implement player ticks in headless mode & prevent on_player_tick call if player chunk does not exists
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@@ -1,8 +1,6 @@
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#include "ChunksController.hpp"
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#include <limits.h>
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#include <iostream>
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#include <memory>
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#include "content/Content.hpp"
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@@ -23,9 +21,8 @@
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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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ChunksController::ChunksController(Level& level)
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: level(level),
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padding(padding),
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generator(std::make_unique<WorldGenerator>(
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level.content->generators.require(level.getWorld()->getGenerator()),
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level.content,
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@@ -35,7 +32,7 @@ ChunksController::ChunksController(Level& level, uint padding)
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ChunksController::~ChunksController() = default;
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void ChunksController::update(
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int64_t maxDuration, int loadDistance, Player& player
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int64_t maxDuration, int loadDistance, uint padding, Player& player
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) const {
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const auto& position = player.getPosition();
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int centerX = floordiv<CHUNK_W>(position.x);
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@@ -47,7 +44,7 @@ void ChunksController::update(
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for (uint i = 0; i < MAX_WORK_PER_FRAME; i++) {
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timeutil::Timer timer;
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if (loadVisible(player)) {
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if (loadVisible(player, padding)) {
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int64_t mcs = timer.stop();
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if (mcstotal + mcs < maxDuration * 1000) {
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mcstotal += mcs;
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@@ -58,7 +55,7 @@ void ChunksController::update(
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}
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}
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bool ChunksController::loadVisible(const Player& player) const {
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bool ChunksController::loadVisible(const Player& player, uint padding) const {
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const auto& chunks = *player.chunks;
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int sizeX = chunks.getWidth();
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int sizeY = chunks.getHeight();
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