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authornarroo <narroo@vt.edu>2014-02-11 20:38:28 +0100
committernarroo <narroo@vt.edu>2014-02-11 20:38:28 +0100
commite53b331b4a17234c89f0ac54e724a5f48de4c4be (patch)
treecf9cd5bc187a8d2366e4a62c20476e3218fc3f1b /src
parentAlpha-Sorted List. (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/World.cpp7
-rw-r--r--src/World.h7
2 files changed, 10 insertions, 4 deletions
diff --git a/src/World.cpp b/src/World.cpp
index ad2a58e01..6090443a8 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -2966,6 +2966,7 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c
+
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorld::cTaskSaveAllChunks:
@@ -2975,6 +2976,9 @@ void cWorld::cTaskSaveAllChunks::Run(cWorld & a_World)
}
+
+
+
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorld::cTaskUnloadUnusedChunks
@@ -2984,6 +2988,9 @@ void cWorld::cTaskUnloadUnusedChunks::Run(cWorld & a_World)
}
+
+
+
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cWorld::cChunkGeneratorCallbacks:
diff --git a/src/World.h b/src/World.h
index 5161c7fd6..f22a8f49c 100644
--- a/src/World.h
+++ b/src/World.h
@@ -252,10 +252,6 @@ public:
bool IsChunkValid (int a_ChunkX, int a_ChunkZ) const;
bool HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) const;
-
- /** Unloads all chunks immediately. Dangerous interface, may deadlock, use QueueUnloadUnusedChunks() instead*/
- void UnloadUnusedChunks(void);
-
/** Queues a task to unload unused chunks onto the tick thread. The prefferred way of unloading*/
void QueueUnloadUnusedChunks(void); // tolua_export
@@ -882,6 +878,9 @@ private:
/** Ticks all clients that are in this world */
void TickClients(float a_Dt);
+ /** Unloads all chunks immediately.*/
+ void UnloadUnusedChunks(void);
+
void UpdateSkyDarkness(void);
/** <summary>Generates a random spawnpoint on solid land by walking chunks and finding their biomes</summary> */