copied draft of updateNodeMeshes from backup
parent
e4f7f97e6c
commit
06eb0ad4d0
14
src/main.cpp
14
src/main.cpp
|
@ -183,8 +183,6 @@ TODO: Remove IrrlichtWrapper
|
|||
Server:
|
||||
-------
|
||||
|
||||
TODO: When player dies, throw items on map
|
||||
|
||||
SUGG: Make an option to the server to disable building and digging near
|
||||
the starting position
|
||||
|
||||
|
@ -202,6 +200,8 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
|
|||
* Make a small history check to transformLiquids to detect and log
|
||||
continuous oscillations, in such detail that they can be fixed.
|
||||
|
||||
TODO: When player dies, throw items on map
|
||||
|
||||
Objects:
|
||||
--------
|
||||
|
||||
|
@ -215,11 +215,11 @@ Block object server side:
|
|||
- A "near blocks" buffer, in which some nearby blocks are stored.
|
||||
- For all blocks in the buffer, objects are stepped(). This
|
||||
means they are active.
|
||||
- TODO: A global active buffer is needed for the server
|
||||
- TODO: A timestamp to blocks
|
||||
- TODO: All blocks going in and out of the buffer are recorded.
|
||||
- TODO: For outgoing blocks, timestamp is written.
|
||||
- TODO: For incoming blocks, time difference is calculated and
|
||||
- A global active buffer is needed for the server
|
||||
- A timestamp to blocks
|
||||
- All blocks going in and out of the buffer are recorded.
|
||||
- For outgoing blocks, timestamp is written.
|
||||
- For incoming blocks, time difference is calculated and
|
||||
objects are stepped according to it.
|
||||
|
||||
- When an active object goes far from a player, either delete
|
||||
|
|
56
src/map.cpp
56
src/map.cpp
|
@ -5692,27 +5692,45 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
|
|||
b->updateMesh(daynight_ratio);
|
||||
}
|
||||
catch(InvalidPositionException &e){}
|
||||
/*// Trailing edge
|
||||
try{
|
||||
v3s16 p = blockpos + v3s16(1,0,0);
|
||||
MapBlock *b = getBlockNoCreate(p);
|
||||
b->updateMesh(daynight_ratio);
|
||||
}
|
||||
catch(InvalidPositionException &e){}
|
||||
try{
|
||||
v3s16 p = blockpos + v3s16(0,1,0);
|
||||
MapBlock *b = getBlockNoCreate(p);
|
||||
b->updateMesh(daynight_ratio);
|
||||
}
|
||||
catch(InvalidPositionException &e){}
|
||||
try{
|
||||
v3s16 p = blockpos + v3s16(0,0,1);
|
||||
MapBlock *b = getBlockNoCreate(p);
|
||||
b->updateMesh(daynight_ratio);
|
||||
}
|
||||
catch(InvalidPositionException &e){}*/
|
||||
}
|
||||
|
||||
#if 0
|
||||
/*
|
||||
Update mesh of block in which the node is, and if the node is at the
|
||||
leading edge, update the appropriate leading blocks too.
|
||||
*/
|
||||
void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio)
|
||||
{
|
||||
v3s16 dirs[4] = {
|
||||
v3s16(0,0,0),
|
||||
v3s16(-1,0,0),
|
||||
v3s16(0,-1,0),
|
||||
v3s16(0,0,-1),
|
||||
};
|
||||
v3s16 blockposes[4];
|
||||
for(u32 i=0; i<4; i++)
|
||||
{
|
||||
v3s16 np = nodepos + dirs[i];
|
||||
blockposes[i] = getNodeBlockPos(np);
|
||||
// Don't update mesh of block if it has been done already
|
||||
bool already_updated = false;
|
||||
for(u32 j=0; j<i; j++)
|
||||
{
|
||||
if(blockposes[j] == blockposes[i])
|
||||
{
|
||||
already_updated = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(already_updated)
|
||||
continue;
|
||||
// Update mesh
|
||||
MapBlock *b = getBlockNoCreate(blockposes[i]);
|
||||
b->updateMesh(daynight_ratio);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void ClientMap::PrintInfo(std::ostream &out)
|
||||
{
|
||||
out<<"ClientMap: ";
|
||||
|
|
Loading…
Reference in New Issue