You can now run multiple worlds by defining them in settings.ini . However there's no way to change worlds on the fly yet
Players are now stored in separate folder /players instead of in the world folder (!so move the folder!) Fixed a memory leak/error in cPickup.cpp Multiple worlds are stored in cRoot cClientHandle lists are taken out of cWorld and now stored in cServer Worlds now have names to distinguish them by Some functions in the Core plugin now distinguish between worlds git-svn-id: http://mc-server.googlecode.com/svn/trunk@40 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -10,6 +10,9 @@
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#include <cstdlib> // abs
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#include <math.h> // floorf
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#include <stdio.h> // sprintf and stuff
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#define sprintf_s( dest, size, format, ... ) sprintf( dest, format, __VA_ARGS__ )
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#endif
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#include "zlib.h"
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@@ -549,16 +552,12 @@ void cChunkMap::SaveAllChunks()
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void cChunkMap::SaveLayer( cChunkLayer* a_Layer )
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{
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cMakeDir::MakeDir("world");
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std::string WorldName = m_World->GetName();
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cMakeDir::MakeDir( WorldName.c_str() );
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char SourceFile[128];
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#ifdef _WIN32
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sprintf_s(SourceFile, 128, "world/X%i_Z%i.pak", a_Layer->m_X, a_Layer->m_Z );
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#else
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sprintf(SourceFile, "world/X%i_Z%i.pak", a_Layer->m_X, a_Layer->m_Z );
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#endif
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sprintf_s(SourceFile, 128, ( WorldName + "/X%i_Z%i.pak").c_str(), a_Layer->m_X, a_Layer->m_Z );
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FILE* f = 0;
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#ifdef _WIN32
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@@ -635,13 +634,10 @@ void cChunkMap::SaveLayer( cChunkLayer* a_Layer )
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cChunkMap::cChunkLayer* cChunkMap::LoadLayer(int a_LayerX, int a_LayerZ )
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{
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std::string WorldName = m_World->GetName();
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char SourceFile[128];
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#ifdef _WIN32
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sprintf_s(SourceFile, 128, "world/X%i_Z%i.pak", a_LayerX, a_LayerZ );
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#else
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sprintf(SourceFile, "world/X%i_Z%i.pak", a_LayerX, a_LayerZ );
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#endif
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sprintf_s(SourceFile, 128, (WorldName + "/X%i_Z%i.pak").c_str(), a_LayerX, a_LayerZ );
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FILE* f = 0;
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#ifdef _WIN32
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