diff options
Diffstat (limited to 'source')
-rw-r--r-- | source/Piston.cpp | 35 |
1 files changed, 6 insertions, 29 deletions
diff --git a/source/Piston.cpp b/source/Piston.cpp index 8729287de..310fcdfd4 100644 --- a/source/Piston.cpp +++ b/source/Piston.cpp @@ -1,4 +1,3 @@ - #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Piston.h" @@ -12,13 +11,6 @@ #include "Server.h" #include "Blocks/BlockHandler.h" -/* -#ifdef _WIN32 -#include <windows.h> -#else -#include <unistd.h> -#endif -*/ @@ -133,16 +125,11 @@ void cPiston::ExtendPiston( int pistx, int pisty, int pistz ) AddDir(extx, exty, extz, pistonMeta & 7, 1) - /* - #ifdef _WIN32 + // TODO: This code needs replacing // Sleeping here will play the piston animation on the client; however, it will block the entire server // for the 100 ms, effectively dropping 2 game ticks per piston. This is very bad // This needs to be handled using delayed scheduled tasks instead - Sleep(100); - #else - usleep(static_cast<useconds_t>(100)*1000); - #endif - */ + cSleep::MilliSleep(100); m_World->SetBlock(extx, exty, extz, E_BLOCK_PISTON_EXTENSION, isSticky + pistonMeta & 7); } @@ -188,33 +175,23 @@ void cPiston::RetractPiston( int pistx, int pisty, int pistz ) // These cannot be moved by the sticky piston, bail out return; } - /* - #ifdef _WIN32 + // TODO: This code needs replacing // Sleeping here will play the piston animation on the client; however, it will block the entire server // for the 100 ms, effectively dropping 2 game ticks per piston. This is very bad // This needs to be handled using delayed scheduled tasks instead - Sleep(100); - #else - usleep(static_cast<useconds_t>(100)*1000); - #endif - */ + cSleep::MilliSleep(100); m_World->SetBlock(pistx, pisty, pistz, tempblock, tempmeta); m_World->SetBlock(tempx, tempy, tempz, E_BLOCK_AIR, 0); } else { - /* - #ifdef _WIN32 + // TODO: This code needs replacing // Sleeping here will play the piston animation on the client; however, it will block the entire server // for the 100 ms, effectively dropping 2 game ticks per piston. This is very bad // This needs to be handled using delayed scheduled tasks instead - Sleep(100); - #else - usleep(static_cast<useconds_t>(100)*1000); - #endif - */ + cSleep::MilliSleep(100); m_World->SetBlock(pistx, pisty, pistz, E_BLOCK_AIR, 0); } |