// WorldStorage.h // Interfaces to the cWorldStorage class representing the chunk loading / saving thread // This class decides which storage schema to use for saving; it queries all available schemas for loading // Also declares the base class for all storage schemas, cWSSchema #pragma once #ifndef WORLDSTORAGE_H_INCLUDED #define WORLDSTORAGE_H_INCLUDED #include "cChunk.h" #include "cIsThread.h" /// Interface that all the world storage schemas need to implement class cWSSchema ABSTRACT { public: cWSSchema(cWorld * a_World) : m_World(a_World) {} virtual ~cWSSchema() {} // Force the descendants' destructors to be virtual virtual bool LoadChunk(const cChunkPtr & a_Chunk) = 0; virtual bool SaveChunk(const cChunkPtr & a_Chunk) = 0; virtual const AString GetName(void) const = 0; protected: cWorld * m_World; } ; typedef std::list cWSSchemaList; class cWorldStorage : public cIsThread { typedef cIsThread super; public: cWorldStorage(void); ~cWorldStorage(); void QueueLoadChunk(cChunkPtr & a_Chunk); // Queues the chunk for loading; if not loaded, the chunk will be generated void QueueSaveChunk(cChunkPtr & a_Chunk); void UnqueueLoad(const cChunkPtr & a_Chunk); void UnqueueSave(const cChunkPtr & a_Chunk); bool Start(cWorld * a_World, const AString & a_StorageSchemaName); // Hide the cIsThread's Start() method, we need to provide args void WaitForFinish(void); protected: cWorld * m_World; AString m_StorageSchemaName; cCriticalSection m_CSLoadQueue; cChunkPtrList m_LoadQueue; cCriticalSection m_CSSaveQueue; cChunkPtrList m_SaveQueue; cEvent m_Event; // Set when there's any addition to the queues cWSSchemaList m_Schemas; cWSSchema * m_SaveSchema; void InitSchemas(void); virtual void Execute(void) override; bool LoadChunk(const cChunkPtr & a_Chunk); } ; #endif // WORLDSTORAGE_H_INCLUDED