feat: TU19 (Dec 2014) Features & Content (#155)

* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
daoge
2026-03-03 03:04:10 +08:00
committed by GitHub
parent 84c31a2331
commit b3feddfef3
2069 changed files with 264842 additions and 139522 deletions

View File

@@ -9,18 +9,20 @@
#include "MinecraftServer.h"
#include "ServerLevel.h"
#include "Minecraft.h"
#include "FireworksParticles.h"
#include "..\Minecraft.World\PrimedTnt.h"
#include "..\Minecraft.World\Tile.h"
#include "..\Minecraft.World\TileEntity.h"
#include "..\Minecraft.World\JavaMath.h"
MultiPlayerLevel::ResetInfo::ResetInfo(int x, int y, int z, int tile, int data)
{
this->x = x;
this->y = y;
this->z = z;
ticks = TICKS_BEFORE_RESET;
this->tile = tile;
this->data = data;
this->x = x;
this->y = y;
this->z = z;
ticks = TICKS_BEFORE_RESET;
this->tile = tile;
this->data = data;
}
MultiPlayerLevel::MultiPlayerLevel(ClientConnection *connection, LevelSettings *levelSettings, int dimension, int difficulty)
@@ -41,7 +43,7 @@ MultiPlayerLevel::MultiPlayerLevel(ClientConnection *connection, LevelSettings *
levelData->setInitialized(true);
}
if(connection !=NULL)
if(connection !=NULL)
{
this->connections.push_back( connection );
}
@@ -49,12 +51,12 @@ MultiPlayerLevel::MultiPlayerLevel(ClientConnection *connection, LevelSettings *
// Fix for #62566 - TU7: Content: Gameplay: Compass needle stops pointing towards the original spawn point, once the player has entered the Nether.
// 4J Stu - We should never be setting a specific spawn position for a multiplayer, this should only be set by receiving a packet from the server
// (which happens when a player logs in)
//setSpawnPos(new Pos(8, 64, 8));
//setSpawnPos(new Pos(8, 64, 8));
// The base ctor already has made some storage, so need to delete that
if( this->savedDataStorage ) delete savedDataStorage;
if(connection !=NULL)
{
this->savedDataStorage = connection->savedDataStorage;
savedDataStorage = connection->savedDataStorage;
}
unshareCheckX = 0;
unshareCheckZ = 0;
@@ -91,27 +93,38 @@ void MultiPlayerLevel::shareChunkAt(int x, int z)
void MultiPlayerLevel::tick()
{
PIXBeginNamedEvent(0,"Sky color changing");
setTime(getTime() + 1);
/* 4J - change brought forward from 1.8.2
int newDark = this->getSkyDarken(1);
if (newDark != skyDarken)
setGameTime(getGameTime() + 1);
if (getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT))
{
skyDarken = newDark;
for (unsigned int i = 0; i < listeners.size(); i++)
// 4J: Debug setting added to keep it at day time
#ifndef _FINAL_BUILD
bool freezeTime = app.DebugSettingsOn() && app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_FreezeTime);
if (!freezeTime)
#endif
{
listeners[i]->skyColorChanged();
}
}*/
setDayTime(getDayTime() + 1);
}
}
/* 4J - change brought forward from 1.8.2
int newDark = this->getSkyDarken(1);
if (newDark != skyDarken)
{
skyDarken = newDark;
for (unsigned int i = 0; i < listeners.size(); i++)
{
listeners[i]->skyColorChanged();
}
}*/
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Entity re-entry");
EnterCriticalSection(&m_entitiesCS);
for (int i = 0; i < 10 && !reEntries.empty(); i++)
for (int i = 0; i < 10 && !reEntries.empty(); i++)
{
