def load_chunk(self, x, z): """ Retrieve a ``Chunk`` synchronously. This method does lots of automatic caching of chunks to ensure that disk I/O is kept to a minimum. """ if (x, z) in self.chunk_cache: return self.chunk_cache[x, z] elif (x, z) in self.dirty_chunk_cache: return self.dirty_chunk_cache[x, z] chunk = Chunk(x, z) self.serializer.load_chunk(chunk) if chunk.populated: self.chunk_cache[x, z] = chunk else: self.populate_chunk(chunk) chunk.populated = True chunk.dirty = True self.dirty_chunk_cache[x, z] = chunk self.postprocess_chunk(chunk) return chunk
def load_chunk(self, x, z): """ Retrieve a ``Chunk`` synchronously. This method does lots of automatic caching of chunks to ensure that disk I/O is kept to a minimum. """ if (x, z) in self.chunk_cache: return self.chunk_cache[x, z] elif (x, z) in self.dirty_chunk_cache: return self.dirty_chunk_cache[x, z] chunk = Chunk(x, z) first, second, filename = names_for_chunk(x, z) f = self.folder.child(first).child(second) if not f.exists(): f.makedirs() f = f.child(filename) if f.exists() and f.getsize(): chunk.load_from_tag(read_from_file(f.open("r"))) if chunk.populated: self.chunk_cache[x, z] = chunk else: self.populate_chunk(chunk) chunk.populated = True chunk.dirty = True self.dirty_chunk_cache[x, z] = chunk # Apply the current season to the chunk. if self.season: self.season.transform(chunk) # Since this chunk hasn't been given to any player yet, there's no # conceivable way that any meaningful damage has been accumulated; # anybody loading any part of this chunk will want the entire thing. # Thus, it should start out undamaged. chunk.clear_damage() return chunk