Chunk streaming concurrency, entity slot fix, and map-data-driven spawns

- Allow 2 chunks to be mid-load concurrently instead of 1 (MAP_CHUNK_LOAD_CONCURRENCY).
- Fix entitySetChunk silently losing track of an entity when its target chunk's
  entity slots are full - it now stays detached (and retries later) instead of
  claiming a chunk that never actually registered it.
- DCF format bumped to v5: chunks can now declare entity spawns (global/NPC via
  the existing entityglobal registry, or one-shot item pickups) and map area
  triggers, resolved via a new callback-ID registry (mapareagloballist.h)
  mirroring the entity one. rpg.c's hardcoded TEST entity/item/area spawns are
  gone - chunk_0_0_0.json now carries that data instead. The player is still
  bootstrapped in code since it isn't map-authored content.
This commit is contained in:
2026-08-04 07:37:48 -05:00
parent a84137b5ff
commit 4b0388a0e1
23 changed files with 510 additions and 85 deletions
+22
View File
@@ -2179,5 +2179,27 @@
0
]
}
],
"entities": [
{
"type": "global",
"globalId": 3,
"pos": [8, 8, 1]
},
{
"type": "item",
"itemId": 1,
"quantity": 1,
"pos": [12, 2, 0]
}
],
"areas": [
{
"min": [11, 3, 0],
"max": [16, 9, 10],
"callbackId": 1,
"notify": 3,
"trigger": 6
}
]
}