shared_ptr<Entity> e = *(reEntries.begin());
if (find(entities.begin(), entities.end(), e) == entities.end() ) addEntity(e);
}
if (find(entities.begin(), entities.end(), e) == entities.end() ) addEntity(e);
}
LeaveCriticalSection(&m_entitiesCS);
PIXEndNamedEvent();
@@ -127,21 +140,21 @@ void MultiPlayerLevel::tick()
PIXBeginNamedEvent(0,"Updating resets");
unsigned int lastIndexToRemove = 0;
bool eraseElements = false;
for (unsigned int i = 0; i < updatesToReset.size(); i++)
for (unsigned int i = 0; i < updatesToReset.size(); i++)
{
ResetInfo& r = updatesToReset[i];
if (--r.ticks == 0)
ResetInfo& r = updatesToReset[i];
if (--r.ticks == 0)
{
Level::setTileAndDataNoUpdate(r.x, r.y, r.z, r.tile, r.data);
Level::sendTileUpdated(r.x, r.y, r.z);
Level::setTileAndData(r.x, r.y, r.z, r.tile, r.data, Tile::UPDATE_ALL);
Level::sendTileUpdated(r.x, r.y, r.z);
//updatesToReset.erase(updatesToReset.begin()+i);
eraseElements = true;
lastIndexToRemove = 0;
i--;
}
}
}
}
// 4J Stu - As elements in the updatesToReset vector are inserted with a fixed initial lifetime, the elements at the front should always be the oldest
// Therefore we can always remove from the first element
if(eraseElements)
@@ -156,7 +169,7 @@ void MultiPlayerLevel::tick()
// 4J - added this section. Each tick we'll check a different block, and force it to share data if it has been
// more than 2 minutes since we last wanted to unshare it. This shouldn't really ever happen, and is added
// here as a safe guard against accumulated memory leaks should a lot of chunks become unshared over time.
int ls = dimension->getXZSize();
if( g_NetworkManager.IsHost() )
{
@@ -232,16 +245,16 @@ void MultiPlayerLevel::tick()
totalSLl += lc->getSkyLightPlanesLower();
}
}
if( totalChunks )
{
MEMORYSTATUS memStat;
GlobalMemoryStatus(&memStat);
if( totalChunks )
{
MEMORYSTATUS memStat;
GlobalMemoryStatus(&memStat);
unsigned int totalBL = totalBLu + totalBLl;
unsigned int totalSL = totalSLu + totalSLl;
printf("%d: %d chunks, %d BL (%d + %d), %d SL (%d + %d ) (out of %d) - total %d %% (%dMB mem free)\n",
dimension->id, totalChunks, totalBL, totalBLu, totalBLl, totalSL, totalSLu, totalSLl, totalChunks * 256, ( 100 * (totalBL + totalSL) ) / ( totalChunks * 256 * 2),memStat.dwAvailPhys/(1024*1024) );
}
unsigned int totalBL = totalBLu + totalBLl;
unsigned int totalSL = totalSLu + totalSLl;
printf("%d: %d chunks, %d BL (%d + %d), %d SL (%d + %d ) (out of %d) - total %d %% (%dMB mem free)\n",
dimension->id, totalChunks, totalBL, totalBLu, totalBLl, totalSL, totalSLu, totalSLl, totalChunks * 256, ( 100 * (totalBL + totalSL) ) / ( totalChunks * 256 * 2),memStat.dwAvailPhys/(1024*1024) );
}
}
updateTick++;
@@ -265,14 +278,14 @@ void MultiPlayerLevel::tick()
totalData += lc->getDataPlanes();
}
}
if( totalChunks )
{
MEMORYSTATUS memStat;
GlobalMemoryStatus(&memStat);
if( totalChunks )
{
MEMORYSTATUS memStat;
GlobalMemoryStatus(&memStat);
printf("%d: %d chunks, %d data (out of %d) - total %d %% (%dMB mem free)\n",
dimension->id, totalChunks, totalData, totalChunks * 128, ( 100 * totalData)/ ( totalChunks * 128),memStat.dwAvailPhys/(1024*1024) );
}
printf("%d: %d chunks, %d data (out of %d) - total %d %% (%dMB mem free)\n",
