Merge pull request #2 from Treer/memory_optimize2
Optimize memory usage to reduce LuaJIT OOM errors
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commit
792b695902
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@ -31,6 +31,8 @@ multi_map.generators = {}
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-- When no suitable generator is found, this generator is used as a fallback
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multi_map.fallback_generator = nil
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local vm_data = {} -- reuse the massive VoxelManip memory buffer instead of creating on every on_generate()
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-- Set the current layer which the mapgen is generating
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-- y = absolute y value to be translated to layer
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function multi_map.set_current_layer(y)
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@ -322,7 +324,7 @@ minetest.register_on_generated(function(minp, maxp)
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then
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local vm_data = vm:get_data()
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vm:get_data(vm_data)
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if multi_map.layers[multi_map.current_layer] and
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multi_map.layers[multi_map.current_layer].bedrock_generator
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@ -342,7 +344,7 @@ minetest.register_on_generated(function(minp, maxp)
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then
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local vm_data = vm:get_data()
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vm:get_data(vm_data)
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if multi_map.layers[multi_map.current_layer] and
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multi_map.layers[multi_map.current_layer].skyrock_generator
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@ -359,7 +361,7 @@ minetest.register_on_generated(function(minp, maxp)
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elseif multi_map.wrap_layers and multi_map.in_skip_area({ x = minp.x, y = minp.z }) then
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local vm_data = vm:get_data()
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vm:get_data(vm_data)
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multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, multi_map.node["multi_map_core:skyrock"])
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vm:set_data(vm_data)
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vm:calc_lighting(false)
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@ -367,7 +369,7 @@ minetest.register_on_generated(function(minp, maxp)
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else
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local vm_data = vm:get_data()
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vm:get_data(vm_data)
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local remove_shadow_caster = false
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-- Add a temporary shadow caster layer above the chunk to ensure caves are dark
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