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Rename previous_was_found to previous_exists
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4eb59aeeb2
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@ -502,7 +502,7 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes,
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std::unordered_set<content_t> unnamed_contents;
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std::unordered_set<std::string> unallocatable_contents;
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bool previous_was_found = false;
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bool previous_exists = false;
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content_t previous_local_id = CONTENT_IGNORE;
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content_t previous_global_id = CONTENT_IGNORE;
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@ -512,7 +512,7 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes,
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// apply directly previous resolved id
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// This permits to massively improve loading performance when nodes are similar
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// example: default:air, default:stone are massively present
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if (previous_was_found && local_id == previous_local_id) {
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if (previous_exists && local_id == previous_local_id) {
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nodes[i].setContent(previous_global_id);
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continue;
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}
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@ -520,7 +520,7 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes,
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std::string name;
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if (!nimap->getName(local_id, name)) {
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unnamed_contents.insert(local_id);
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previous_was_found = false;
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previous_exists = false;
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continue;
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}
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@ -529,7 +529,7 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes,
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global_id = gamedef->allocateUnknownNodeId(name);
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if (global_id == CONTENT_IGNORE) {
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unallocatable_contents.insert(name);
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previous_was_found = false;
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previous_exists = false;
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continue;
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}
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}
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@ -538,7 +538,7 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes,
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// Save previous node local_id & global_id result
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previous_local_id = local_id;
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previous_global_id = global_id;
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previous_was_found = true;
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previous_exists = true;
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}
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for (const content_t c: unnamed_contents) {
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