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* Added support for SetNextBlockTick() function callable from Luamadmaxoft@gmail.com2012-05-301-0/+3
* Added code for the chunks to manipulate their neighbors while ticking. Also added some basic farming support - melon and pumpkin growing code. Untested and untestable so far, will test and fix later.madmaxoft@gmail.com2012-05-291-2/+10
* Merged the composable_generator branch into the trunkmadmaxoft@gmail.com2012-05-251-14/+39
* Added the "/regeneratechunk" command that regenerates either current chunk or a chunk specified with x, z parameters. TODO: permissions - we don't want guests erasing our chunks!madmaxoft@gmail.com2012-04-101-0/+3
* Fixed a deadlock by removing clients from all chunks upon their exit, not using the clients chunklists.madmaxoft@gmail.com2012-03-221-2/+4
* Exposed a function to Lua to get a block's sky light valuefaketruth2012-03-161-0/+1
* Split chunk data into separate arrays; decoupled most sources from cChunk.h dependencymadmaxoft@gmail.com2012-03-141-46/+48
* cClientHandles have a unique ID now to distinguish themfaketruth2012-03-091-1/+1
* ChunkSender: 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.com2012-03-051-3/+6
* Got rid of some hardcoded numbers, now using hardcoded variables! woofaketruth2012-03-031-6/+6
* Chunk now has an indicator of load failure; Chunk generator uses cChunkStaymadmaxoft@gmail.com2012-02-281-0/+3
* Implemented synchronous chunk loading; optimized cChunkStay interface for speed (though still unused ;)madmaxoft@gmail.com2012-02-281-6/+22
* Const-correctness for packet broadcasting (fixes GCC compilation)madmaxoft@gmail.com2012-02-281-2/+2
* New 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.com2012-02-261-0/+30
* Plain pointer cChunkPtr finishing touches; removed cChunk's critical sectionsmadmaxoft@gmail.com2012-02-231-0/+1
* Removed cChunkPtrs from everywhere but internal cChunkMap usage. Now we should finally be threadsafe :)madmaxoft@gmail.com2012-02-211-4/+18
* Fixed heightmap optimization from rev 302; removed a few more cChunkPtrsmadmaxoft@gmail.com2012-02-211-0/+9
* Fixed block-getting so that simulators work againmadmaxoft@gmail.com2012-02-211-0/+2
* Removed some more cChunkPtr usagemadmaxoft@gmail.com2012-02-201-1/+16
* Substantial 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.com2012-02-181-0/+1
* Re-implemented tree-growing. May produce artefacts on old-world / new-world boundaries.madmaxoft@gmail.com2012-02-181-0/+1
* Thread-safe chunk generation, storage and generator are queried for progress while initializing servermadmaxoft@gmail.com2012-02-181-9/+12
* Chunk coords mostly "upgraded" to include the Y coord for future compatibilitymadmaxoft@gmail.com2012-02-171-9/+3
* cWorldGenerator speedup - doesn't call GetChunk() anymore, not queueing the chunk it's generating to be loaded recursively.madmaxoft@gmail.com2012-02-161-7/+8
* Chunk 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.com2012-02-161-2/+10
* Chunks are properly saved before being unloaded nowfaketruth2012-02-161-1/+8
* Restored chest and furnace functionality as it was (it's basically working but joined chests show single-chest window)madmaxoft@gmail.com2012-02-151-1/+34
* Slight cleanup - removed old code, some additional comments on dangerous functionsmadmaxoft@gmail.com2012-02-141-2/+2
* Rewritten 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.com2012-02-131-48/+41
* Removed unused codemadmaxoft@gmail.com2012-02-081-1/+0
* MTRand class is not created in each tick, therefore much improving tick-thread time (now uses ~5 % CPU instead of one full core)madmaxoft@gmail.com2012-02-081-1/+18
* Initial cFile implementation (using stdio FILE) and test in cChunkMapmadmaxoft@gmail.com2012-01-301-2/+3
* Old code begone! ChunkMap cleanupmadmaxoft@gmail.com2012-01-291-22/+1
* Fixed the numchunks console command.faketruth2012-01-011-0/+2
* Chunks 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 :Ofaketruth2011-12-251-0/+2
* Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth2011-10-311-1/+3
* Added denotch map converter. Program currently reads the only mcr file in the region dir and writes the uncompressed chunk data in world/X0-Z0.pak. I compile in linux with "g++ cConvert.cpp -lz -o denotch"admin@omencraft.com2011-10-291-1/+1
* MCServer c++ source filesfaketruth2011-10-031-0/+91