the big refactor + extracted data classes from coders/json to data/dynamic
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@@ -17,9 +17,6 @@
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ChunksStorage::ChunksStorage(Level* level) : level(level) {
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}
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ChunksStorage::~ChunksStorage() {
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}
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void ChunksStorage::store(std::shared_ptr<Chunk> chunk) {
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chunksMap[glm::ivec2(chunk->x, chunk->z)] = chunk;
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}
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@@ -61,7 +58,7 @@ std::shared_ptr<Chunk> ChunksStorage::create(int x, int z) {
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if (data) {
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chunk->decode(data.get());
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chunk->setLoaded(true);
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verifyLoadedChunk(level->content->indices, chunk.get());
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verifyLoadedChunk(level->content->getIndices(), chunk.get());
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}
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light_t* lights = wfile->getLights(chunk->x, chunk->z);
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@@ -75,7 +72,7 @@ std::shared_ptr<Chunk> ChunksStorage::create(int x, int z) {
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// some magic code
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void ChunksStorage::getVoxels(VoxelsVolume* volume, bool backlight) const {
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const Content* content = level->content;
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const ContentIndices* indices = content->indices;
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auto indices = content->getIndices();
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voxel* voxels = volume->getVoxels();
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light_t* lights = volume->getLights();
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int x = volume->getX();
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@@ -115,7 +112,7 @@ void ChunksStorage::getVoxels(VoxelsVolume* volume, bool backlight) const {
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}
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}
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} else {
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const std::shared_ptr<Chunk>& chunk = found->second;
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auto& chunk = found->second;
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const voxel* cvoxels = chunk->voxels;
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const light_t* clights = chunk->lightmap->getLights();
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for (int ly = y; ly < y + h; ly++) {
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