ChunkGenerator: fixed an inverted condition on chunk-skipping when the generator is overloaded; set the overload threshold to 500 chunks (from original 50 which is not enough even for a single player)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@334 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -21,7 +21,7 @@ typedef std::list< ChunkCoord > ChunkCoordList;
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const int QUEUE_WARNING_LIMIT = 1000;
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/// If the generation queue size exceeds this number, chunks with no clients will be skipped
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const int QUEUE_SKIP_LIMIT = 50;
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const int QUEUE_SKIP_LIMIT = 500;
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@ -155,12 +155,15 @@ void cChunkGenerator::Execute(void)
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Lock.Unlock(); // Unlock ASAP
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m_evtRemoved.Set();
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if (
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m_World->IsChunkValid(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ) ||
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(SkipEnabled && m_World->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ))
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)
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if (m_World->IsChunkValid(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ))
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{
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// Already generated / overload-skip, ignore request
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// Already generated, ignore request
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continue;
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}
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if (SkipEnabled && !m_World->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ))
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{
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LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d, %d] (HasClients: %d)", coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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continue;
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}
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