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2012-03-05ChunkSender: Chunks are now compressed and sent to clients from a separate threads, proper passive waiting between threads. Not much tested, just appears to work :)madmaxoft@gmail.com1-3/+9
2012-03-03Got rid of some hardcoded numbers, now using hardcoded variables! woofaketruth1-12/+15
2012-03-01New redstone simulator. Should work without crashes!faketruth1-5/+11
2012-02-28Chunk now has an indicator of load failure; Chunk generator uses cChunkStaymadmaxoft@gmail.com1-0/+3
2012-02-28Implemented synchronous chunk loading; optimized cChunkStay interface for speed (though still unused ;)madmaxoft@gmail.com1-2/+8
2012-02-28Const-correctness for packet broadcasting (fixes GCC compilation)madmaxoft@gmail.com1-1/+1
2012-02-26New cChunkStay class for temporarily keeping chunks loaded even when then have no clients. For now unused, will be used by generator and lighting in the future.madmaxoft@gmail.com1-0/+3
2012-02-23Made the viewdistance settable by users and default in settings.ini. The default is 9.madmaxoft@gmail.com1-6/+0
2012-02-21Removed cChunkPtrs from everywhere but internal cChunkMap usage. Now we should finally be threadsafe :)madmaxoft@gmail.com1-4/+10
2012-02-21Fixed heightmap optimization from rev 302; removed a few more cChunkPtrsmadmaxoft@gmail.com1-0/+9
2012-02-20Removed some more cChunkPtr usagemadmaxoft@gmail.com1-1/+15
2012-02-18Substantial cWorld::FastSetBlock() speed up by queueing all such calls and processing them later chunk-wise (makes growing trees in the generator fast again)madmaxoft@gmail.com1-16/+1
2012-02-18Re-implemented tree-growing. May produce artefacts on old-world / new-world boundaries.madmaxoft@gmail.com1-0/+1
2012-02-18Thread-safe chunk generation, storage and generator are queried for progress while initializing servermadmaxoft@gmail.com1-5/+7
2012-02-16git-svn-id: http://mc-server.googlecode.com/svn/trunk@281 0a769ca7-a7f5-676a-18bf-c427514a06d6faketruth1-1/+1
2012-02-16New server command "unload" to manually unload unused chunksmadmaxoft@gmail.com1-2/+2
2012-02-16cWorldGenerator speedup - doesn't call GetChunk() anymore, not queueing the chunk it's generating to be loaded recursively.madmaxoft@gmail.com1-7/+8
2012-02-16Got rid of dangerous GetEntity(), not using DoWithEntity()faketruth1-5/+3
2012-02-16Chunk is now marked as dirty; saving only dirty chunks; rewritten load / save not to use cChunkPtr; set VC2008 project to level4 warnings; block entities are now loaded and saved properlymadmaxoft@gmail.com1-3/+11
2012-02-15Restored chest and furnace functionality as it was (it's basically working but joined chests show single-chest window)madmaxoft@gmail.com1-0/+5
2012-02-14Slight cleanup - removed old code, some additional comments on dangerous functionsmadmaxoft@gmail.com1-1/+2
2012-02-14Got rid of cWorld::GetAllPlayers() and implemented ForEachPlayer() more or less in Luafaketruth1-6/+3
2012-02-13Rewritten most of the code for multithreading; still not 100%, but getting there. If this commit proves to be too problematic, we can always undo it.madmaxoft@gmail.com1-62/+99
2012-02-08MTRand class is not created in each tick, therefore much improving tick-thread time (now uses ~5 % CPU instead of one full core)madmaxoft@gmail.com1-5/+19
2012-01-29VC2008 / VC2010: Enabled precompiled header through Globals.h; the header included in every module in the project. Compilation optimization.madmaxoft@gmail.com1-4/+4
2012-01-19Terrain generation is synchronous again, async generation has bugs.faketruth1-6/+7
2012-01-01Fixed the numchunks console command.faketruth1-1/+2
2011-12-28- implemented the fire simulation in native c++ (cFireSimulator)lapayo94@gmail.com1-0/+2
2011-12-27Some kind of 'template' world generator that right now just generates an all dirt world. You can use this to test new algorithmsfaketruth1-2/+4
2011-12-26- improved Simulator system lapayo94@gmail.com1-2/+11
2011-12-26 - Linux compatible fixes including updated makefilemtilden@gmail.com1-0/+1
2011-12-25Chunks are generated in a separate thread allowing players to keep on playing and chatting while chunks are generated. This means, however, that cWorld::GetChunk() does not always return a chunk and is something you need to be aware of. I am not entirely sure if all this is completely stable, but I think so :Ofaketruth1-0/+1
2011-12-24Max. players and MOTD are now changeable in the settings.inilapayo94@gmail.com1-4/+12
2011-12-22Digging leaves with shears now drops leaveslapayo94@gmail.com1-0/+4
2011-11-10Added random weather that persists per world. Also added SetWeather, GetWeather, and CastThunderbolt to lua bindings.admin@omencraft.com1-1/+6
2011-11-09Redstone clocks now work. even one clocks. torches don't update themselves when placed yet, but redstone wire updates the torch. Fixed a bug with piston animations.admin@omencraft.com1-0/+6
2011-11-08Fixed world timefaketruth1-0/+3
2011-11-06Patch with diff file created by Sebi (implemented some stuff like lava physics, drops are deleted when in lava, water is now slower, lava gives actual damage etc.). Pistons now work mostly as they should. They do not yet show the motion animation and do not emit sound. They do extend, push, and retract as they should though. Right now the only way to activate a piston is to light redstone wire adjacent to it with a redstone torch.admin@omencraft.com1-0/+3
2011-11-02Fixed some "Entity was not found in any chunk!" warningsfaketruth1-1/+1
2011-11-01You can now run multiple worlds by defining them in settings.ini . However there's no way to change worlds on the fly yetfaketruth1-5/+6
2011-10-26Made several recomended changes. Gamemode is now world based. Need to add it to player.admin@omencraft.com1-0/+4
2011-10-03MCServer c++ source filesfaketruth1-0/+158