Get rid of MSVC's __int64

Use either int64_t, uint64_t or long long and unsigned long long, defined as per C++11 standard
This commit is contained in:
void_17
2026-03-02 15:53:32 +07:00
parent d6ec138710
commit d63f79325f
308 changed files with 5371 additions and 5379 deletions

View File

@@ -54,9 +54,9 @@
//4J Added
MinecraftServer *MinecraftServer::server = NULL;
bool MinecraftServer::setTimeAtEndOfTick = false;
__int64 MinecraftServer::setTime = 0;
int64_t MinecraftServer::setTime = 0;
bool MinecraftServer::setTimeOfDayAtEndOfTick = false;
__int64 MinecraftServer::setTimeOfDay = 0;
int64_t MinecraftServer::setTimeOfDay = 0;
bool MinecraftServer::m_bPrimaryPlayerSignedOut=false;
bool MinecraftServer::s_bServerHalted=false;
bool MinecraftServer::s_bSaveOnExitAnswered=false;
@@ -99,7 +99,7 @@ MinecraftServer::~MinecraftServer()
{
}
bool MinecraftServer::initServer(__int64 seed, NetworkGameInitData *initData, DWORD initSettings, bool findSeed)
bool MinecraftServer::initServer(int64_t seed, NetworkGameInitData *initData, DWORD initSettings, bool findSeed)
{
// 4J - removed
#if 0
@@ -149,7 +149,7 @@ bool MinecraftServer::initServer(__int64 seed, NetworkGameInitData *initData, DW
//localIp = settings->getString(L"server-ip", L"");
//onlineMode = settings->getBoolean(L"online-mode", true);
//motd = settings->getString(L"motd", L"A Minecraft Server");
//motd.replace('<27>', '$');
//motd.replace('<27>', '$');
setAnimals(settings->getBoolean(L"spawn-animals", true));
setNpcsEnabled(settings->getBoolean(L"spawn-npcs", true));
@@ -201,7 +201,7 @@ bool MinecraftServer::initServer(__int64 seed, NetworkGameInitData *initData, DW
// TODO: Stop loading, add error message.
}
__int64 levelNanoTime = System::nanoTime();
int64_t levelNanoTime = System::nanoTime();
wstring levelName = settings->getString(L"level-name", L"world");
wstring levelTypeString;
@@ -221,7 +221,7 @@ bool MinecraftServer::initServer(__int64 seed, NetworkGameInitData *initData, DW
}
LevelType *pLevelType = LevelType::getLevelType(levelTypeString);
if (pLevelType == NULL)
if (pLevelType == NULL)
{
pLevelType = LevelType::lvl_normal;
}
@@ -245,10 +245,10 @@ bool MinecraftServer::initServer(__int64 seed, NetworkGameInitData *initData, DW
#if 0
wstring levelSeedString = settings->getString(L"level-seed", L"");
__int64 levelSeed = (new Random())->nextLong();
int64_t levelSeed = (new Random())->nextLong();
if (levelSeedString.length() > 0)
{
long newSeed = _fromString<__int64>(levelSeedString);
long newSeed = _fromString<int64_t>(levelSeedString);
if (newSeed != 0) {
levelSeed = newSeed;
}
@@ -280,7 +280,7 @@ int MinecraftServer::runPostUpdate(void* lpParam)
Entity::useSmallIds(); // This thread can end up spawning entities as resources
IntCache::CreateNewThreadStorage();
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
Compression::UseDefaultThreadStorage();
Level::enableLightingCache();
Tile::CreateNewThreadStorage();
@@ -375,7 +375,7 @@ void MinecraftServer::postProcessTerminate(ProgressRenderer *mcprogress)
DeleteCriticalSection(&m_postProcessCS);
}
bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring& name, __int64 levelSeed, LevelType *pLevelType, NetworkGameInitData *initData)
bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring& name, int64_t levelSeed, LevelType *pLevelType, NetworkGameInitData *initData)
{
// 4J - TODO - do with new save stuff
// if (storageSource->requiresConversion(name))
@@ -401,10 +401,10 @@ bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring
{
// We are loading a file from disk with the data passed in
#ifdef SPLIT_SAVES
#ifdef SPLIT_SAVES
ConsoleSaveFileOriginal oldFormatSave( initData->saveData->saveName, initData->saveData->data, initData->saveData->fileSize, false, initData->savePlatform );
ConsoleSaveFile* pSave = new ConsoleSaveFileSplit( &oldFormatSave );
//ConsoleSaveFile* pSave = new ConsoleSaveFileSplit( initData->saveData->saveName, initData->saveData->data, initData->saveData->fileSize, false, initData->savePlatform );
#else
ConsoleSaveFile* pSave = new ConsoleSaveFileOriginal( initData->saveData->saveName, initData->saveData->data, initData->saveData->fileSize, false, initData->savePlatform );
@@ -445,7 +445,7 @@ bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring
}
// McRegionLevelStorage *storage = new McRegionLevelStorage(new ConsoleSaveFile( L"" ), L"", L"", 0); // original
// McRegionLevelStorage *storage = new McRegionLevelStorage(File(L"."), name, true); // TODO
// McRegionLevelStorage *storage = new McRegionLevelStorage(File(L"."), name, true); // TODO
for (unsigned int i = 0; i < levels.length; i++)
{
if( s_bServerHalted || !g_NetworkManager.IsInSession() )
@@ -518,13 +518,13 @@ bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring
m_postUpdateThread->SetPriority(THREAD_PRIORITY_ABOVE_NORMAL);
m_postUpdateThread->Run();
__int64 startTime = System::currentTimeMillis();
int64_t startTime = System::currentTimeMillis();
// 4J Stu - Added this to temporarily make starting games on vita faster
#ifdef __PSVITA__
int r = 48;
#else
int r = 196;
int r = 196;
#endif
// 4J JEV: load gameRules.
