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Corrected wakeup sequences

* Pistons/Ice no longer need to FastSetBlock first (#4600), and the former don't drop items when broken in creative
- Begin migration away from stationary fluids
* Tick the chunk after applying a client's changed
* Broadcast pending blocks at the end of a tick
This commit is contained in:
Tiger Wang
2020-08-01 11:25:06 +01:00
parent 6bdd130aab
commit c3d6afe47e
10 changed files with 70 additions and 139 deletions

View File

@@ -1036,12 +1036,11 @@ void cWorld::Tick(std::chrono::milliseconds a_Dt, std::chrono::milliseconds a_La
// Add players waiting in the queue to be added:
AddQueuedPlayers();
m_ChunkMap->Tick(a_Dt);
TickMobs(a_Dt);
m_MapManager.TickMaps();
TickClients(static_cast<float>(a_Dt.count()));
TickQueuedBlocks();
m_ChunkMap->Tick(a_Dt); // Tick chunk after clients to apply at least one round of queued ticks (e.g. cBlockHandler::Check) this tick
TickMobs(a_Dt);
m_MapManager.TickMaps();
TickQueuedTasks();
GetSimulatorManager()->Simulate(static_cast<float>(a_Dt.count()));