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@@ -26,7 +26,7 @@ static void newChunk(ChunkPos pos) {
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// add the chunk to the cache of all players and NPCs in the surrounding chunks
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std::set<Chunk*> surroundings = getViewableChunks(pos);
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for (Chunk* c : surroundings)
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for (const EntityRef& ref : c->entities)
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for (const EntityRef ref : c->entities)
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ref.getEntity()->viewableChunks.insert(chunk);
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}
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@@ -41,14 +41,14 @@ static void deleteChunk(ChunkPos pos) {
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// remove the chunk from the cache of all players and NPCs in the surrounding chunks
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std::set<Chunk*> surroundings = getViewableChunks(pos);
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for(Chunk* c : surroundings)
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for (const EntityRef& ref : c->entities)
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for (const EntityRef ref : c->entities)
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ref.getEntity()->viewableChunks.erase(chunk);
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chunks.erase(pos); // remove from map
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delete chunk; // free from memory
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}
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void Chunking::trackEntity(ChunkPos chunkPos, const EntityRef& ref) {
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void Chunking::trackEntity(ChunkPos chunkPos, const EntityRef ref) {
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if (!chunkExists(chunkPos))
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return; // shouldn't happen
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@@ -58,7 +58,7 @@ void Chunking::trackEntity(ChunkPos chunkPos, const EntityRef& ref) {
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chunks[chunkPos]->nplayers++;
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}
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void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef& ref) {
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void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef ref) {
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if (!chunkExists(chunkPos))
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return; // do nothing if chunk doesn't even exist
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@@ -75,13 +75,13 @@ void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef& ref) {
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deleteChunk(chunkPos);
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}
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void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
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void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef ref) {
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Entity *ent = ref.getEntity();
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bool alive = ent->isExtant();
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// TODO: maybe optimize this, potentially using AROUND packets?
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for (Chunk *chunk : chnks) {
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for (const EntityRef& otherRef : chunk->entities) {
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for (const EntityRef otherRef : chunk->entities) {
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// skip oneself
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if (ref == otherRef)
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continue;
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@@ -107,13 +107,13 @@ void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
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}
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}
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void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
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void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef ref) {
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Entity *ent = ref.getEntity();
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bool alive = ent->isExtant();
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// TODO: same as above
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for (Chunk *chunk : chnks) {
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for (const EntityRef& otherRef : chunk->entities) {
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for (const EntityRef otherRef : chunk->entities) {
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// skip oneself
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if (ref == otherRef)
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continue;
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@@ -154,7 +154,7 @@ static void emptyChunk(ChunkPos chunkPos) {
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// unspawn all of the mobs/npcs
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std::set refs(chunk->entities);
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for (const EntityRef& ref : refs) {
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for (const EntityRef ref : refs) {
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if (ref.kind == EntityKind::PLAYER)
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assert(0);
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@@ -163,7 +163,7 @@ static void emptyChunk(ChunkPos chunkPos) {
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}
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}
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void Chunking::updateEntityChunk(const EntityRef& ref, ChunkPos from, ChunkPos to) {
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void Chunking::updateEntityChunk(const EntityRef ref, ChunkPos from, ChunkPos to) {
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Entity* ent = ref.getEntity();
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// move to other chunk's player set
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@@ -267,7 +267,7 @@ void Chunking::createInstance(uint64_t instanceID) {
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std::cout << "Creating instance " << instanceID << std::endl;
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for (ChunkPos &coords : templateChunks) {
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for (const EntityRef& ref : chunks[coords]->entities) {
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for (const EntityRef ref : chunks[coords]->entities) {
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if (ref.kind == EntityKind::PLAYER)
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continue;
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