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author | Christopher Head <chead@chead.ca> | 2016-08-20 21:48:18 -0700 |
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committer | Christopher Head <chead@chead.ca> | 2016-08-24 00:41:47 -0700 |
commit | 564cee346afcf94339472e75995394f0363a5543 (patch) | |
tree | 301c17b1796a00cc50d7e04faa4e8ecc687410a0 /mesecons_detector/doc | |
parent | 912f17f33590df4ad76775a3511881ad4bbf4853 (diff) | |
download | mesecons-564cee346afcf94339472e75995394f0363a5543.tar mesecons-564cee346afcf94339472e75995394f0363a5543.tar.gz mesecons-564cee346afcf94339472e75995394f0363a5543.tar.bz2 mesecons-564cee346afcf94339472e75995394f0363a5543.tar.xz mesecons-564cee346afcf94339472e75995394f0363a5543.zip |
Use VoxelManipulators for get_node_force.
A VoxelManipulator, when asked to read a mapblock, in addition to making
that mapblock available to the caller, also pulls it into the server’s
map cache, thus making get_node calls in the immediate future succeed.
This has the dual advantages that not every mapblock containing a
Mesecons circuit need remain loaded at all times (rather mapblocks can
be loaded on demand as signals are sent), and that the server need not
bother running ABMs and ticking entities within those mapblocks that are
loaded due to Mesecons signalling.
Diffstat (limited to 'mesecons_detector/doc')
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