"deactivateFarObjects: Static data moved in",
"deactivateFarObjects: Static data moved out",
"deactivateFarObjects: Static data changed considerably",
- "finishBlockMake: expireDayNightDiff"
+ "finishBlockMake: expireDayNightDiff",
"unknown",
};
MapBlock::MapBlock(Map *parent, v3s16 pos, IGameDef *gamedef, bool dummy):
m_parent(parent),
m_pos(pos),
+ m_pos_relative(pos * MAP_BLOCKSIZE),
m_gamedef(gamedef),
m_modified(MOD_STATE_WRITE_NEEDED),
m_modified_reason(MOD_REASON_INITIAL),
{
#ifndef SERVER
{
- //JMutexAutoLock lock(mesh_mutex);
+ //MutexAutoLock lock(mesh_mutex);
if(mesh)
{
// sure we can handle all content ids. But it's absolutely worth it as it's
// a speedup of 4 for one of the major time consuming functions on storing
// mapblocks.
-static content_t getBlockNodeIdMapping_mapping[USHRT_MAX];
+static content_t getBlockNodeIdMapping_mapping[USHRT_MAX + 1];
static void getBlockNodeIdMapping(NameIdMapping *nimap, MapNode *nodes,
INodeDefManager *nodedef)
{
- memset(getBlockNodeIdMapping_mapping, 0xFF, USHRT_MAX * sizeof(content_t));
+ memset(getBlockNodeIdMapping_mapping, 0xFF, (USHRT_MAX + 1) * sizeof(content_t));
std::set<content_t> unknown_contents;
content_t id_counter = 0;
}
for(std::set<content_t>::const_iterator
i = unknown_contents.begin();
- i != unknown_contents.end(); i++){
+ i != unknown_contents.end(); ++i){
errorstream<<"getBlockNodeIdMapping(): IGNORING ERROR: "
<<"Name for node id "<<(*i)<<" not known"<<std::endl;
}
}
for(std::set<content_t>::const_iterator
i = unnamed_contents.begin();
- i != unnamed_contents.end(); i++){
+ i != unnamed_contents.end(); ++i){
errorstream<<"correctBlockNodeIds(): IGNORING ERROR: "
<<"Block contains id "<<(*i)
<<" with no name mapping"<<std::endl;
}
for(std::set<std::string>::const_iterator
i = unallocatable_contents.begin();
- i != unallocatable_contents.end(); i++){
+ i != unallocatable_contents.end(); ++i){
errorstream<<"correctBlockNodeIds(): IGNORING ERROR: "
<<"Could not allocate global id for node name \""
<<(*i)<<"\""<<std::endl;