@@ -548,7 +548,7 @@ bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring
csf->closeHandle(fe);
}
__int64 lastTime = System::currentTimeMillis();
int64_t lastTime = System::currentTimeMillis();
// 4J Stu - This loop is changed in 1.0.1 to only process the first level (ie the overworld), but I think we still want to do them all
int i = 0;
@@ -564,7 +564,7 @@ bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring
}
#if 0
__int64 lastStorageTickTime = System::currentTimeMillis();
int64_t lastStorageTickTime = System::currentTimeMillis();
// Test code to enable full creation of levels at start up
int halfsidelen = ( i == 0 ) ? 27 : 9;
@@ -587,7 +587,7 @@ bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring
}
}
#else
__int64 lastStorageTickTime = System::currentTimeMillis();
int64_t lastStorageTickTime = System::currentTimeMillis();
Pos *spawnPos = level->getSharedSpawnPos();
int twoRPlusOne = r*2 + 1;
@@ -604,7 +604,7 @@ bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring
return false;
}
// printf(">>>%d %d %d\n",i,x,z);
// __int64 now = System::currentTimeMillis();
// int64_t now = System::currentTimeMillis();
// if (now < lastTime) lastTime = now;
// if (now > lastTime + 1000)
{
@@ -663,7 +663,7 @@ bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring
if(!levels[0]->getLevelData()->getHasStronghold())
{
int x,z;
int x,z;
if(app.GetTerrainFeaturePosition(eTerrainFeature_Stronghold,&x,&z))
{
levels[0]->getLevelData()->setXStronghold(x);
@@ -691,7 +691,7 @@ bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring
// printf("Lighting complete at %dms\n",System::currentTimeMillis() - startTime);
if( s_bServerHalted || !g_NetworkManager.IsInSession() ) return false;
if( levels[1]->isNew )
{
levels[1]->save(true, mcprogress);
@@ -710,7 +710,7 @@ bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring
// 4J Stu - We also want to immediately save the tutorial
if ( levels[0]->isNew )
saveGameRules();
if( levels[0]->isNew )
{
levels[0]->save(true, mcprogress);
@@ -819,7 +819,7 @@ void MinecraftServer::Suspend()
// Save the start time
QueryPerformanceCounter( &qwTime );
if(m_bLoaded && ProfileManager.IsFullVersion() && (!StorageManager.GetSaveDisabled()))
{
{
if (players != NULL)
{
players->saveAll(NULL);
@@ -879,7 +879,7 @@ void MinecraftServer::stopServer()
app.DebugPrintf("Stopping server\n");
// logger.info("Stopping server");
// 4J-PB - If the primary player has signed out, then don't attempt to save anything
// also need to check for a profile switch here - primary player signs out, and another player signs in before dismissing the dash
#ifdef _DURANGO
// On Durango check if the primary user is signed in OR mid-sign-out
@@ -894,7 +894,7 @@ void MinecraftServer::stopServer()
#endif
// if trial version or saving is disabled, then don't save anything
if(m_saveOnExit && ProfileManager.IsFullVersion() && (!StorageManager.GetSaveDisabled()))
{
{
if (players != NULL)
{
players->saveAll(Minecraft::GetInstance()->progressRenderer, true);
@@ -1044,7 +1044,7 @@ CommandDispatcher *MinecraftServer::getCommandDispatcher()
}
extern int c0a, c0b, c1a, c1b, c1c, c2a, c2b;
