Base digging/blockbreaks on actual time rather than the servers tickrate.

Servers under high load suffer from tick-time degradation as severe as 1 tick
taking 0.25s (rather than 0.05s).  This will failing blockbreaks.
This commit is contained in:
Erik Broes 2011-04-03 11:06:12 +02:00
parent 121bcd5adc
commit 083e3ebd6e

View File

@ -31,7 +31,7 @@ public class ItemInWorldManager {
}
public void a() {
++this.h;
this.h = (int) (System.currentTimeMillis() / 50); // CraftBukkit
if (this.i) {
int i = this.h - this.m;
int j = this.b.getTypeId(this.j, this.k, this.l);
@ -52,7 +52,7 @@ public class ItemInWorldManager {
// CraftBukkit added face
public void a(int i, int j, int k, int face) {
this.d = this.j;
this.d = (int) (System.currentTimeMillis() / 50); // CraftBukkit
int l = this.b.getTypeId(i, j, k);
// CraftBukkit start
@ -106,6 +106,7 @@ public class ItemInWorldManager {
public void b(int i, int j, int k) {
if (i == this.e && j == this.f && k == this.g) {
this.h = (int) (System.currentTimeMillis() / 50); // CraftBukkit
int l = this.h - this.d;
int i1 = this.b.getTypeId(i, j, k);