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