dimension->id, totalChunks, totalData, totalChunks * 128, ( 100 * totalData)/ ( totalChunks * 128),memStat.dwAvailPhys/(1024*1024) );
}
}
updateTick++;
@@ -308,42 +321,42 @@ void MultiPlayerLevel::tick()
total += thisSize;
}
}
printf("\n*****************************************************************************************************************************************\n");
if( totalChunks )
{
printf("%d (0) %d (1) %d (2) %d (4) %d (8)\n",total0/totalChunks,total1/totalChunks,total2/totalChunks,total4/totalChunks,total8/totalChunks);
MEMORYSTATUS memStat;
GlobalMemoryStatus(&memStat);
printf("\n*****************************************************************************************************************************************\n");
if( totalChunks )
{
printf("%d (0) %d (1) %d (2) %d (4) %d (8)\n",total0/totalChunks,total1/totalChunks,total2/totalChunks,total4/totalChunks,total8/totalChunks);
MEMORYSTATUS memStat;
GlobalMemoryStatus(&memStat);
printf("%d: %d chunks, %d KB (out of %dKB) : %d %% (%dMB mem free)\n",
dimension->id, totalChunks, total/1024, totalChunks * 32, ( ( total / 1024 ) * 100 ) / ( totalChunks * 32),memStat.dwAvailPhys/(1024*1024) );
}
printf("%d: %d chunks, %d KB (out of %dKB) : %d %% (%dMB mem free)\n",
dimension->id, totalChunks, total/1024, totalChunks * 32, ( ( total / 1024 ) * 100 ) / ( totalChunks * 32),memStat.dwAvailPhys/(1024*1024) );
}
}
updateTick++;
#endif
// super.tick();
// super.tick();
}
void MultiPlayerLevel::clearResetRegion(int x0, int y0, int z0, int x1, int y1, int z1)
{
for (unsigned int i = 0; i < updatesToReset.size(); i++)
for (unsigned int i = 0; i < updatesToReset.size(); i++)
{
ResetInfo& r = updatesToReset[i];
if (r.x >= x0 && r.y >= y0 && r.z >= z0 && r.x <= x1 && r.y <= y1 && r.z <= z1)
ResetInfo& r = updatesToReset[i];
if (r.x >= x0 && r.y >= y0 && r.z >= z0 && r.x <= x1 && r.y <= y1 && r.z <= z1)
{
updatesToReset.erase(updatesToReset.begin()+i);
updatesToReset.erase(updatesToReset.begin()+i);
i--;
}
}
}
}
}
ChunkSource *MultiPlayerLevel::createChunkSource()
{
chunkCache = new MultiPlayerChunkCache(this);
chunkCache = new MultiPlayerChunkCache(this);
return chunkCache;
return chunkCache;
}
void MultiPlayerLevel::validateSpawn()
@@ -378,7 +391,7 @@ void MultiPlayerLevel::tickTiles()
int xo = cp.x * 16;
int zo = cp.z * 16;
LevelChunk *lc = this->getChunk(cp.x, cp.z);
LevelChunk *lc = getChunk(cp.x, cp.z);
tickClientSideTiles(xo, zo, lc);
}
@@ -388,32 +401,32 @@ void MultiPlayerLevel::tickTiles()
void MultiPlayerLevel::setChunkVisible(int x, int z, bool visible)
{
if (visible)
if (visible)
{
chunkCache->create(x, z);
}
else
else
{
chunkCache->drop(x, z);
}
if (!visible)
if (!visible)
{
this->setTilesDirty(x * 16, 0, z * 16, x * 16 + 15, Level::maxBuildHeight, z * 16 + 15);
}
setTilesDirty(x * 16, 0, z * 16, x * 16 + 15, Level::maxBuildHeight, z * 16 + 15);
}
}
bool MultiPlayerLevel::addEntity(shared_ptr<Entity> e)
{
bool ok = Level::addEntity(e);
forced.insert(e);
bool ok = Level::addEntity(e);
forced.insert(e);
if (!ok)
if (!ok)
{
reEntries.insert(e);
}
reEntries.insert(e);
}
return ok;
return ok;
}
void MultiPlayerLevel::removeEntity(shared_ptr<Entity> e)
