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// Processor.h
// Interfaces to the cProcessor class representing the overall processor engine that manages threads, calls callbacks etc.
#pragma once
// fwd:
class cCallback;
class cCallbackFactory;
class cParsedNBT;
class cProcessor
{
class cThread :
public cIsThread
{
typedef cIsThread super;
cCallback & m_Callback;
cProcessor & m_ParentProcessor;
// cIsThread override:
virtual void Execute(void) override;
void ProcessFile(const AString & a_FileName);
void ProcessFileData(const char * a_FileData, size_t a_Size, int a_ChunkBaseX, int a_ChunkBaseZ);
void ProcessChunk(const char * a_FileData, int a_ChunkX, int a_ChunkZ, unsigned a_SectorStart, unsigned a_SectorSize, unsigned a_TimeStamp);
void ProcessCompressedChunkData(int a_ChunkX, int a_ChunkZ, const char * a_CompressedData, int a_CompressedSize);
void ProcessParsedChunkData(int a_ChunkX, int a_ChunkZ, cParsedNBT & a_NBT);
bool ProcessChunkSections(int a_ChunkX, int a_ChunkZ, cParsedNBT & a_NBT, int a_LevelTag);
public:
cThread(cCallback & a_Callback, cProcessor & a_ParentProcessor);
} ;
typedef std::vector<cThread *> cThreads;
public:
cProcessor(void);
~cProcessor();
void ProcessWorld(const AString & a_WorldFolder, cCallbackFactory & a_CallbackFactory);
protected:
bool m_IsShuttingDown; // If true, the threads should stop ASAP
cCriticalSection m_CS;
AStringList m_FileQueue;
cThreads m_Threads;
cEvent m_ThreadsHaveStarted; // This is signalled by each thread to notify the parent thread that it can start waiting for those threads
void PopulateFileQueue(const AString & a_WorldFolder);
AString GetOneFileName(void);
} ;
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