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authoruntodesu <kirill@untode.su>2025-07-01 03:08:39 +0500
committeruntodesu <kirill@untode.su>2025-07-01 03:08:39 +0500
commit458e0005690ea9d579588a0a12368fc2c2c9a93a (patch)
tree588a9ca6cb3c76d9193b5bd4601d64f0e50e8c8c /src/game/server/unloader.cc
parentc7b0c8e0286a1b2bb7ec55e579137dfc3b22eeb9 (diff)
downloadvoxelius-458e0005690ea9d579588a0a12368fc2c2c9a93a.tar.bz2
voxelius-458e0005690ea9d579588a0a12368fc2c2c9a93a.zip
I hyper-focued on refactoring again
- I put a cool-sounding "we are number one" remix on repeat and straight up grinded the entire repository to a better state until 03:09 AM. I guess I have something wrong in my brain that makes me do this shit
Diffstat (limited to 'src/game/server/unloader.cc')
-rw-r--r--src/game/server/unloader.cc76
1 files changed, 0 insertions, 76 deletions
diff --git a/src/game/server/unloader.cc b/src/game/server/unloader.cc
deleted file mode 100644
index f986a61..0000000
--- a/src/game/server/unloader.cc
+++ /dev/null
@@ -1,76 +0,0 @@
-#include "server/pch.hh"
-
-#include "server/unloader.hh"
-
-#include "core/config.hh"
-
-#include "shared/chunk.hh"
-#include "shared/chunk_aabb.hh"
-#include "shared/dimension.hh"
-#include "shared/player.hh"
-#include "shared/transform.hh"
-
-#include "server/game.hh"
-#include "server/globals.hh"
-#include "server/inhabited.hh"
-#include "server/universe.hh"
-
-static void on_chunk_update(const ChunkUpdateEvent& event)
-{
- event.dimension->chunks.emplace_or_replace<InhabitedComponent>(event.chunk->get_entity());
-}
-
-static void on_voxel_set(const VoxelSetEvent& event)
-{
- event.dimension->chunks.emplace_or_replace<InhabitedComponent>(event.chunk->get_entity());
-}
-
-void unloader::init(void)
-{
- globals::dispatcher.sink<ChunkUpdateEvent>().connect<&on_chunk_update>();
- globals::dispatcher.sink<VoxelSetEvent>().connect<&on_voxel_set>();
-}
-
-void unloader::init_late(void)
-{
-}
-
-void unloader::fixed_update_late(Dimension* dimension)
-{
- auto group = dimension->entities.group(entt::get<PlayerComponent, TransformComponent>);
- auto boxes = std::vector<ChunkAABB>();
-
- for(const auto [entity, transform] : group.each()) {
- ChunkAABB aabb;
- aabb.min = transform.chunk - static_cast<chunk_pos::value_type>(server_game::view_distance.get_value());
- aabb.max = transform.chunk + static_cast<chunk_pos::value_type>(server_game::view_distance.get_value());
- boxes.push_back(aabb);
- }
-
- auto view = dimension->chunks.view<ChunkComponent>();
- auto chunk_in_view = false;
-
- for(const auto [entity, chunk] : view.each()) {
- chunk_in_view = false;
-
- for(const auto& aabb : boxes) {
- if(aabb.contains(chunk.cpos)) {
- chunk_in_view = true;
- break;
- }
- }
-
- if(chunk_in_view) {
- // The chunk is within view box of at least
- // a single player; we shouldn't unload it now
- continue;
- }
-
- if(dimension->chunks.any_of<InhabitedComponent>(entity)) {
- // Only store inhabited chunks on disk
- universe::save_chunk(dimension, chunk.cpos);
- }
-
- dimension->remove_chunk(entity);
- }
-}