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-rw-r--r--src/World.h20
1 files changed, 16 insertions, 4 deletions
diff --git a/src/World.h b/src/World.h
index 4857a4655..b94bbacdb 100644
--- a/src/World.h
+++ b/src/World.h
@@ -78,7 +78,7 @@ public:
{
using Super = cCSLock;
public:
- cLock(cWorld & a_World);
+ cLock(const cWorld & a_World);
};
@@ -212,7 +212,7 @@ public:
virtual void BroadcastPlayerListRemovePlayer (const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr) override;
virtual void BroadcastPlayerListUpdateDisplayName(const cPlayer & a_Player, const AString & a_CustomName, const cClientHandle * a_Exclude = nullptr) override;
virtual void BroadcastPlayerListUpdateGameMode (const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr) override;
- virtual void BroadcastPlayerListUpdatePing (const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr) override;
+ virtual void BroadcastPlayerListUpdatePing () override;
virtual void BroadcastRemoveEntityEffect (const cEntity & a_Entity, int a_EffectID, const cClientHandle * a_Exclude = nullptr) override;
virtual void BroadcastScoreboardObjective (const AString & a_Name, const AString & a_DisplayName, Byte a_Mode) override;
virtual void BroadcastScoreUpdate (const AString & a_Objective, const AString & a_Player, cObjective::Score a_Score, Byte a_Mode) override;
@@ -303,6 +303,9 @@ public:
If any chunk in the box is missing, ignores the entities in that chunk silently. */
virtual bool ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback a_Callback) override; // Exported in ManualBindings.cpp
+ /** Returns the number of players currently in this world. */
+ size_t GetPlayerCount() const;
+
/** Calls the callback if the entity with the specified ID is found, with the entity object as the callback param.
Returns true if entity found and callback returned false. */
bool DoWithEntityByID(UInt32 a_UniqueID, cEntityCallback a_Callback); // Exported in ManualBindings.cpp
@@ -1054,11 +1057,20 @@ private:
bool m_IsDaylightCycleEnabled;
/** The age of the world.
- Monotonic, always increasing each game tick, persistent across server restart. */
+ Monotonic, always increasing each game tick, persistent across server restart.
+ We need sub-tick precision here, that's why we store the time in milliseconds and calculate ticks off of it. */
std::chrono::milliseconds m_WorldAge;
+ /** The duration of one Minecraft day that has elapsed.
+ Wraps every 20 minutes.
+ We need sub-tick precision here, that's why we store the time in milliseconds and calculate ticks off of it. */
std::chrono::milliseconds m_TimeOfDay;
- cTickTimeLong m_LastTimeUpdate; // The tick in which the last time update has been sent.
+
+ /** The age of the world, in ticks.
+ Monotonic, but does not persist across restarts.
+ Used for less important but heavy tasks that run periodically. These tasks don't need to follow wallclock time, and slowing their rate down if TPS drops is desirable. */
+ unsigned long long m_WorldTickAge;
+
cTickTimeLong m_LastChunkCheck; // The last WorldAge (in ticks) in which unloading and possibly saving was triggered
cTickTimeLong m_LastSave; // The last WorldAge (in ticks) in which save-all was triggerred
std::map<cMonster::eFamily, cTickTimeLong> m_LastSpawnMonster; // The last WorldAge (in ticks) in which a monster was spawned (for each megatype of monster) // MG TODO : find a way to optimize without creating unmaintenability (if mob IDs are becoming unrowed)