public static void TestAddChunkToUnloadedChunks(GameSave gameSave, Header header) { ChunkTable oldChunkTable = header.SaveIndex.ChunkTable; var octree = new Octree(gameSave, new BitArray(new[] { false, false }), new byte[] { 1 }); var blockTypeTable = new BlockTypeTable(gameSave, new[] { new StringBlock(gameSave, "Block 0"), new StringBlock(gameSave, "Block 1"), new StringBlock(gameSave, "Block 2"), new StringBlock(gameSave, "Block 2") }, new[] { 0, 0, 0, 1 }); var chunk = new Chunk(gameSave, blockTypeTable, new[] { octree }); var r = new Random(); int x = r.Next(); int z = r.Next(); List<Tuple<int, int, Chunk>> chunks = oldChunkTable.GetChunks().Where(c => c.Item1 != x || c.Item2 != z).ToList(); chunks.Add(new Tuple<int, int, Chunk>(x, z, chunk)); var chunkTable = new ChunkTable(gameSave, chunks.ToArray()); var mainIndex = new SavedStateIndex(gameSave, DateTime.UtcNow.Ticks, new StringBlock(gameSave, "ChunkTable Length: " + chunkTable.Length), chunkTable); var newHeader = new Header(gameSave, mainIndex); newHeader.Write(true); }
public Chunk(GameSave gameSave, BlockTypeTable blockTypeTable, Octree[] octrees) : base(gameSave) { _blockTypeTable = blockTypeTable; _octrees = octrees; UpdateLength(); }
public static void TestSaving(GameSave gameSave, string saveName) { var octree = new Octree(gameSave, new BitArray(new[] { false, false }), new byte[] { 1 }); var blockTypeTable = new BlockTypeTable(gameSave, new[] { new StringBlock(gameSave, "Block 0"), new StringBlock(gameSave, "Block 1"), new StringBlock(gameSave, "Block 2"), new StringBlock(gameSave, "Block 2") }, new[] { 0, 0, 0, 1 }); var chunk = new Chunk(gameSave, blockTypeTable, new[] { octree }); var chunkTable = new ChunkTable(gameSave, new[] { 0 }, new[] { 0 }, new[] { chunk }); var mainIndex = new SavedStateIndex(gameSave, DateTime.UtcNow.Ticks, new StringBlock(gameSave, saveName), chunkTable); var header = new Header(gameSave, mainIndex); header.Write(true); }
internal static Octree FromSave(GameSave gameSave, Tuple<int, uint> address) { Octree octree; if (!gameSave.TryGetFromBlockStructureCache(address, out octree)) { octree = new Octree(gameSave, address); gameSave.AddToBlockStructureCache(address, octree); } return octree; }