@@ -421,50 +434,50 @@ void MultiPlayerLevel::removeEntity(shared_ptr<Entity> e)
// 4J Stu - Add this remove from the reEntries collection to stop us continually removing and re-adding things,
// in particular the MultiPlayerLocalPlayer when they die
AUTO_VAR(it, reEntries.find(e));
if (it!=reEntries.end())
if (it!=reEntries.end())
{
reEntries.erase(it);
}
reEntries.erase(it);
}
Level::removeEntity(e);
forced.erase(e);
Level::removeEntity(e);
forced.erase(e);
}
void MultiPlayerLevel::entityAdded(shared_ptr<Entity> e)
{
Level::entityAdded(e);
Level::entityAdded(e);
AUTO_VAR(it, reEntries.find(e));
if (it!=reEntries.end())
if (it!=reEntries.end())
{
reEntries.erase(it);
}
reEntries.erase(it);
}
}
void MultiPlayerLevel::entityRemoved(shared_ptr<Entity> e)
{
Level::entityRemoved(e);
Level::entityRemoved(e);
AUTO_VAR(it, forced.find(e));
if (it!=forced.end())
if (it!=forced.end())
{
reEntries.insert(e);
}
reEntries.insert(e);
}
}
void MultiPlayerLevel::putEntity(int id, shared_ptr<Entity> e)
{
shared_ptr<Entity> old = getEntity(id);
if (old != NULL)
shared_ptr<Entity> old = getEntity(id);
if (old != NULL)
{
removeEntity(old);
}
removeEntity(old);
}
forced.insert(e);
e->entityId = id;
if (!addEntity(e))
forced.insert(e);
e->entityId = id;
if (!addEntity(e))
{
this->reEntries.insert(e);
}
entitiesById[id] = e;
reEntries.insert(e);
}
entitiesById[id] = e;
}
shared_ptr<Entity> MultiPlayerLevel::getEntity(int id)
@@ -488,7 +501,7 @@ shared_ptr<Entity> MultiPlayerLevel::removeEntity(int id)
else
{
}
return e;
return e;
}
// 4J Added to remove the entities from the forced list
@@ -510,29 +523,40 @@ void MultiPlayerLevel::removeEntities(vector<shared_ptr<Entity> > *list)
Level::removeEntities(list);
}
bool MultiPlayerLevel::setDataNoUpdate(int x, int y, int z, int data)
{
int t = getTile(x, y, z);
int d = getData(x, y, z);
// 4J - added - if this is the host, then stop sharing block data with the server at this point
unshareChunkAt(x,z);
if (Level::setDataNoUpdate(x, y, z, data))
{
//if(m_bEnableResetChanges) updatesToReset.push_back(ResetInfo(x, y, z, t, d));
return true;
}
// Didn't actually need to stop sharing
shareChunkAt(x,z);
return false;
}
bool MultiPlayerLevel::setTileAndDataNoUpdate(int x, int y, int z, int tile, int data)
bool MultiPlayerLevel::setData(int x, int y, int z, int data, int updateFlags, bool forceUpdate/*=false*/) // 4J added forceUpdate)
{
// First check if this isn't going to do anything, because if it isn't then the next stage (of unsharing data) is really quite
// expensive so far better to early out here
int t = getTile(x, y, z);
int d = getData(x, y, z);
int d = getData(x, y, z);
if( ( d == data ) )
{
// If we early-out, its important that we still do a checkLight here (which would otherwise have happened as part of Level::setTileAndDataNoUpdate)
// This is because since we are potentially sharing tile/data but not lighting data, it is possible that the server might tell a client
// of a lighting update that doesn't need actioned on the client just because the chunk's data was being shared with the server when it was set. However,
// the lighting data will potentially now be out of sync on the client.
