09-25-2014, 04:53 PM
There's no way to match the chunks generating to a player causing them to generate, although it should be possible to approximate this. It could be a good metric, true. We could add a function, cWorld:ForEachClientInChunk(), that iterates over all the clients that are using the chunk; if only one is present for a freshly generated chunk, then it's most likely that they're the cause of generating.