From 9fcd2d4210d6928fa974adc82e289472a9b4f181 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Thu, 24 Dec 2020 15:27:44 +0000 Subject: Avoid a gratuitous dirty when loading chunks with entities Loaded entities are directly moved into the chunk data, instead of having to go through cWorld, as if they were just spawned. This avoid dirtying the chunk. --- src/World.cpp | 15 --------------- 1 file changed, 15 deletions(-) (limited to 'src/World.cpp') diff --git a/src/World.cpp b/src/World.cpp index 02de985c6..aea963257 100644 --- a/src/World.cpp +++ b/src/World.cpp @@ -2310,13 +2310,6 @@ void cWorld::SetChunkData(cSetChunkData & a_SetChunkData) m_ChunkMap.SetChunkData(a_SetChunkData); - // Initialize the entities (outside the m_ChunkMap's CS, to fix FS #347): - for (auto & Entity : a_SetChunkData.GetEntities()) - { - auto EntityPtr = Entity.get(); - EntityPtr->Initialize(std::move(Entity), *this); - } - // If a client is requesting this chunk, send it to them: int ChunkX = a_SetChunkData.GetChunkX(); int ChunkZ = a_SetChunkData.GetChunkZ(); @@ -2337,14 +2330,6 @@ void cWorld::SetChunkData(cSetChunkData & a_SetChunkData) return true; } ); - - // Save the chunk right after generating, so that we don't have to generate it again on next run - // If saving is disabled, then the chunk was marked dirty so it will get - // saved if saving is later enabled. - if (a_SetChunkData.ShouldMarkDirty() && IsSavingEnabled()) - { - m_Storage.QueueSaveChunk(ChunkX, ChunkZ); - } } -- cgit v1.2.3