code cleanup
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@ -25,52 +25,52 @@ public class BlockChunkCache {
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/**
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/**
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* The size of the cache
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* The size of the cache
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*/
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*/
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int cacheSize = CACHE_SIZE;
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private int cacheSize = CACHE_SIZE;
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/**
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/**
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* The map of full res chunk key -> chunk data
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* The map of full res chunk key -> chunk data
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*/
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*/
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Map<Long,BlockChunkData> cacheMapFullRes = new HashMap<Long,BlockChunkData>();
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private Map<Long,BlockChunkData> cacheMapFullRes = new HashMap<Long,BlockChunkData>();
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/**
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/**
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* The map of half res chunk key -> chunk data
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* The map of half res chunk key -> chunk data
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*/
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*/
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Map<Long,BlockChunkData> cacheMapHalfRes = new HashMap<Long,BlockChunkData>();
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private Map<Long,BlockChunkData> cacheMapHalfRes = new HashMap<Long,BlockChunkData>();
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/**
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/**
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* The map of quarter res chunk key -> chunk data
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* The map of quarter res chunk key -> chunk data
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*/
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*/
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Map<Long,BlockChunkData> cacheMapQuarterRes = new HashMap<Long,BlockChunkData>();
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private Map<Long,BlockChunkData> cacheMapQuarterRes = new HashMap<Long,BlockChunkData>();
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/**
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/**
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* The map of eighth res chunk key -> chunk data
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* The map of eighth res chunk key -> chunk data
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*/
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*/
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Map<Long,BlockChunkData> cacheMapEighthRes = new HashMap<Long,BlockChunkData>();
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private Map<Long,BlockChunkData> cacheMapEighthRes = new HashMap<Long,BlockChunkData>();
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/**
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/**
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* The map of sixteenth res chunk key -> chunk data
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* The map of sixteenth res chunk key -> chunk data
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*/
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*/
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Map<Long,BlockChunkData> cacheMapSixteenthRes = new HashMap<Long,BlockChunkData>();
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private Map<Long,BlockChunkData> cacheMapSixteenthRes = new HashMap<Long,BlockChunkData>();
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/**
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/**
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* Tracks how recently a chunk has been queries for (used for evicting old chunks from cache)
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* Tracks how recently a chunk has been queries for (used for evicting old chunks from cache)
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*/
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*/
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List<Long> queryRecencyQueue = new LinkedList<Long>();
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private List<Long> queryRecencyQueue = new LinkedList<Long>();
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/**
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/**
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* Tracks what chunks are already queued to be asynchronously loaded. Used so we don't have two threads generating/fetching the same chunk
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* Tracks what chunks are already queued to be asynchronously loaded. Used so we don't have two threads generating/fetching the same chunk
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*/
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*/
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Map<Long, Boolean> queuedChunkMap = new HashMap<Long,Boolean>();
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private Map<Long, Boolean> queuedChunkMap = new HashMap<Long,Boolean>();
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/**
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/**
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* The lock for thread safety
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* The lock for thread safety
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*/
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*/
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ReentrantLock lock = new ReentrantLock();
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private ReentrantLock lock = new ReentrantLock();
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/**
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/**
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* The disk map
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* The disk map
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*/
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*/
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ServerBlockChunkDiskMap chunkDiskMap;
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private ServerBlockChunkDiskMap chunkDiskMap;
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/**
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/**
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* Constructor
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* Constructor
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@ -125,13 +125,6 @@ public class TownLayout {
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Road.createRoad(macroData, leftNodeLoc, centerNodeLoc);
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Road.createRoad(macroData, leftNodeLoc, centerNodeLoc);
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Road.createRoad(macroData, downNodeLoc, centerNodeLoc);
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Road.createRoad(macroData, downNodeLoc, centerNodeLoc);
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//
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//place structures along roads
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// TownLayout.generateStructuresAlongRoad(realm, town, upRoad, allowedStructures);
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// TownLayout.generateStructuresAlongRoad(realm, town, rightRoad, allowedStructures);
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// TownLayout.generateStructuresAlongRoad(realm, town, leftRoad, allowedStructures);
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// TownLayout.generateStructuresAlongRoad(realm, town, downRoad, allowedStructures);
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//
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//
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@ -169,7 +162,6 @@ public class TownLayout {
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//build road and structures between curr and next node
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//build road and structures between curr and next node
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if(closedSet.contains(newHash)){
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if(closedSet.contains(newHash)){
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Road.createRoad(macroData, nearPoint, currPoint);
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Road.createRoad(macroData, nearPoint, currPoint);
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// TownLayout.generateStructuresAlongRoad(realm, town, newRoad, allowedStructures);
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}
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}
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}
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}
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}
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}
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@ -212,7 +204,6 @@ public class TownLayout {
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//build road and structures between curr and next node
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//build road and structures between curr and next node
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if(closedSet.contains(newHash)){
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if(closedSet.contains(newHash)){
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// Road newRoad = Road.createRoad(macroData, nearPoint, currPoint);
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TownLayout.generateStructuresAlongRoad(realm, town, nearPoint, currPoint, Road.DEFAULT_RADIUS, allowedStructures);
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TownLayout.generateStructuresAlongRoad(realm, town, nearPoint, currPoint, Road.DEFAULT_RADIUS, allowedStructures);
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}
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}
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}
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}
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