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Don't track liquids for rollback because of too much log
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@ -538,7 +538,7 @@ minetest.register_chatcommand("rollback_check", {
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})
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minetest.register_chatcommand("rollback", {
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params = "<player name> [<seconds>] | :liquid [<seconds>]",
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params = "<player name> [<seconds>] | :<actor> [<seconds>]",
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description = "revert actions of a player; default for <seconds> is 60",
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privs = {rollback=true},
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func = function(name, param)
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@ -1623,8 +1623,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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/*
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If something goes wrong, liquids are to blame
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NOTE: Do not track liquids; it causes huge amounts of rollback log
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*/
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RollbackScopeActor rollback_scope(m_gamedef->rollback(), "liquid");
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//RollbackScopeActor rollback_scope(m_gamedef->rollback(), "liquid");
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u32 loopcount = 0;
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u32 initial_size = m_transforming_liquid.size();
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@ -1831,19 +1832,19 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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n0.setContent(new_node_content);
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// Get old node for rollback
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RollbackNode rollback_oldnode(this, p0, m_gamedef);
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//RollbackNode rollback_oldnode(this, p0, m_gamedef);
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// Set node
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setNode(p0, n0);
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// Report for rollback
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if(m_gamedef->rollback())
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/*if(m_gamedef->rollback())
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{
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RollbackNode rollback_newnode(this, p0, m_gamedef);
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RollbackAction action;
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action.setSetNode(p0, rollback_oldnode, rollback_newnode);
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m_gamedef->rollback()->reportAction(action);
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}
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}*/
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v3s16 blockpos = getNodeBlockPos(p0);
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MapBlock *block = getBlockNoCreateNoEx(blockpos);
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