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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-05-30 21:06:08 +00:00
cleanup: flatten dead branches in client render texture and runtime code
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@@ -62,14 +62,6 @@ void ServerLevel::staticCtor() {
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m_updateThread = new C4JThread(runUpdate, NULL, "Tile update");
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m_updateThread->SetProcessor(CPU_CORE_TILE_UPDATE);
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#if 0
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m_updateThread->SetPriority(
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THREAD_PRIORITY_BELOW_NORMAL); // On Orbis, this core is also used for
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// Matching 2, and that priority of that
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// seems to be always at default no
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// matter what we set it to. Prioritise
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// this below Matching 2.
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#endif
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m_updateThread->Run();
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RANDOM_BONUS_ITEMS = WeighedTreasureArray(20);
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@@ -182,7 +174,7 @@ ServerLevel::ServerLevel(MinecraftServer* server,
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emptyTime = 0;
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activeTileEventsList = 0;
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#ifdef _LARGE_WORLDS
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#if defined(_LARGE_WORLDS)
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saveInterval = 3;
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#else
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saveInterval = 20 * 2;
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@@ -288,7 +280,7 @@ void ServerLevel::tick() {
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int64_t time = levelData->getGameTime() + 1;
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// 4J Stu - Putting this back in, but I have reduced the number of chunks
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// that save when not forced
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#ifdef _LARGE_WORLDS
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#if defined(_LARGE_WORLDS)
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if (time % (saveInterval) == (dimension->id + 1))
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#else
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if (time % (saveInterval) ==
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@@ -307,7 +299,7 @@ void ServerLevel::tick() {
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setGameTime(levelData->getGameTime() + 1);
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if (getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT)) {
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// 4J: Debug setting added to keep it at day time
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#ifndef _FINAL_BUILD
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#if !defined(_FINAL_BUILD)
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bool freezeTime =
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app.DebugSettingsOn() &&
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app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad()) &
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@@ -488,15 +480,9 @@ void ServerLevel::tickTiles() {
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if (app.GetGameSettingsDebugMask() & (1L << eDebugSetting_RegularLightning))
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prob = 100;
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#if 0
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// AP - see CustomSet.h for and explanation
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for (int i = 0; i < chunksToPoll.end(); i += 1) {
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ChunkPos cp = chunksToPoll.get(i);
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#else
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AUTO_VAR(itEndCtp, chunksToPoll.end());
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for (AUTO_VAR(it, chunksToPoll.begin()); it != itEndCtp; it++) {
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ChunkPos cp = *it;
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#endif
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int xo = cp.x * 16;
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int zo = cp.z * 16;
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@@ -955,17 +941,10 @@ void ServerLevel::save(bool force, ProgressListener* progressListener,
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if (progressListener != NULL)
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progressListener->progressStage(IDS_PROGRESS_SAVING_CHUNKS);
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#if 0 || 0
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// Our autosave is a minimal save. All the chunks are saves by the constant
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// save process
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if (bAutosave) {
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chunkSource->saveAllEntities();
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} else
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#endif
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{
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chunkSource->save(force, progressListener);
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#ifdef _LARGE_WORLDS
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#if defined(_LARGE_WORLDS)
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// 4J Stu - Only do this if there are players in the level
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if (chunkMap->players.size() > 0) {
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// 4J Stu - This will come in a later change anyway
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@@ -1569,9 +1548,6 @@ int ServerLevel::runUpdate(void* lpParam) {
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LeaveCriticalSection(&m_updateCS[iLev]);
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}
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PIXEndNamedEvent();
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#if 0
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Sleep(10);
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#endif //0
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}
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ShutdownManager::HasFinished(ShutdownManager::eRunUpdateThread);
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