cleanup: flatten dead branches in client render texture and runtime code

This commit is contained in:
MatthewBeshay
2026-03-26 20:29:59 +11:00
parent f19563bbd7
commit 12ff12a263
68 changed files with 169 additions and 6669 deletions

View File

@@ -374,22 +374,9 @@ void ServerPlayer::doChunkSendingTick(bool dontDelayChunks) {
if (dontDelayChunks ||
(canSendToPlayer &&
#if 0
// The network manager on xbox one doesn't currently split
// data into slow & fast queues - since we can only measure
// both together then bytes provides a better metric than
// count of data items to determine if we should avoid
// queueing too much up
(g_NetworkManager.GetHostPlayer()->GetSendQueueSizeBytes(
NULL, true) < 8192) &&
#elif 0
(g_NetworkManager.GetHostPlayer()
->GetSendQueueSizeMessages(NULL, true) < 4) &&
#else
(connection->countDelayedPackets() < 4) &&
(g_NetworkManager.GetHostPlayer()
->GetSendQueueSizeMessages(NULL, true) < 4) &&
#endif
//(tickCount - lastBrupSendTickCount) >
//(connection->getNetworkPlayer()->GetCurrentRtt()>>4) &&
!connection->done)) {
@@ -521,7 +508,7 @@ void ServerPlayer::doChunkSendingTick(bool dontDelayChunks) {
}
void ServerPlayer::doTickB() {
#ifndef _CONTENT_PACKAGE
#if !defined(_CONTENT_PACKAGE)
// check if there's a debug dimension change requested
// if(app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_GoToNether))
//{
@@ -1332,17 +1319,11 @@ void ServerPlayer::awardStat(Stat* stat, byteArray param) {
}
if (!stat->awardLocallyOnly) {
#if 1
int count = *((int*)param.data);
delete[] param.data;
connection->send(std::shared_ptr<AwardStatPacket>(
new AwardStatPacket(stat->id, count)));
#else
connection->send(std::shared_ptr<AwardStatPacket>(
new AwardStatPacket(stat->id, param)));
// byteArray deleted in AwardStatPacket destructor.
#endif
} else
delete[] param.data;
}
@@ -1824,7 +1805,7 @@ void ServerPlayer::handleCollectItem(std::shared_ptr<ItemInstance> item) {
gameMode->getGameRules()->onCollectItem(item);
}
#ifndef _CONTENT_PACKAGE
#if !defined(_CONTENT_PACKAGE)
void ServerPlayer::debug_setPosition(double x, double y, double z, double nYRot,
double nXRot) {
connection->teleport(x, y, z, nYRot, nXRot);