Terrain generation is synchronous again, async generation has bugs.

Made some funky smart pointer things for chunks.
Fixed a bug where the client would override the player position on the server and back again, resulting in sending too many chunks to the client which it doesn't even need.
Fixed some compiler warnings in cPickup.cpp


git-svn-id: http://mc-server.googlecode.com/svn/trunk@164 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
faketruth
2012-01-19 18:12:39 +00:00
parent f47c852186
commit 50a7722242
14 changed files with 136 additions and 85 deletions
+1 -2
View File
@@ -277,7 +277,7 @@ void cServer::StartListenClient()
bool cServer::Tick(float a_Dt)
{
//LOG("Tick");
//LOG("1. Tick");
if( a_Dt > 100.f ) a_Dt = 100.f; // Don't go over 1/10 second
cSleep::MilliSleep( 50 ); // Don't tick too much
@@ -289,7 +289,6 @@ bool cServer::Tick(float a_Dt)
m_Millisecondsf = m_Millisecondsf - (int)m_Millisecondsf;
}
cRoot::Get()->TickWorlds( a_Dt ); // TODO - Maybe give all worlds their own thread?
//World->LockClientHandle(); // TODO - Lock client list