summaryrefslogtreecommitdiffstats
path: root/source/Piston.cpp
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--source/Piston.cpp35
1 files changed, 6 insertions, 29 deletions
diff --git a/source/Piston.cpp b/source/Piston.cpp
index 8729287de..310fcdfd4 100644
--- a/source/Piston.cpp
+++ b/source/Piston.cpp
@@ -1,4 +1,3 @@
-
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Piston.h"
@@ -12,13 +11,6 @@
#include "Server.h"
#include "Blocks/BlockHandler.h"
-/*
-#ifdef _WIN32
-#include <windows.h>
-#else
-#include <unistd.h>
-#endif
-*/
@@ -133,16 +125,11 @@ void cPiston::ExtendPiston( int pistx, int pisty, int pistz )
AddDir(extx, exty, extz, pistonMeta & 7, 1)
- /*
- #ifdef _WIN32
+ // TODO: This code needs replacing
// Sleeping here will play the piston animation on the client; however, it will block the entire server
// for the 100 ms, effectively dropping 2 game ticks per piston. This is very bad
// This needs to be handled using delayed scheduled tasks instead
- Sleep(100);
- #else
- usleep(static_cast<useconds_t>(100)*1000);
- #endif
- */
+ cSleep::MilliSleep(100);
m_World->SetBlock(extx, exty, extz, E_BLOCK_PISTON_EXTENSION, isSticky + pistonMeta & 7);
}
@@ -188,33 +175,23 @@ void cPiston::RetractPiston( int pistx, int pisty, int pistz )
// These cannot be moved by the sticky piston, bail out
return;
}
- /*
- #ifdef _WIN32
+
// TODO: This code needs replacing
// Sleeping here will play the piston animation on the client; however, it will block the entire server
// for the 100 ms, effectively dropping 2 game ticks per piston. This is very bad
// This needs to be handled using delayed scheduled tasks instead
- Sleep(100);
- #else
- usleep(static_cast<useconds_t>(100)*1000);
- #endif
- */
+ cSleep::MilliSleep(100);
m_World->SetBlock(pistx, pisty, pistz, tempblock, tempmeta);
m_World->SetBlock(tempx, tempy, tempz, E_BLOCK_AIR, 0);
}
else
{
- /*
- #ifdef _WIN32
+ // TODO: This code needs replacing
// Sleeping here will play the piston animation on the client; however, it will block the entire server
// for the 100 ms, effectively dropping 2 game ticks per piston. This is very bad
// This needs to be handled using delayed scheduled tasks instead
- Sleep(100);
- #else
- usleep(static_cast<useconds_t>(100)*1000);
- #endif
- */
+ cSleep::MilliSleep(100);
m_World->SetBlock(pistx, pisty, pistz, E_BLOCK_AIR, 0);
}