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authorPerttu Ahola <celeron55@gmail.com>2011-04-02 20:55:22 +0300
committerPerttu Ahola <celeron55@gmail.com>2011-04-02 20:55:22 +0300
commitbc66bb2d409f13554bdcec7386766af82a343cad (patch)
tree37376d220e421db8d567c2624fe977355fe6f832 /src/server.cpp
parent2990f5d90bd556684c07d60872a707e649bd71ee (diff)
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Mapgen is better now. Not a lot, but a bit!
Diffstat (limited to 'src/server.cpp')
-rw-r--r--src/server.cpp17
1 files changed, 3 insertions, 14 deletions
diff --git a/src/server.cpp b/src/server.cpp
index 61f354173..abdbd975d 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -544,11 +544,10 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
block_is_invalid = true;
}
- v2s16 p2d(p.X, p.Z);
- ServerMap *map = (ServerMap*)(&server->m_env.getMap());
- v2s16 chunkpos = map->sector_to_chunk(p2d);
- if(map->chunkNonVolatile(chunkpos) == false)
+ if(block->isFullyGenerated() == false)
+ {
block_is_invalid = true;
+ }
}
/*
@@ -3420,16 +3419,6 @@ Player *Server::emergePlayer(const char *name, const char *password,
nodepos = v2s16(-range + (myrand()%(range*2)),
-range + (myrand()%(range*2)));
v2s16 sectorpos = getNodeSectorPos(nodepos);
- /*
- Ignore position if it is near a chunk edge.
- Otherwise it would cause excessive loading time at
- initial generation
- */
- {
- if(m_env.getServerMap().sector_to_chunk(sectorpos+v2s16(1,1))
- != m_env.getServerMap().sector_to_chunk(sectorpos+v2s16(-1,-1)))
- continue;
- }
// Get sector (NOTE: Don't get because it's slow)
//m_env.getMap().emergeSector(sectorpos);
// Get ground height at point (fallbacks to heightmap function)