findNearestMapFeature(Level *level, const wstring &featureName, int x, int y, int z); 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); };