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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
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chore: format Minecraft.World
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@@ -23,19 +23,16 @@ const std::tr1::wregex McRegionLevelStorageSource::FolderFilter::chunkFolderPatt
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const std::tr1::wregex McRegionLevelStorageSource::ChunkFilter::chunkFilePattern = std::tr1::wregex(L"c\\.(-?[0-9a-z]+)\\.(-?[0-9a-z]+)\\.dat");
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#endif
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McRegionLevelStorageSource::McRegionLevelStorageSource(File dir) : DirectoryLevelStorageSource(dir)
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{
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McRegionLevelStorageSource::McRegionLevelStorageSource(File dir)
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: DirectoryLevelStorageSource(dir) {}
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std::wstring McRegionLevelStorageSource::getName() {
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return L"Scaevolus' McRegion";
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}
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std::wstring McRegionLevelStorageSource::getName()
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{
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return L"Scaevolus' McRegion";
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}
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std::vector<LevelSummary *> *McRegionLevelStorageSource::getLevelList()
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{
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// 4J Stu - We don't need to do directory lookups with the xbox save files
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std::vector<LevelSummary *> *levels = new std::vector<LevelSummary *>;
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std::vector<LevelSummary*>* McRegionLevelStorageSource::getLevelList() {
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// 4J Stu - We don't need to do directory lookups with the xbox save files
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std::vector<LevelSummary*>* levels = new std::vector<LevelSummary*>;
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#if 0
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std::vector<File *> *subFolders = baseDir.listFiles();
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File *file;
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@@ -67,53 +64,53 @@ std::vector<LevelSummary *> *McRegionLevelStorageSource::getLevelList()
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}
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}
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#endif
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return levels;
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return levels;
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}
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void McRegionLevelStorageSource::clearAll()
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{
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void McRegionLevelStorageSource::clearAll() {}
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std::shared_ptr<LevelStorage> McRegionLevelStorageSource::selectLevel(
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ConsoleSaveFile* saveFile, const std::wstring& levelId,
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bool createPlayerDir) {
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// return new LevelStorageProfilerDecorator(new
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// McRegionLevelStorage(baseDir, levelId, createPlayerDir));
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return std::shared_ptr<LevelStorage>(
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new McRegionLevelStorage(saveFile, baseDir, levelId, createPlayerDir));
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}
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std::shared_ptr<LevelStorage> McRegionLevelStorageSource::selectLevel(ConsoleSaveFile *saveFile, const std::wstring& levelId, bool createPlayerDir)
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{
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// return new LevelStorageProfilerDecorator(new McRegionLevelStorage(baseDir, levelId, createPlayerDir));
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return std::shared_ptr<LevelStorage>(new McRegionLevelStorage(saveFile, baseDir, levelId, createPlayerDir));
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bool McRegionLevelStorageSource::isConvertible(ConsoleSaveFile* saveFile,
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const std::wstring& levelId) {
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// check if there is old file format level data
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LevelData* levelData = getDataTagFor(saveFile, levelId);
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if (levelData == NULL || levelData->getVersion() != 0) {
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delete levelData;
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return false;
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}
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delete levelData;
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return true;
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}
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bool McRegionLevelStorageSource::isConvertible(ConsoleSaveFile *saveFile, const std::wstring& levelId)
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{
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// check if there is old file format level data
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LevelData *levelData = getDataTagFor(saveFile, levelId);
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if (levelData == NULL || levelData->getVersion() != 0)
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{
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delete levelData;
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return false;
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}
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delete levelData;
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bool McRegionLevelStorageSource::requiresConversion(
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ConsoleSaveFile* saveFile, const std::wstring& levelId) {
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LevelData* levelData = getDataTagFor(saveFile, levelId);
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if (levelData == NULL || levelData->getVersion() != 0) {
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delete levelData;
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return false;
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}
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delete levelData;
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return true;
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return true;
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}
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bool McRegionLevelStorageSource::requiresConversion(ConsoleSaveFile *saveFile, const std::wstring& levelId)
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{
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LevelData *levelData = getDataTagFor(saveFile, levelId);
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if (levelData == NULL || levelData->getVersion() != 0)
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{
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delete levelData;
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return false;
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}
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delete levelData;
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return true;
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}
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bool McRegionLevelStorageSource::convertLevel(ConsoleSaveFile *saveFile, const std::wstring& levelId, ProgressListener *progress)
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{
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assert(false);
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// I removed this while updating the saves to use the single save file
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// Will we ever use this convertLevel function anyway? The main issue is the check
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// for the hellFolder.exists() which would require a slight change to the way our
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// save files are structured
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bool McRegionLevelStorageSource::convertLevel(ConsoleSaveFile* saveFile,
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const std::wstring& levelId,
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ProgressListener* progress) {
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assert(false);
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// I removed this while updating the saves to use the single save file
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// Will we ever use this convertLevel function anyway? The main issue is the
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// check for the hellFolder.exists() which would require a slight change to
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// the way our save files are structured
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#if 0
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progress->progressStagePercentage(0);
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@@ -168,7 +165,7 @@ bool McRegionLevelStorageSource::convertLevel(ConsoleSaveFile *saveFile, const s
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eraseFolders(netherBaseFolders, normalRegions->size() + netherRegions->size() + normalBaseFolders->size(), totalCount, progress);
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}
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#endif
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return true;
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return true;
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}
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#if 0
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@@ -210,11 +207,12 @@ void McRegionLevelStorageSource::addRegions(File &baseFolder, std::vector<ChunkF
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}
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#endif
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void McRegionLevelStorageSource::convertRegions(File &baseFolder, std::vector<ChunkFile *> *chunkFiles, int currentCount, int totalCount, ProgressListener *progress)
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{
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assert( false );
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void McRegionLevelStorageSource::convertRegions(
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File& baseFolder, std::vector<ChunkFile*>* chunkFiles, int currentCount,
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int totalCount, ProgressListener* progress) {
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assert(false);
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// 4J Stu - Removed, see comment in convertLevel above
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// 4J Stu - Removed, see comment in convertLevel above
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#if 0
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//Collections::sort(chunkFiles);
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std::sort( chunkFiles->begin(), chunkFiles->end() );
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@@ -266,25 +264,25 @@ void McRegionLevelStorageSource::convertRegions(File &baseFolder, std::vector<Ch
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}
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RegionFileCache::clear();
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#endif
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}
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void McRegionLevelStorageSource::eraseFolders(std::vector<File *> *folders, int currentCount, int totalCount, ProgressListener *progress)
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{
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File *folder;
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AUTO_VAR(itEnd, folders->end());
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for (AUTO_VAR(it, folders->begin()); it != itEnd; it++)
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{
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folder = *it; //folders->at(i);
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void McRegionLevelStorageSource::eraseFolders(std::vector<File*>* folders,
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int currentCount, int totalCount,
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ProgressListener* progress) {
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File* folder;
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AUTO_VAR(itEnd, folders->end());
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for (AUTO_VAR(it, folders->begin()); it != itEnd; it++) {
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folder = *it; // folders->at(i);
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std::vector<File *> *files = folder->listFiles();
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deleteRecursive(files);
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folder->_delete();
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std::vector<File*>* files = folder->listFiles();
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deleteRecursive(files);
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folder->_delete();
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currentCount++;
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int percent = (int) Math::round(100.0 * (double) currentCount / (double) totalCount);
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progress->progressStagePercentage(percent);
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}
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currentCount++;
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int percent =
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(int)Math::round(100.0 * (double)currentCount / (double)totalCount);
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progress->progressStagePercentage(percent);
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}
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}
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#if 0
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