checkLight(x,y,z);
return false;
}
// 4J - added - if this is the host, then stop sharing block data with the server at this point
unshareChunkAt(x,z);
if (Level::setData(x, y, z, data, updateFlags, forceUpdate))
{
//if(m_bEnableResetChanges) updatesToReset.push_back(ResetInfo(x, y, z, t, d));
return true;
}
// Didn't actually need to stop sharing
shareChunkAt(x,z);
return false;
}
bool MultiPlayerLevel::setTileAndData(int x, int y, int z, int tile, int data, int updateFlags)
{
// First check if this isn't going to do anything, because if it isn't then the next stage (of unsharing data) is really quite
// expensive so far better to early out here
int t = getTile(x, y, z);
int d = getData(x, y, z);
if( ( t == tile ) && ( d == data ) )
{
@@ -546,49 +570,33 @@ bool MultiPlayerLevel::setTileAndDataNoUpdate(int x, int y, int z, int tile, int
// 4J - added - if this is the host, then stop sharing block data with the server at this point
unshareChunkAt(x,z);
if (Level::setTileAndDataNoUpdate(x, y, z, tile, data))
if (Level::setTileAndData(x, y, z, tile, data, updateFlags))
{
//if(m_bEnableResetChanges) updatesToReset.push_back(ResetInfo(x, y, z, t, d));
return true;
}
//if(m_bEnableResetChanges) updatesToReset.push_back(ResetInfo(x, y, z, t, d));
return true;
}
// Didn't actually need to stop sharing
shareChunkAt(x,z);
return false;
return false;
}
bool MultiPlayerLevel::setTileNoUpdate(int x, int y, int z, int tile)
{
int t = getTile(x, y, z);
int d = getData(x, y, z);
// 4J - added - if this is the host, then stop sharing block data with the server at this point
unshareChunkAt(x,z);
if (Level::setTileNoUpdate(x, y, z, tile))
{
//if(m_bEnableResetChanges) updatesToReset.push_back(ResetInfo(x, y, z, t, d));
return true;
}
// Didn't actually need to stop sharing
shareChunkAt(x,z);
return false;
}
bool MultiPlayerLevel::doSetTileAndData(int x, int y, int z, int tile, int data)
{
clearResetRegion(x, y, z, x, y, z);
clearResetRegion(x, y, z, x, y, z);
// 4J - Don't bother setting this to dirty if it isn't going to visually change - we get a lot of
// water changing from static to dynamic for instance. Note that this is only called from a client connection,
// and so the thing being notified of any update through tileUpdated is the renderer
int prevTile = getTile(x, y, z);
bool visuallyImportant = (!( ( ( prevTile == Tile::water_Id ) && ( tile == Tile::calmWater_Id ) ) ||
( ( prevTile == Tile::calmWater_Id ) && ( tile == Tile::water_Id ) ) ||
( ( prevTile == Tile::lava_Id ) && ( tile == Tile::calmLava_Id ) ) ||
( ( prevTile == Tile::calmLava_Id ) && ( tile == Tile::calmLava_Id ) ) ||
( ( prevTile == Tile::calmLava_Id ) && ( tile == Tile::lava_Id ) ) ) );
