format everything

This commit is contained in:
Tropical
2026-04-01 13:48:29 -05:00
parent 3e813592e4
commit dd93cfe91e
380 changed files with 2698 additions and 2595 deletions

View File

@@ -29,8 +29,7 @@ ServerChunkCache::ServerChunkCache(ServerLevel* level, ChunkStorage* storage,
autoCreate = false; // 4J added
std::vector<uint8_t> emptyBlocks(Level::CHUNK_TILE_COUNT);
emptyChunk =
new EmptyLevelChunk(level, emptyBlocks, 0, 0);
emptyChunk = new EmptyLevelChunk(level, emptyBlocks, 0, 0);
this->level = level;
this->storage = storage;
@@ -546,7 +545,7 @@ void ServerChunkCache::flagPostProcessComplete(short flag, int x, int z) {
if ((lc->terrainPopulated & LevelChunk::sTerrainPopulatedAllAffecting) ==
LevelChunk::sTerrainPopulatedAllAffecting) {
// Do the compression of data & lighting at this point
// Check, using lower blocks as a reference, if we've already compressed
// - no point doing this multiple times, which otherwise we will do as
// we aren't checking for the flags transitioning in the if statement
@@ -554,8 +553,6 @@ void ServerChunkCache::flagPostProcessComplete(short flag, int x, int z) {
if (!lc->isLowerBlockStorageCompressed()) lc->compressBlocks();
if (!lc->isLowerBlockLightStorageCompressed()) lc->compressLighting();
if (!lc->isLowerDataStorageCompressed()) lc->compressData();
}
// Are all neighbouring chunks And this one now post-processed?
@@ -565,14 +562,12 @@ void ServerChunkCache::flagPostProcessComplete(short flag, int x, int z) {
// This would be a good time to fix up any lighting for this chunk since
// all the geometry that could affect it should now be in place
if (lc->level->dimension->id != 1) {
if (lc->level->dimension->id != 1) {
lc->recheckGaps(true);
}
// Do a checkLight on any tiles which are lava.
lc->lightLava();
lc->lightLava();
// Flag as now having this post-post-processing stage completed
lc->terrainPopulated |= LevelChunk::sTerrainPostPostProcessed;
@@ -584,8 +579,7 @@ void ServerChunkCache::postProcess(ChunkSource* parent, int x, int z) {
if ((chunk->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere) ==
0) {
if (source != nullptr) {
source->postProcess(parent, x, z);
source->postProcess(parent, x, z);
chunk->markUnsaved();
}
@@ -648,20 +642,16 @@ void ServerChunkCache::postProcess(ChunkSource* parent, int x, int z) {
// 4J Added for suspend
bool ServerChunkCache::saveAllEntities() {
{
{
std::lock_guard<std::recursive_mutex> lock(m_csLoadCreate);
for (auto it = m_loadedChunkList.begin(); it != m_loadedChunkList.end();
++it) {
storage->saveEntities(level, *it);
}
}
storage->flush();
storage->flush();
return true;
}
@@ -866,16 +856,13 @@ int ServerChunkCache::runSaveThreadProc(void* lpParam) {
// app.DebugPrintf("Save thread has started\n");
while (params->chunkToSave != nullptr) {
// app.DebugPrintf("Save thread has started processing a chunk\n");
// app.DebugPrintf("Save thread has started processing a chunk\n");
if (params->saveEntities)
params->cache->saveEntities(params->chunkToSave);
params->cache->save(params->chunkToSave);
params->chunkToSave->setUnsaved(false);
// Inform the producer thread that we are done with this chunk
params->notificationEvent
->set(); // SetEvent(params->notificationEvent);
@@ -887,7 +874,6 @@ int ServerChunkCache::runSaveThreadProc(void* lpParam) {
params->wakeEvent->waitForSignal(
C4JThread::
kInfiniteTimeout); // WaitForSingleObject(params->wakeEvent,INFINITE);
}
// app.DebugPrintf("Thread is exiting as it has no chunk to process\n");