diff --git a/src/map.cpp b/src/map.cpp index 8ddc4006e..824553b37 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -1636,7 +1636,7 @@ void Map::transformLiquids(core::map & modified_blocks) while(m_transforming_liquid.size() != 0) { // This should be done here so that it is done when continue is used - if(loopcount >= initial_size || loopcount >= 1000) + if(loopcount >= initial_size || loopcount >= 10000) break; loopcount++; @@ -1828,8 +1828,7 @@ void Map::transformLiquids(core::map & modified_blocks) // Find out whether there is a suspect for this action std::string suspect; if(m_gamedef->rollback()){ - // Max. 5 seconds ago, shortcut at 98 points - suspect = m_gamedef->rollback()->getSuspect(p0, 5, 95); + suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1); } if(!suspect.empty()){ diff --git a/src/rollback.cpp b/src/rollback.cpp index 9cbcb6c25..f0e3c40aa 100644 --- a/src/rollback.cpp +++ b/src/rollback.cpp @@ -33,6 +33,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")" +#define POINTS_PER_NODE (16.0) + // Get nearness factor for subject's action for this action // Return value: 0 = impossible, >0 = factor static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t, @@ -43,10 +45,10 @@ static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t, return 0; // 0 = cannot be // Start from 100 int f = 100; - // Distance (1 node = -1 point) - f -= 1.0 * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1)); - // Time (1 second = -1 point) - f -= 1.0 * (action_t - suspect_t); + // Distance (1 node = -x points) + f -= POINTS_PER_NODE * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1)); + // Time (1 second = -x points) + f -= 1 * (action_t - suspect_t); // If is a guess, halve the points if(is_guess) f *= 0.5; @@ -76,8 +78,7 @@ public: v3s16 p; if(!action.getPosition(&p)) return; - // 60s default timeframe, 95 points shortcut - action.actor = getSuspect(p, 60, 95); + action.actor = getSuspect(p, 83, 1); if(action.actor.empty()) return; action.actor_is_guess = true; @@ -103,12 +104,12 @@ public: m_current_actor = actor; m_current_actor_is_guess = is_guess; } - std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut) + std::string getSuspect(v3s16 p, float nearness_shortcut, float min_nearness) { if(m_current_actor != "") return m_current_actor; int cur_time = time(0); - int first_time = cur_time - max_time; + int first_time = cur_time - (100-min_nearness); RollbackAction likely_suspect; float likely_suspect_nearness = 0; for(std::list::const_reverse_iterator @@ -125,7 +126,7 @@ public: continue; float f = getSuspectNearness(i->actor_is_guess, suspect_p, i->unix_time, p, cur_time); - if(f > likely_suspect_nearness){ + if(f >= min_nearness && f > likely_suspect_nearness){ likely_suspect_nearness = f; likely_suspect = *i; if(likely_suspect_nearness >= nearness_shortcut) diff --git a/src/rollback.h b/src/rollback.h index 0ae80c51d..5e76042b5 100644 --- a/src/rollback.h +++ b/src/rollback.h @@ -35,8 +35,8 @@ public: virtual std::string getActor() = 0; virtual bool isActorGuess() = 0; virtual void setActor(const std::string &actor, bool is_guess) = 0; - // nearness_shortcut: 100 = same second, same node; 90 = 10s or 10 nodes - virtual std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut) = 0; + virtual std::string getSuspect(v3s16 p, float nearness_shortcut, + float min_nearness) = 0; virtual ~IRollbackManager(){} virtual void flush() = 0; diff --git a/src/rollback_interface.h b/src/rollback_interface.h index 119379ae7..8dd429d76 100644 --- a/src/rollback_interface.h +++ b/src/rollback_interface.h @@ -124,8 +124,8 @@ public: virtual std::string getActor() = 0; virtual bool isActorGuess() = 0; virtual void setActor(const std::string &actor, bool is_guess) = 0; - // nearness_shortcut: 100 = same second, same node; 90 = 10s or 10 nodes - virtual std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut=98) = 0; + virtual std::string getSuspect(v3s16 p, float nearness_shortcut, + float min_nearness) = 0; }; class RollbackScopeActor