( ( prevTile == Tile::calmWater_Id ) && ( tile == Tile::water_Id ) ) ||
( ( prevTile == Tile::lava_Id ) && ( tile == Tile::calmLava_Id ) ) ||
( ( prevTile == Tile::calmLava_Id ) && ( tile == Tile::calmLava_Id ) ) ||
( ( prevTile == Tile::calmLava_Id ) && ( tile == Tile::lava_Id ) ) ) );
// If we're the host, need to tell the renderer for updates even if they don't change things as the host
// might have been sharing data and so set it already, but the renderer won't know to update
if( (Level::setTileAndData(x, y, z, tile, data) || g_NetworkManager.IsHost() ) )
if( (Level::setTileAndData(x, y, z, tile, data, Tile::UPDATE_ALL) || g_NetworkManager.IsHost() ) )
{
if( g_NetworkManager.IsHost() && visuallyImportant )
{
@@ -598,8 +606,8 @@ bool MultiPlayerLevel::doSetTileAndData(int x, int y, int z, int tile, int data)
tileUpdated(x, y, z, tile);
}
return true;
}
return true;
}
return false;
}
@@ -621,38 +629,38 @@ void MultiPlayerLevel::disconnect(bool sendDisconnect /*= true*/)
}
}
Tickable *MultiPlayerLevel::makeSoundUpdater(shared_ptr<Minecart> minecart)
{
return NULL; //new MinecartSoundUpdater(minecraft->soundEngine, minecart, minecraft->player);
}
void MultiPlayerLevel::tickWeather()
{
if (dimension->hasCeiling) return;
if (dimension->hasCeiling) return;
if (lightningTime > 0)
oRainLevel = rainLevel;
if (levelData->isRaining())
{
lightningTime--;
}
oRainLevel = rainLevel;
if (levelData->isRaining())
{
rainLevel += 0.01;
}
rainLevel += 0.01;
}
else
{
rainLevel -= 0.01;
}
if (rainLevel < 0) rainLevel = 0;
if (rainLevel > 1) rainLevel = 1;
rainLevel -= 0.01;
}
if (rainLevel < 0) rainLevel = 0;
if (rainLevel > 1) rainLevel = 1;
oThunderLevel = thunderLevel;
if (levelData->isThundering())
oThunderLevel = thunderLevel;
if (levelData->isThundering())
{
thunderLevel += 0.01;
}
thunderLevel += 0.01;
}
else
{
thunderLevel -= 0.01;
}
if (thunderLevel < 0) thunderLevel = 0;
if (thunderLevel > 1) thunderLevel = 1;
thunderLevel -= 0.01;
}
if (thunderLevel < 0) thunderLevel = 0;
if (thunderLevel > 1) thunderLevel = 1;
}
@@ -687,7 +695,7 @@ void MultiPlayerLevel::animateTick(int xt, int yt, int zt)
void MultiPlayerLevel::animateTickDoWork()
{
const int ticksPerChunk = 16; // This ought to give us roughly the same 1000/32768 chance of a tile being animated as the original
// Horrible hack to communicate with the level renderer, which is just attached as a listener to this level. This let's the particle
// rendering know to use this level (rather than try to work it out from the current player), and to not bother distance clipping particles
// which would again be based on the current player.
