minor optimizations + MAX_WORK_PER_FRAME increased
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@@ -19,15 +19,15 @@
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#include <memory>
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#include <iostream>
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const uint MAX_WORK_PER_FRAME = 64;
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const uint MAX_WORK_PER_FRAME = 128;
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const uint MIN_SURROUNDING = 9;
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ChunksController::ChunksController(Level* level, uint padding)
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: level(level),
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chunks(level->chunks.get()),
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lighting(level->lighting.get()),
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padding(padding),
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generator(WorldGenerators::createGenerator(level->getWorld()->getGenerator(), level->content)) {
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: level(level),
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chunks(level->chunks.get()),
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lighting(level->lighting.get()),
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padding(padding),
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generator(WorldGenerators::createGenerator(level->getWorld()->getGenerator(), level->content)) {
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}
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ChunksController::~ChunksController(){
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@@ -59,7 +59,7 @@ bool ChunksController::loadVisible(){
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for (uint z = padding; z < d-padding; z++){
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for (uint x = padding; x < w-padding; x++){
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int index = z * w + x;
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auto chunk = chunks->chunks[index];
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auto& chunk = chunks->chunks[index];
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if (chunk != nullptr){
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if (chunk->isLoaded() && !chunk->isLighted()) {
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if (buildLights(chunk)) {
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@@ -79,7 +79,7 @@ bool ChunksController::loadVisible(){
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}
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}
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auto chunk = chunks->chunks[nearZ * w + nearX];
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const auto& chunk = chunks->chunks[nearZ * w + nearX];
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if (chunk != nullptr) {
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return false;
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}
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