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
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@@ -277,7 +277,7 @@ void cServer::StartListenClient()
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bool cServer::Tick(float a_Dt)
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{
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//LOG("Tick");
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//LOG("1. Tick");
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if( a_Dt > 100.f ) a_Dt = 100.f; // Don't go over 1/10 second
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cSleep::MilliSleep( 50 ); // Don't tick too much
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@@ -289,7 +289,6 @@ bool cServer::Tick(float a_Dt)
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m_Millisecondsf = m_Millisecondsf - (int)m_Millisecondsf;
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}
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cRoot::Get()->TickWorlds( a_Dt ); // TODO - Maybe give all worlds their own thread?
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//World->LockClientHandle(); // TODO - Lock client list
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