// Loads Chunk data, but doesn't draw them
    private void LoadChunk()
    {
        if (toLoad.Count > 0)
        {
            // Prevention
            if (toUnload.Contains(toLoad[0]))
            {
                toUnload.Remove(toLoad[0]);
                toLoad.RemoveAt(0);
                return;
            }

            if (chunks.ContainsKey(toLoad[0]))
            {
                toLoad.RemoveAt(0);
                return;
            }

            bool isPregen;

            // Gets correct region file
            regionHandler.GetCorrectRegion(toLoad[0]);

            // If current chunk toLoad was already generated
            if (regionHandler.IsIndexed(toLoad[0]))
            {
                isPregen = regionHandler.GetsNeedGeneration(toLoad[0]);

                // If chunk is Pre-Generated
                if (isPregen)
                {
                    chunks.Add(toLoad[0], new Chunk(toLoad[0], this.rend, this.blockBook, this, fromMemory: true));
                    vfx.NewChunk(toLoad[0]);
                    regionHandler.LoadChunk(chunks[toLoad[0]]);
                    this.worldGen.SetVoxdata(chunks[toLoad[0]].data.GetData());
                    this.worldGen.SetCacheHP(chunks[toLoad[0]].metadata.GetHPData());
                    this.worldGen.SetCacheState(chunks[toLoad[0]].metadata.GetStateData());
                    chunks[toLoad[0]].BuildOnVoxelData(this.worldGen.AssignBiome(toLoad[0], pregen: true));
                    chunks[toLoad[0]].metadata        = new VoxelMetadata(this.worldGen.GetCacheHP(), this.worldGen.GetCacheState());
                    chunks[toLoad[0]].needsGeneration = 0;
                    regionHandler.SaveChunk(chunks[toLoad[0]]);
                }
                // If it's just a normally generated chunk
                else
                {
                    chunks.Add(toLoad[0], new Chunk(toLoad[0], this.rend, this.blockBook, this, fromMemory: true));
                    vfx.NewChunk(toLoad[0]);
                    regionHandler.LoadChunk(chunks[toLoad[0]]);
                    chunks[toLoad[0]].needsGeneration = 0;
                }
            }
            // If it's a new chunk to be generated
            else
            {
                chunks.Add(toLoad[0], new Chunk(toLoad[0], this.rend, this.blockBook, this));
                vfx.NewChunk(toLoad[0]);
                chunks[toLoad[0]].BuildOnVoxelData(this.worldGen.AssignBiome(toLoad[0]));
                chunks[toLoad[0]].metadata        = new VoxelMetadata(this.worldGen.GetCacheHP(), this.worldGen.GetCacheState());
                chunks[toLoad[0]].needsGeneration = 0;
                regionHandler.SaveChunk(chunks[toLoad[0]]);
            }

            toDraw.Add(toLoad[0]);
            toLoad.RemoveAt(0);
        }
    }
Esempio n. 2
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    // Loads Chunk data, but doesn't draw them
    private void LoadChunk()
    {
        for (int i = 0; i < 3; i++)
        {
            if (toLoad.Count > 0)
            {
                // Prevention
                if (toUnload.Contains(toLoad[0]))
                {
                    toUnload.Remove(toLoad[0]);
                    toLoad.RemoveAt(0);
                    return;
                }

                if (chunks.ContainsKey(toLoad[0]))
                {
                    toLoad.RemoveAt(0);
                    return;
                }

                bool isPregen;

                // Gets correct region file
                regionHandler.GetCorrectRegion(toLoad[0]);

                // If current chunk toLoad was already generated
                if (regionHandler.IsIndexed(toLoad[0]))
                {
                    isPregen = regionHandler.GetsNeedGeneration(toLoad[0]);

                    // If chunk is Pre-Generated
                    if (isPregen)
                    {
                        chunks.Add(toLoad[0], new Chunk(toLoad[0], server: true));
                        vfx.NewChunk(toLoad[0], isServer: true);
                        regionHandler.LoadChunk(chunks[toLoad[0]]);
                        this.worldGen.ClearCaches();
                        this.worldGen.SetVoxdata(chunks[toLoad[0]].data.GetData());
                        this.worldGen.SetCacheHP(chunks[toLoad[0]].metadata.GetHPData());
                        this.worldGen.SetCacheState(chunks[toLoad[0]].metadata.GetStateData());
                        this.worldGen.GenerateChunk(toLoad[0], isPregen: true);
                        chunks[toLoad[0]].biomeName = this.worldGen.GetCacheBiome();
                        chunks[toLoad[0]].BuildOnVoxelData(new VoxelData(this.worldGen.GetVoxdata()));
                        chunks[toLoad[0]].metadata        = new VoxelMetadata(this.worldGen.GetCacheHP(), this.worldGen.GetCacheState());
                        chunks[toLoad[0]].needsGeneration = 0;
                        regionHandler.SaveChunk(chunks[toLoad[0]]);
                    }
                    // If it's just a normally generated chunk
                    else
                    {
                        chunks.Add(toLoad[0], new Chunk(toLoad[0], server: true));
                        vfx.NewChunk(toLoad[0], isServer: true);
                        regionHandler.LoadChunk(chunks[toLoad[0]]);
                        chunks[toLoad[0]].needsGeneration = 0;
                    }
                }
                // If it's a new chunk to be generated
                else
                {
                    chunks.Add(toLoad[0], new Chunk(toLoad[0], server: true));
                    vfx.NewChunk(toLoad[0], isServer: true);

                    this.worldGen.ClearCaches();
                    this.worldGen.GenerateChunk(toLoad[0]);
                    chunks[toLoad[0]].BuildOnVoxelData(new VoxelData(this.worldGen.GetVoxdata()));
                    chunks[toLoad[0]].metadata        = new VoxelMetadata(this.worldGen.GetCacheHP(), this.worldGen.GetCacheState());
                    chunks[toLoad[0]].needsGeneration = 0;
                    chunks[toLoad[0]].biomeName       = this.worldGen.GetCacheBiome();
                    regionHandler.SaveChunk(chunks[toLoad[0]]);
                }


                SendChunkToRequestingClients(toLoad[0]);
                toLoad.RemoveAt(0);
            }
        }
    }