Example #1
0
        public void SaveData()
        {
            Chunk  chunk          = GetComponent <Chunk>();
            string compressedData = ChunkDataFiles.CompressData(chunk);

            WriteChunkData(chunk.ChunkIndex, compressedData);
        }
Example #2
0
        public static IEnumerator SaveAllChunks()
        {
            /*if (!Engine.SaveVoxelData) {
             *  Debug.LogWarning ("Uniblocks: Saving is disabled. You can enable it in the Engine Settings.");
             *  yield break;
             * }*/
            while (ChunkDataFiles.SavingChunks)
            {
                yield return(new WaitForEndOfFrame());
            }
            ChunkDataFiles.SavingChunks = true;

            // for each chunk object, save data to memory
            int          count        = 0;
            List <Chunk> chunksToSave = new List <Chunk>(ChunkManager.Chunks.Values);


            foreach (Chunk chunk in chunksToSave)
            {
                chunk.gameObject.GetComponent <ChunkDataFiles>().SaveData();
                count++;
                if (count > Engine.MaxChunkSaves)
                {
                    yield return(new WaitForEndOfFrame());

                    count = 0;
                }
            }

            // write data to disk
            ChunkDataFiles.WriteLoadedChunks();
            ChunkDataFiles.SavingChunks = false;

            Debug.Log("Uniblocks: World saved successfully.");
        }
Example #3
0
        public void SendVoxelData(NetworkPlayer player, int chunkx, int chunky, int chunkz)
        {
            // >> You can check whether the request for voxel data is valid here <<
            // if (true) {
            Chunk chunk = ChunkManager.SpawnChunkFromServer(chunkx, chunky, chunkz).GetComponent <Chunk>();  // get the chunk (spawn it if it's not spawned already)

            chunk.lifetime = 0f;                                                                             // refresh the chunk's lifetime
            string data = ChunkDataFiles.CompressData(chunk);                                                // get data from the chunk and compress it

            byte[] dataBytes = GetBytes(data);                                                               // convert to byte array (sending strings over RPC doesn't work too well)
            GetComponent <NetworkView>().RPC("ReceiveVoxelData", player, chunkx, chunky, chunkz, dataBytes); // send compressed data to the player who requested it
                                                                                                             // }
        }
        public void ReceiveVoxelData(int chunkx, int chunky, int chunkz, byte[] data)
        {
            GameObject chunkObject = ChunkManager.GetChunk(chunkx, chunky, chunkz);    // find the chunk

            if (chunkObject == null)
            {
                return;                                 // abort if chunk isn't spawned anymore
            }
            Chunk chunk = chunkObject.GetComponent <Chunk>();

            ChunkDataFiles.DecompressData(chunk, GetString(data)); // decompress data
//		ChunkManager.DataReceivedCount ++; // let ChunkManager know that we have received the data
            chunk.VoxelsDone = true;                               // let Chunk know that it can update it's mesh
            Chunk.CurrentChunkDataRequests--;
        }
Example #5
0
        public static Dictionary <string, string[]> LoadedRegions; // data of currently loaded regions


        public bool LoadData()    // attempts to load data from file, returns false if data is not found
        {
            Chunk  chunk     = GetComponent <Chunk>();
            string chunkData = GetChunkData(chunk.ChunkIndex);

            if (chunkData != "")
            {
                ChunkDataFiles.DecompressData(chunk, GetChunkData(chunk.ChunkIndex));
                chunk.VoxelsDone = true;
                return(true);
            }

            else
            {
                return(false);
            }
        }
Example #6
0
        public static void SaveAllChunksInstant()
        { // writes data from TempChunkData into region files
          /*if (!Engine.SaveVoxelData) {
           *  Debug.LogWarning ("Uniblocks: Saving is disabled. You can enable it in the Engine Settings.");
           *  return;
           * }*/

            // for each chunk object, save data to memory
            foreach (Chunk chunk in ChunkManager.Chunks.Values)
            {
                chunk.gameObject.GetComponent <ChunkDataFiles>().SaveData();
            }

            // write data to disk
            ChunkDataFiles.WriteLoadedChunks();

            Debug.Log("Uniblocks: World saved successfully. (Instant)");
        }
Example #7
0
 public static void SaveWorldInstant()
 {
     ChunkDataFiles.SaveAllChunksInstant();
 }
Example #8
0
 public static void SaveWorld()
 {
     // saves the data over multiple frames
     EngineInstance.StartCoroutine(ChunkDataFiles.SaveAllChunks());
 }