public class ChunkProviderServer extends Object implements IChunkProvider
| Modifier and Type | Field and Description |
|---|---|
IChunkLoader |
currentChunkLoader |
boolean |
loadChunkOnProvideRequest
if this is false, the defaultEmptyChunk will be returned by the provider
|
| Constructor and Description |
|---|
ChunkProviderServer(WorldServer par1WorldServer,
IChunkLoader par2IChunkLoader,
IChunkProvider par3IChunkProvider) |
| Modifier and Type | Method and Description |
|---|---|
boolean |
canSave()
Returns if the IChunkProvider supports saving.
|
boolean |
chunkExists(int par1,
int par2)
Checks to see if a chunk exists at x, y
|
ChunkPosition |
findClosestStructure(World par1World,
String par2Str,
int par3,
int par4,
int par5)
Returns the location of the closest structure of the specified type.
|
int |
getLoadedChunkCount() |
List |
getPossibleCreatures(EnumCreatureType par1EnumCreatureType,
int par2,
int par3,
int par4)
Returns a list of creatures of the specified type that can spawn at the given location.
|
Chunk |
loadChunk(int par1,
int par2)
loads or generates the chunk at the chunk location specified
|
String |
makeString()
Converts the instance data to a readable string.
|
void |
populate(IChunkProvider par1IChunkProvider,
int par2,
int par3)
Populates chunk with ores etc etc
|
Chunk |
provideChunk(int par1,
int par2)
Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
specified chunk from the map seed and chunk seed
|
void |
recreateStructures(int par1,
int par2) |
boolean |
saveChunks(boolean par1,
IProgressUpdate par2IProgressUpdate)
Two modes of operation: if passed true, save all Chunks in one go.
|
void |
saveExtraData()
Save extra data not associated with any Chunk.
|
void |
unloadAllChunks()
marks all chunks for unload, ignoring those near the spawn
|
void |
unloadChunksIfNotNearSpawn(int par1,
int par2)
marks chunk for unload by "unload100OldestChunks" if there is no spawn point, or if the center of the chunk is
outside 200 blocks (x or z) of the spawn
|
boolean |
unloadQueuedChunks()
Unloads chunks that are marked to be unloaded.
|
public IChunkLoader currentChunkLoader
public boolean loadChunkOnProvideRequest
public ChunkProviderServer(WorldServer par1WorldServer, IChunkLoader par2IChunkLoader, IChunkProvider par3IChunkProvider)
public boolean chunkExists(int par1,
int par2)
chunkExists in interface IChunkProviderpublic void unloadChunksIfNotNearSpawn(int par1,
int par2)
public void unloadAllChunks()
public Chunk loadChunk(int par1, int par2)
loadChunk in interface IChunkProviderpublic Chunk provideChunk(int par1, int par2)
provideChunk in interface IChunkProviderpublic void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
populate in interface IChunkProviderpublic boolean saveChunks(boolean par1,
IProgressUpdate par2IProgressUpdate)
saveChunks in interface IChunkProviderpublic void saveExtraData()
saveExtraData in interface IChunkProviderpublic boolean unloadQueuedChunks()
unloadQueuedChunks in interface IChunkProviderpublic boolean canSave()
canSave in interface IChunkProviderpublic String makeString()
makeString in interface IChunkProviderpublic List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
getPossibleCreatures in interface IChunkProviderpublic ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
findClosestStructure in interface IChunkProviderpublic int getLoadedChunkCount()
getLoadedChunkCount in interface IChunkProviderpublic void recreateStructures(int par1,
int par2)
recreateStructures in interface IChunkProvider