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