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path: root/src/database-sqlite3.cpp
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* Fix -Wterminate warning on GCC 6est312016-07-08
* Implement DatabaseException for databasesnerzhul2016-05-17
* DB::loadBlock copy removal & DB backend cleanupLoic Blot2016-05-17
* Include custom error message in all SQLite3 exceptions.Rogier2015-12-30
* Handle SQLITE_BUSY errors gracefullyRogier2015-12-30
* Use warningstream for log messages with WARNINGShadowNinja2015-10-14
* Fix missing SQLite3 statement pointer initializationShadowNinja2015-04-07
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
* For usages of assert() that are meant to persist in Release builds (when NDEB...Craig Robbins2015-03-07
* Clean up database API and save the local map on an intervalShadowNinja2015-03-06
* Replace std::list by std::vector into ServerMap::listAllLoadableBlocks Server...Loic Blot2015-02-17
* Fix uninitialized variable m_database_delete in Database_SQLite3Kahrl2015-01-28
* Add ability to delete MapBlocks from mapkwolekr2015-01-15
* Split settings into seperate source and header filesShadowNinja2014-09-21
* Add sqlite3 backend hack for androidsapier2014-08-16
* Move MapBlock (de)serializing code out of Database classsfan52014-07-12
* Don't unload blocks if save failedkwolekr2014-07-07
* Switch android to leveldb as sqlite3 is broken and fails to save any mapblock...sapier2014-07-06
* Remove confusing code block from SQLite3 databaseShadowNinja2014-06-23
* Fix sqlite3 map shutdown fails due to missing to finalize list statementsapier2014-06-22
* Don't continue trying to deserialize blank block datakwolekr2013-11-24
* Do the same for LevelDB interfacekwolekr2013-11-17
* Handle blank blocks in databasekwolekr2013-11-17
* Add configurable PRAGMA synchronous =proller2013-09-17
* Add license headers and remove useless includesKahrl2013-09-10
* Use STL containers instead of irr::core::listSfan52013-09-09
* Make it compileSfan52013-09-09
* Add dummy and LevelDB database backendsIlya Zhuravlev2013-09-09
data->blockpos_requested.Z >= data->blockpos_min.Z); assert(data->blockpos_requested.X <= data->blockpos_max.X && data->blockpos_requested.Y <= data->blockpos_max.Y && data->blockpos_requested.Z <= data->blockpos_max.Z); this->generating = true; this->vm = data->vmanip; this->ndef = data->nodedef; v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; // Area of central chunk v3s16 node_min = blockpos_min * MAP_BLOCKSIZE; v3s16 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1); blockseed = getBlockSeed2(node_min, data->seed); MapNode n_node(c_node); for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 y = node_min.Y; y <= node_max.Y; y++) { u32 i = vm->m_area.index(node_min.X, y, z); for (s16 x = node_min.X; x <= node_max.X; x++) { if (vm->m_data[i].getContent() == CONTENT_IGNORE) vm->m_data[i] = n_node; i++; } } // Add top and bottom side of water to transforming_liquid queue updateLiquid(&data->transforming_liquid, node_min, node_max); // Set lighting if ((flags & MG_LIGHT) && set_light == LIGHT_SUN) setLighting(LIGHT_SUN, node_min, node_max); this->generating = false; } int MapgenSinglenode::getSpawnLevelAtPoint(v2s16 p) { return 0; }