@@ -714,8 +722,8 @@ void MultiPlayerLevel::animateTickDoWork()
int t = getTile(x, y, z);
if (random->nextInt(8) > y && t == 0 && dimension->hasBedrockFog()) // 4J - test for bedrock fog brought forward from 1.2.3
{
addParticle(eParticleType_depthsuspend, x + random->nextFloat(), y + random->nextFloat(), z + random->nextFloat(), 0, 0, 0);
}
addParticle(eParticleType_depthsuspend, x + random->nextFloat(), y + random->nextFloat(), z + random->nextFloat(), 0, 0, 0);
}
else if (t > 0)
{
Tile::tiles[t]->animateTick(this, x, y, z, animateRandom);
@@ -735,7 +743,7 @@ void MultiPlayerLevel::playSound(shared_ptr<Entity> entity, int iSound, float vo
playLocalSound(entity->x, entity->y - entity->heightOffset, entity->z, iSound, volume, pitch);
}
void MultiPlayerLevel::playLocalSound(double x, double y, double z, int iSound, float volume, float pitch, float fClipSoundDist)
void MultiPlayerLevel::playLocalSound(double x, double y, double z, int iSound, float volume, float pitch, bool distanceDelay/*= false */, float fClipSoundDist)
{
//float dd = 16;
if (volume > 1) fClipSoundDist *= volume;
@@ -756,10 +764,46 @@ void MultiPlayerLevel::playLocalSound(double x, double y, double z, int iSound,
if (minDistSq < fClipSoundDist * fClipSoundDist)
{
minecraft->soundEngine->play(iSound, (float) x, (float) y, (float) z, volume, pitch);
if (distanceDelay && minDistSq > 10 * 10)
{
// exhaggerate sound speed effect by making speed of sound ~=
// 40 m/s instead of 300 m/s
double delayInSeconds = sqrt(minDistSq) / 40.0;
minecraft->soundEngine->schedule(iSound, (float) x, (float) y, (float) z, volume, pitch, (int) Math::round(delayInSeconds * SharedConstants::TICKS_PER_SECOND));
}
else
{
minecraft->soundEngine->play(iSound, (float) x, (float) y, (float) z, volume, pitch);
}
}
}
void MultiPlayerLevel::createFireworks(double x, double y, double z, double xd, double yd, double zd, CompoundTag *infoTag)
{
minecraft->particleEngine->add(shared_ptr<FireworksParticles::FireworksStarter>(new FireworksParticles::FireworksStarter(this, x, y, z, xd, yd, zd, minecraft->particleEngine, infoTag)));
}
void MultiPlayerLevel::setScoreboard(Scoreboard *scoreboard)
{
this->scoreboard = scoreboard;
}
void MultiPlayerLevel::setDayTime(__int64 newTime)
{
// 4J: We send daylight cycle rule with host options so don't need this
/*if (newTime < 0)
{
newTime = -newTime;
getGameRules()->set(GameRules::RULE_DAYLIGHT, L"false");
}
else
{
getGameRules()->set(GameRules::RULE_DAYLIGHT, L"true");
}*/
Level::setDayTime(newTime);
}
void MultiPlayerLevel::removeAllPendingEntityRemovals()
{
//entities.removeAll(entitiesToRemove);
@@ -853,7 +897,7 @@ void MultiPlayerLevel::removeClientConnection(ClientConnection *c, bool sendDisc
{
if( sendDisconnect )
{
c->sendAndDisconnect( shared_ptr<DisconnectPacket>( new DisconnectPacket(DisconnectPacket::eDisconnect_Quitting) ) );
c->sendAndDisconnect( shared_ptr<DisconnectPacket>( new DisconnectPacket(DisconnectPacket::eDisconnect_Quitting) ) );
}
AUTO_VAR(it, find( connections.begin(), connections.end(), c ));
@@ -883,11 +927,11 @@ void MultiPlayerLevel::removeUnusedTileEntitiesInRegion(int x0, int y0, int z0,
{
EnterCriticalSection(&m_tileEntityListCS);
for (unsigned int i = 0; i < tileEntityList.size();)
for (unsigned int i = 0; i < tileEntityList.size();)
{
bool removed = false;
shared_ptr<TileEntity> te = tileEntityList[i];
if (te->x >= x0 && te->y >= y0 && te->z >= z0 && te->x < x1 && te->y < y1 && te->z < z1)
shared_ptr<TileEntity> te = tileEntityList[i];
if (te->x >= x0 && te->y >= y0 && te->z >= z0 && te->x < x1 && te->y < y1 && te->z < z1)
{
LevelChunk *lc = getChunk(te->x >> 4, te->z >> 4);
if (lc != NULL)
@@ -906,9 +950,9 @@ void MultiPlayerLevel::removeUnusedTileEntitiesInRegion(int x0, int y0, int z0,
removed = true;
}
}
}
}
if( !removed ) i++;
}
}
LeaveCriticalSection(&m_tileEntityListCS);
}