Users file was pretty messed up with mixed unix and windows line endings. The ini failed to parse correctly under cygwin.
'Fixed' a 'bug' where MCServer would seemingly endlessly calculate lighting for an entire world (and then crash), when this entire world has 'wrong' lighting. This happens when running a converted map from Vanilla. Fixed this by only allowing a maximum of 50 chunks to recalculate their lighting per tick. Fixed a small coding error in cChunkMap where it would check PakVersion twice, instead of also ChunkVersion. DeNotch converter does not need the VS2010 runtime thingies anymore git-svn-id: http://mc-server.googlecode.com/svn/trunk@138 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -419,13 +419,20 @@ void cWorld::Tick(float a_Dt)
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LockChunks();
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while( !m_pState->SpreadQueue.empty() )
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int TimesSpreaded = 0;
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while( !m_pState->SpreadQueue.empty() && TimesSpreaded < 50 ) // Spread a max of 50 times each tick, otherwise server will hang
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{
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cChunk* Chunk = (*m_pState->SpreadQueue.begin());
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//LOG("Spreading: %p", Chunk );
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Chunk->SpreadLight( Chunk->pGetSkyLight() );
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Chunk->SpreadLight( Chunk->pGetLight() );
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m_pState->SpreadQueue.remove( &*Chunk );
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TimesSpreaded++;
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}
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if( TimesSpreaded >= 50 )
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{
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LOGWARN("Lots of lighting to do! At least %i chunks left!", m_pState->SpreadQueue.size() );
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}
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m_ChunkMap->Tick(a_Dt);
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