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Rename previous_was_found to previous_exists
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5 deletions.
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src/mapblock.cpp
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@@ -502,7 +502,7 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes, |
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std::unordered_set<content_t> unnamed_contents; |
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std::unordered_set<std::string> unallocatable_contents; |
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bool previous_was_found = false; |
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bool previous_exists = false; |
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content_t previous_local_id = CONTENT_IGNORE; |
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content_t previous_global_id = CONTENT_IGNORE; |
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@@ -512,15 +512,15 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes, |
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// apply directly previous resolved id |
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// This permits to massively improve loading performance when nodes are similar |
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// example: default:air, default:stone are massively present |
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if (previous_was_found && local_id == previous_local_id) { |
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if (previous_exists && local_id == previous_local_id) { |
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nodes[i].setContent(previous_global_id); |
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continue; |
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} |
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std::string name; |
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if (!nimap->getName(local_id, name)) { |
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unnamed_contents.insert(local_id); |
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previous_was_found = false; |
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previous_exists = false; |
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continue; |
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} |
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@@ -529,7 +529,7 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes, |
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global_id = gamedef->allocateUnknownNodeId(name); |
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if (global_id == CONTENT_IGNORE) { |
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unallocatable_contents.insert(name); |
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previous_was_found = false; |
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previous_exists = false; |
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continue; |
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} |
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} |
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@@ -538,7 +538,7 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes, |
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// Save previous node local_id & global_id result |
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previous_local_id = local_id; |
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previous_global_id = global_id; |
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previous_was_found = true; |
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previous_exists = true; |
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} |
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for (const content_t c: unnamed_contents) { |
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