void MinecraftServer::run(__int64 seed, void *lpParameter)
void MinecraftServer::run(int64_t seed, void *lpParameter)
{
NetworkGameInitData *initData = NULL;
DWORD initSettings = 0;
@@ -1066,7 +1066,7 @@ void MinecraftServer::run(__int64 seed, void *lpParameter)
if(pLevelData && pLevelData->getHasStronghold()==false)
{
int x,z;
int x,z;
if(app.GetTerrainFeaturePosition(eTerrainFeature_Stronghold,&x,&z))
{
pLevelData->setXStronghold(x);
@@ -1075,18 +1075,18 @@ void MinecraftServer::run(__int64 seed, void *lpParameter)
}
}
__int64 lastTime = System::currentTimeMillis();
__int64 unprocessedTime = 0;
int64_t lastTime = System::currentTimeMillis();
int64_t unprocessedTime = 0;
while (running && !s_bServerHalted)
{
__int64 now = System::currentTimeMillis();
int64_t now = System::currentTimeMillis();
// 4J Stu - When we pause the server, we don't want to count that as time passed
// 4J Stu - TU-1 hotifx - Remove this line. We want to make sure that we tick connections at the proper rate when paused
//Fix for #13191 - The host of a game can get a message informing them that the connection to the server has been lost
//if(m_isServerPaused) lastTime = now;
__int64 passedTime = now - lastTime;
int64_t passedTime = now - lastTime;
if (passedTime > MS_PER_TICK * 40)
{
// logger.warning("Can't keep up! Did the system time change, or is the server overloaded?");
@@ -1112,13 +1112,13 @@ void MinecraftServer::run(__int64 seed, void *lpParameter)
else
{
// int tickcount = 0;
// __int64 beforeall = System::currentTimeMillis();
// int64_t beforeall = System::currentTimeMillis();
while (unprocessedTime > MS_PER_TICK)
{
unprocessedTime -= MS_PER_TICK;
// __int64 before = System::currentTimeMillis();
// int64_t before = System::currentTimeMillis();
tick();
// __int64 after = System::currentTimeMillis();
// int64_t after = System::currentTimeMillis();
// PIXReportCounter(L"Server time",(float)(after-before));
// 4J Ensure that the slow queue owner keeps cycling if it's not been used in a while
@@ -1135,7 +1135,7 @@ void MinecraftServer::run(__int64 seed, void *lpParameter)
// app.DebugPrintf("Not considering cycling: %d - %d -> %d > %d\n",time, s_slowQueueLastTime, (time - s_slowQueueLastTime), (2*MINECRAFT_SERVER_SLOW_QUEUE_DELAY));
// }
}
// __int64 afterall = System::currentTimeMillis();
// int64_t afterall = System::currentTimeMillis();
// PIXReportCounter(L"Server time all",(float)(afterall-beforeall));
// PIXReportCounter(L"Server ticks",(float)tickcount);
}
@@ -1179,7 +1179,7 @@ void MinecraftServer::run(__int64 seed, void *lpParameter)
}
}
// Process delayed actions
// Process delayed actions
eXuiServerAction eAction;
LPVOID param;
for(int i=0;i<XUSER_MAX_COUNT;i++)
@@ -1244,7 +1244,7 @@ void MinecraftServer::run(__int64 seed, void *lpParameter)
{
players->saveAll(Minecraft::GetInstance()->progressRenderer);
}
players->broadcastAll( shared_ptr<UpdateProgressPacket>( new UpdateProgressPacket(20) ) );
for (unsigned int j = 0; j < levels.length; j++)
@@ -1255,14 +1255,14 @@ void MinecraftServer::run(__int64 seed, void *lpParameter)
// Fix for #7418 - Functional: Gameplay: Saving after sleeping in a bed will place player at nighttime when restarting.
