chore: init
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232
src/ReplicatedStorage/Shared/ChunkManager/init.lua
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232
src/ReplicatedStorage/Shared/ChunkManager/init.lua
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local ChunkManager = {}
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local RunService = game:GetService("RunService")
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local Chunk = require("./ChunkManager/Chunk")
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local BlockManager = require("./ChunkManager/BlockManager")
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local ChunkBuilder = require("./ChunkManager/ChunkBuilder")
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local remote = game:GetService("ReplicatedStorage"):WaitForChild("RecieveChunkPacket")
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local tickremote = game:GetService("ReplicatedStorage"):WaitForChild("Tick")
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local ChunkFolder = Instance.new("Folder")
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ChunkFolder.Name = "$blockscraft_client"
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ChunkManager.ChunkFolder = ChunkFolder
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local CHUNK_RADIUS = 5
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local LOAD_BATCH = 8
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local FORCELOAD_CHUNKS = {
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{0, 1, 0}
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}
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local unloadingChunks = {}
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local pendingChunkRequests = {}
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local CHUNK_OFFSETS = {}
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do
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for y = -CHUNK_RADIUS, CHUNK_RADIUS do
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for x = -CHUNK_RADIUS, CHUNK_RADIUS do
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for z = -CHUNK_RADIUS, CHUNK_RADIUS do
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table.insert(CHUNK_OFFSETS, {x, y, z, (x * x) + (y * y) + (z * z)})
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end
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end
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end
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table.sort(CHUNK_OFFSETS, function(a, b)
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return a[4] < b[4]
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end)
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end
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local function Swait(l)
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task.synchronize()
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for _ = 1, l do
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RunService.Stepped:Wait()
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end
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end
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function ChunkManager:GetChunk(x, y, z)
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local key = `{x},{y},{z}`
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if Chunk.AllChunks[key] then
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return Chunk.AllChunks[key]
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end
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if pendingChunkRequests[key] then
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task.synchronize()
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while pendingChunkRequests[key] do
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task.wait()
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end
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return Chunk.AllChunks[key]
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end
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task.synchronize()
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pendingChunkRequests[key] = true
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local ok, data = pcall(function()
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return remote:InvokeServer(x, y, z)
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end)
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if not ok then
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data = {}
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end
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task.synchronize()
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local ch = Chunk.from(x, y, z, data)
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Chunk.AllChunks[key] = ch
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pendingChunkRequests[key] = nil
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return ch
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end
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local function ensureNeighboringChunksLoaded(x, y, z)
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local offsets = {
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{1, 0, 0}, {-1, 0, 0},
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{0, 1, 0}, {0, -1, 0},
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{0, 0, 1}, {0, 0, -1}
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}
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for _, offset in ipairs(offsets) do
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local nx, ny, nz = x + offset[1], y + offset[2], z + offset[3]
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ChunkManager:GetChunk(nx, ny, nz):Tick()
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end
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end
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function ChunkManager:LoadChunk(x, y, z)
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local key = `{x},{y},{z}`
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if unloadingChunks[key] or not Chunk.AllChunks[key] or Chunk.AllChunks[key].loaded then
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return
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end
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unloadingChunks[key] = true
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task.defer(function()
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task.desynchronize()
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ensureNeighboringChunksLoaded(x, y, z)
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local chunk = Chunk.AllChunks[key]
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if not chunk then
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chunk = ChunkManager:GetChunk(x, y, z)
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Chunk.AllChunks[key] = chunk
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end
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task.synchronize()
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local instance = ChunkBuilder:BuildChunk(chunk, ChunkFolder)
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chunk.instance = instance
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chunk.loaded = true
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unloadingChunks[key] = nil
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end)
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end
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function ChunkManager:ForceTick()
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for _, coords in ipairs(FORCELOAD_CHUNKS) do
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local key = `{coords[1]},{coords[2]},{coords[3]}`
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local chunk = Chunk.AllChunks[key]
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if not chunk then
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ChunkManager:LoadChunk(coords[1], coords[2], coords[3])
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else
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chunk:Tick()
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end
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end
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end
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function ChunkManager:TickI()
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for key, chunk in pairs(Chunk.AllChunks) do
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if tick() - chunk.inhabitedTime <= 5 then
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tickremote:FireServer(key)
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end
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end
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end
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function ChunkManager:Tick()
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ChunkManager:ForceTick()
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local player = game:GetService("Players").LocalPlayer
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if not player.Character then
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return
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end
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local pos = player.Character:GetPivot().Position
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local chunkPos = {
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x = math.round(pos.X / 32),
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y = math.round(pos.Y / 32),
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z = math.round(pos.Z / 32)
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}
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task.defer(function()
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local processed = 0
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for _, offset in ipairs(CHUNK_OFFSETS) do
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local cx, cy, cz = chunkPos.x + offset[1], chunkPos.y + offset[2], chunkPos.z + offset[3]
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local chunk = ChunkManager:GetChunk(cx, cy, cz)
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chunk.inhabitedTime = tick()
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if not chunk.loaded then
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ChunkManager:LoadChunk(cx, cy, cz)
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processed += 1
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if processed % LOAD_BATCH == 0 then
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Swait(1)
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end
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end
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end
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end)
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--[[
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task.defer(function()
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for y = 0, 2 do
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task.defer(function()
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for x = -CHUNK_RADIUS, CHUNK_RADIUS do
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task.desynchronize()
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for z = -CHUNK_RADIUS, CHUNK_RADIUS do
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local cx, cy, cz = chunkPos.x + x, y, chunkPos.z + z
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local key = `{cx},{cy},{cz}`
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local chunk = ChunkManager:GetChunk(cx, cy, cz)
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chunk.inhabitedTime = tick()
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if not chunk.loaded then
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ChunkManager:LoadChunk(cx, cy, cz)
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Swait(2)
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end
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end
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task.synchronize()
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end
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end)
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Swait(10)
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end
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end)
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--]]
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for key, loadedChunk in pairs(Chunk.AllChunks) do
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if tick() - loadedChunk.inhabitedTime > 15 and not unloadingChunks[key] then
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unloadingChunks[key] = true
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task.defer(function()
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task.synchronize()
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loadedChunk:Unload()
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loadedChunk:Destroy()
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Chunk.AllChunks[key] = nil
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unloadingChunks[key] = nil
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end)
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end
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end
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end
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function ChunkManager:Init()
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if not RunService:IsClient() then
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error("ChunkManager:Init can only be called on the client")
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end
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ChunkFolder.Parent = game:GetService("Workspace")
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ChunkManager:ForceTick()
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task.defer(function()
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while true do
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wait(2)
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ChunkManager:TickI()
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end
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end)
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task.defer(function()
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while true do
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task.defer(function()
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local success, err = pcall(function()
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ChunkManager:Tick()
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end)
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if not success then
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warn("[CHUNKMANAGER]", err)
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end
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end)
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Swait(20)
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end
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end)
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end
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return ChunkManager
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