ichunkloadingservice
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| ichunkloadingservice [2026/04/26 06:42] – diviner | ichunkloadingservice [2026/08/15 08:35] (current) – diviner | ||
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| ===== IChunkLoadingService ===== | ===== IChunkLoadingService ===== | ||
| - | This service' | + | This service' |
| **Broadcasts Events:** [[ChunkLoadRequestedAsyncTopic]], | **Broadcasts Events:** [[ChunkLoadRequestedAsyncTopic]], | ||
| Line 11: | Line 11: | ||
| ^Method | Task **LoadChunkAdditive**([[Chunk]] chunk, CancellationToken cancellationToken) | | ^Method | Task **LoadChunkAdditive**([[Chunk]] chunk, CancellationToken cancellationToken) | | ||
| - | ^Description | Loads specified [[Chunk]] from its default state if not already loaded without unloading current Chunks. | | + | ^Description | Loads specified [[Chunk]] from its default state if not already loaded without unloading current Chunks. The Chunk' |
| - | ^Method | Task **LoadChunkFromSave**([[Chunk]] | + | ^Method | Task **LoadChunksFromSave**([[Chunk]][] chunks, [[EntityPacketCollection]][] entities, bool containsEncodedPackets, |
| - | ^Description | Loads specified [[Chunk]] from supplied [[EntityPacketCollection]] while first unloading all already loaded Chunks from the game. If cacheUnloadedChunks is true, the Chunks unloaded will keep a serialized state in memory to be serialized to a save file in the next serialization call. Their state is discarded if the boolean is set to false. Nothing happens if the [[Chunk]] is already loaded. The containsEncodedPackets boolean is meant to instruct how the [[EntityPacketCollection]] | + | ^Description | Loads specified [[Chunk|Chunks]] from their corresponding |
| - | ^Method | Task **LoadChunkFromSaveAdditive**([[Chunk]] | + | ^Method | Task **LoadChunksFromSaveAdditive**([[Chunk]][] chunks, [[EntityPacketCollection]][] entities, bool containsEncodedPackets, |
| - | ^Description | Loads specified [[Chunk]] from supplied [[EntityPacketCollection]] without unloading current Chunks. | + | ^Description | Loads specified [[Chunk|Chunks]] from their corresponding |
| - | ^Method | Task **UnloadChunk**([[Chunk]] chunk, | + | ^Method | Task **UnloadChunk**([[Chunk]] chunk, bool includeUnloadableChunks, |
| - | ^Description | Unloads specified [[Chunk]] from the game. If cacheUnloadedChunks is true, the Chunk unloaded will keep a serialized state in memory to be serialized to a save file in the next serialization call. The state is discarded if the boolean is set to false. The includeUnloadableChunks boolean is used to override the Chunk' | + | ^Description | Unloads specified [[Chunk]] from the game. Nothing happens if the Chunk is not currently loaded. If cacheUnloadedChunks is true, the Chunk unloaded will keep a serialized state in memory to be serialized to a save file in the next serialization call. The state is discarded if the boolean is set to false. The includeUnloadableChunks boolean is used to override the Chunk' |
| - | ^Method | Task **UnloadAllChunks**(bool includeUnloadableChunks, | + | ^Method | Task **UnloadAllChunks**(bool includeUnloadableChunks, |
| - | ^Description | Unloads all loaded Chunks from the game. If cacheUnloadedChunks is true, the Chunks unloaded will keep a serialized state in memory to be serialized to a save file in the next serialization call. The state is discarded if the boolean is set to false. The includeUnloadableChunks boolean is used to override neverUnload setting of the Chunks. Setting the boolean to true will unload all Chunks even if some are set to never unload. | | + | ^Description | Unloads all loaded Chunks from the game. If cacheUnloadedChunks is true, the Chunks unloaded will keep a serialized state in memory to be serialized to a save file in the next serialization call. The state is discarded if the boolean is set to false. The includeUnloadableChunks boolean is used to override |
| ^Method | Task **UnloadChunks**(bool includeUnloadableChunks, | ^Method | Task **UnloadChunks**(bool includeUnloadableChunks, | ||
| - | ^Description | Unloads all specified Chunks from the game. If cacheUnloadedChunks is true, the Chunks unloaded will keep a serialized state in memory to be serialized to a save file in the next serialization call. The state is discarded if the boolean is set to false. The includeUnloadableChunks boolean is used to override neverUnload setting of the Chunks. Setting the boolean to true will unload all Chunks even if some are set to never unload. | | + | ^Description | Unloads all specified Chunks from the game. Chunks set to neverUnload are skipped unless includeUnloadableChunks is true. If cacheUnloadedChunks is true, the Chunks unloaded will keep a serialized state in memory to be serialized to a save file in the next serialization call. The state is discarded if the boolean is set to false. The includeUnloadableChunks boolean is used to override |
ichunkloadingservice.1777185747.txt.gz · Last modified: by diviner
