Don't track liquids for rollback because of too much log
authorPerttu Ahola <celeron55@gmail.com>
Thu, 26 Jul 2012 23:46:54 +0000 (02:46 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Thu, 26 Jul 2012 23:46:54 +0000 (02:46 +0300)
builtin/chatcommands.lua
src/map.cpp

index 49ae8c633771ec04227db7067b781b9c1a2b36a2..28b5f4b1f32401d2773e487d68e5c984387bf7b1 100644 (file)
@@ -538,7 +538,7 @@ minetest.register_chatcommand("rollback_check", {
 })
 
 minetest.register_chatcommand("rollback", {
-       params = "<player name> [<seconds>] | :liquid [<seconds>]",
+       params = "<player name> [<seconds>] | :<actor> [<seconds>]",
        description = "revert actions of a player; default for <seconds> is 60",
        privs = {rollback=true},
        func = function(name, param)
index 734122105e80e854f0bc0cf496d9a2add52ae013..853693049cbc28ef3a79e87cf460fe75d83d5719 100644 (file)
@@ -1623,8 +1623,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
 
        /*
                If something goes wrong, liquids are to blame
+               NOTE: Do not track liquids; it causes huge amounts of rollback log
        */
-       RollbackScopeActor rollback_scope(m_gamedef->rollback(), "liquid");
+       //RollbackScopeActor rollback_scope(m_gamedef->rollback(), "liquid");
 
        u32 loopcount = 0;
        u32 initial_size = m_transforming_liquid.size();
@@ -1831,19 +1832,19 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
                n0.setContent(new_node_content);
 
                // Get old node for rollback
-               RollbackNode rollback_oldnode(this, p0, m_gamedef);
+               //RollbackNode rollback_oldnode(this, p0, m_gamedef);
 
                // Set node
                setNode(p0, n0);
                
                // Report for rollback
-               if(m_gamedef->rollback())
+               /*if(m_gamedef->rollback())
                {
                        RollbackNode rollback_newnode(this, p0, m_gamedef);
                        RollbackAction action;
                        action.setSetNode(p0, rollback_oldnode, rollback_newnode);
                        m_gamedef->rollback()->reportAction(action);
-               }
+               }*/
 
                v3s16 blockpos = getNodeBlockPos(p0);
                MapBlock *block = getBlockNoCreateNoEx(blockpos);