ServerLevel *level = levels[levels.length - 1 - j];
level->save(true, Minecraft::GetInstance()->progressRenderer, (eAction==eXuiServerAction_AutoSaveGame));
players->broadcastAll( shared_ptr<UpdateProgressPacket>( new UpdateProgressPacket(33 + (j*33) ) ) );
}
if( !s_bServerHalted )
{
saveGameRules();
levels[0]->saveToDisc(Minecraft::GetInstance()->progressRenderer, (eAction==eXuiServerAction_AutoSaveGame));
levels[0]->saveToDisc(Minecraft::GetInstance()->progressRenderer, (eAction==eXuiServerAction_AutoSaveGame));
}
app.LeaveSaveNotificationSection();
break;
@@ -1287,19 +1287,19 @@ void MinecraftServer::run(__int64 seed, void *lpParameter)
case eXuiServerAction_PauseServer:
m_isServerPaused = ( (size_t) param == TRUE );
if( m_isServerPaused )
{
{
m_serverPausedEvent->Set();
}
break;
case eXuiServerAction_ToggleRain:
{
{
bool isRaining = levels[0]->getLevelData()->isRaining();
levels[0]->getLevelData()->setRaining(!isRaining);
levels[0]->getLevelData()->setRainTime(levels[0]->random->nextInt(Level::TICKS_PER_DAY * 7) + Level::TICKS_PER_DAY / 2);
}
break;
case eXuiServerAction_ToggleThunder:
{
{
bool isThundering = levels[0]->getLevelData()->isThundering();
levels[0]->getLevelData()->setThundering(!isThundering);
levels[0]->getLevelData()->setThunderTime(levels[0]->random->nextInt(Level::TICKS_PER_DAY * 7) + Level::TICKS_PER_DAY / 2);
@@ -1318,7 +1318,7 @@ void MinecraftServer::run(__int64 seed, void *lpParameter)
case eXuiServerAction_ExportSchematic:
#ifndef _CONTENT_PACKAGE
app.EnterSaveNotificationSection();
//players->broadcastAll( shared_ptr<UpdateProgressPacket>( new UpdateProgressPacket(20) ) );
if( !s_bServerHalted )
@@ -1337,7 +1337,7 @@ void MinecraftServer::run(__int64 seed, void *lpParameter)
File dataFile = File( targetFileDir, wstring(filename) );
if(dataFile.exists()) dataFile._delete();
FileOutputStream fos = FileOutputStream(dataFile);
DataOutputStream dos = DataOutputStream(&fos);
DataOutputStream dos = DataOutputStream(&fos);
ConsoleSchematicFile::generateSchematicFile(&dos, levels[0], initData->startX, initData->startY, initData->startZ, initData->endX, initData->endY, initData->endZ, initData->bSaveMobs, initData->compressionType);
dos.close();
@@ -1354,7 +1354,7 @@ void MinecraftServer::run(__int64 seed, void *lpParameter)
app.DebugPrintf( "DEBUG: Player=%i\n", pos->player );
app.DebugPrintf( "DEBUG: Teleporting to pos=(%f.2, %f.2, %f.2), looking at=(%f.2,%f.2)\n",
pos->m_camX, pos->m_camY, pos->m_camZ,
pos->m_yRot, pos->m_elev
pos->m_yRot, pos->m_elev
);
shared_ptr<ServerPlayer> player = players->players.at(pos->player);
@@ -1368,7 +1368,7 @@ void MinecraftServer::run(__int64 seed, void *lpParameter)
#endif
break;
}
app.SetXuiServerAction(i,eXuiServerAction_Idle);
}
@@ -1447,7 +1447,7 @@ void MinecraftServer::tick()
AABB::resetPool();
Vec3::resetPool();
tickCount++;
// 4J We need to update client difficulty levels based on the servers
@@ -1479,11 +1479,11 @@ void MinecraftServer::tick()
players->broadcastAll( shared_ptr<SetTimePacket>( new SetTimePacket(level->getTime() ) ), level->dimension->id);
}
// #ifndef __PS3__
static __int64 stc = 0;
__int64 st0 = System::currentTimeMillis();
static int64_t stc = 0;
int64_t st0 = System::currentTimeMillis();
PIXBeginNamedEvent(0,"Level tick %d",i);
((Level *)level)->tick();
__int64 st1 = System::currentTimeMillis();
int64_t st1 = System::currentTimeMillis();
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Update lights %d",i);
// 4J - used to be in a while loop, but we don't want the server locking up for a big chunk of time (could end up trying to process 1,000,000 lights...)
@@ -1491,7 +1491,7 @@ void MinecraftServer::tick()
// printf("lights: %d\n",level->getLightsToUpdate());
while(level->updateLights() )
;
__int64 st2 = System::currentTimeMillis();
int64_t st2 = System::currentTimeMillis();
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Entity tick %d",i);
// 4J added to stop ticking entities in levels when players are not in those levels.
@@ -1519,7 +1519,7 @@ void MinecraftServer::tick()
level->getTracker()->tick();
PIXEndNamedEvent();
__int64 st3 = System::currentTimeMillis();
int64_t st3 = System::currentTimeMillis();
// printf(">>>>>>>>>>>>>>>>>>>>>> Tick %d %d %d : %d\n", st1 - st0, st2 - st1, st3 - st2, st0 - stc );
stc = st0;
// #endif// __PS3__
@@ -1564,7 +1564,7 @@ void MinecraftServer::handleConsoleInputs()
}
}
void MinecraftServer::main(__int64 seed, void *lpParameter)
void MinecraftServer::main(int64_t seed, void *lpParameter)
{
#if __PS3__
ShutdownManager::HasStarted(ShutdownManager::eServerThread );