From 50a7722242197f9a3b4300e154c1e66d1177839a Mon Sep 17 00:00:00 2001 From: faketruth Date: Thu, 19 Jan 2012 18:12:39 +0000 Subject: Terrain generation is synchronous again, async generation has bugs. Made some funky smart pointer things for chunks. Fixed a bug where the client would override the player position on the server and back again, resulting in sending too many chunks to the client which it doesn't even need. Fixed some compiler warnings in cPickup.cpp git-svn-id: http://mc-server.googlecode.com/svn/trunk@164 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cServer.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'source/cServer.cpp') diff --git a/source/cServer.cpp b/source/cServer.cpp index d3e8e43a7..dc4b5b5c9 100644 --- a/source/cServer.cpp +++ b/source/cServer.cpp @@ -277,7 +277,7 @@ void cServer::StartListenClient() bool cServer::Tick(float a_Dt) { - //LOG("Tick"); + //LOG("1. Tick"); if( a_Dt > 100.f ) a_Dt = 100.f; // Don't go over 1/10 second cSleep::MilliSleep( 50 ); // Don't tick too much @@ -289,7 +289,6 @@ bool cServer::Tick(float a_Dt) m_Millisecondsf = m_Millisecondsf - (int)m_Millisecondsf; } - cRoot::Get()->TickWorlds( a_Dt ); // TODO - Maybe give all worlds their own thread? //World->LockClientHandle(); // TODO - Lock client list -- cgit v1.2.3