/// <summary> /// Returns true if the ChunkRegionManager should unload the world when entering this subworld, /// returns false if the world should be kept loaded. /// ............ /// Designed sich that small subworlds do not require the world to be unloaded, resulting in quicker loading times /// </summary> /// <returns></returns> public virtual bool ShouldUnloadWorldOnEnter() { if (SubworldChunks.GetLength(0) * SubworldChunks.GetLength(1) <= 12) { return(false); } return(true); }
public ChunkData GetChunkSafe(int x, int z) { if (SubworldChunks.GetLength(0) <= x || x < 0) { return(null); } if (SubworldChunks.GetLength(1) <= z || z < 0) { return(null); } return(SubworldChunks[x, z]); }