forked from Mirrorlandia_minetest/minetest
Optionally extend the active object in a players camera direction.
See #6667 By setting active_object_send_range_blocks > active_block_range a server admin can allow clients to retrieve active objects futher out from the player at relatively low cost to the server (only objects in the players' view cone are considered).
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@ -292,8 +292,27 @@ void fillRadiusBlock(v3s16 p0, s16 r, std::set<v3s16> &list)
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}
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}
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void ActiveBlockList::update(std::vector<v3s16> &active_positions,
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s16 radius,
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void fillViewConeBlock(v3s16 p0,
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const s16 r,
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const v3f camera_pos,
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const v3f camera_dir,
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const float camera_fov,
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std::set<v3s16> &list)
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{
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v3s16 p;
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const s16 r_nodes = r * BS * MAP_BLOCKSIZE;
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for (p.X = p0.X - r; p.X <= p0.X+r; p.X++)
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for (p.Y = p0.Y - r; p.Y <= p0.Y+r; p.Y++)
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for (p.Z = p0.Z - r; p.Z <= p0.Z+r; p.Z++) {
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if (isBlockInSight(p, camera_pos, camera_dir, camera_fov, r_nodes)) {
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list.insert(p);
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}
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}
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}
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void ActiveBlockList::update(std::vector<PlayerSAO*> &active_players,
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s16 active_block_range,
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s16 active_object_range,
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std::set<v3s16> &blocks_removed,
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std::set<v3s16> &blocks_added)
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{
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@ -301,8 +320,25 @@ void ActiveBlockList::update(std::vector<v3s16> &active_positions,
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Create the new list
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*/
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std::set<v3s16> newlist = m_forceloaded_list;
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for (const v3s16 &active_position : active_positions) {
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fillRadiusBlock(active_position, radius, newlist);
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m_abm_list = m_forceloaded_list;
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for (const PlayerSAO *playersao : active_players) {
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v3s16 pos = getNodeBlockPos(floatToInt(playersao->getBasePosition(), BS));
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fillRadiusBlock(pos, active_block_range, m_abm_list);
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fillRadiusBlock(pos, active_block_range, newlist);
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s16 player_ao_range = std::min(active_object_range, playersao->getWantedRange());
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// only do this if this would add blocks
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if (player_ao_range > active_block_range) {
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v3f camera_dir = v3f(0,0,1);
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camera_dir.rotateYZBy(playersao->getPitch());
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camera_dir.rotateXZBy(playersao->getYaw());
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fillViewConeBlock(pos,
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player_ao_range,
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playersao->getEyePosition(),
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camera_dir,
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playersao->getFov(),
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newlist);
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}
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}
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/*
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@ -873,10 +909,6 @@ void ServerEnvironment::activateBlock(MapBlock *block, u32 additional_dtime)
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elapsed_timer.position));
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}
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}
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/* Handle ActiveBlockModifiers */
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ABMHandler abmhandler(m_abms, dtime_s, this, false);
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abmhandler.apply(block);
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}
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void ServerEnvironment::addActiveBlockModifier(ActiveBlockModifier *abm)
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@ -1140,7 +1172,7 @@ void ServerEnvironment::step(float dtime)
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/*
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Get player block positions
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*/
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std::vector<v3s16> players_blockpos;
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std::vector<PlayerSAO*> players;
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for (RemotePlayer *player: m_players) {
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// Ignore disconnected players
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if (player->getPeerId() == PEER_ID_INEXISTENT)
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@ -1149,18 +1181,21 @@ void ServerEnvironment::step(float dtime)
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PlayerSAO *playersao = player->getPlayerSAO();
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assert(playersao);
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players_blockpos.push_back(
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getNodeBlockPos(floatToInt(playersao->getBasePosition(), BS)));
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players.push_back(playersao);
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}
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/*
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Update list of active blocks, collecting changes
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*/
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// use active_object_send_range_blocks since that is max distance
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// for active objects sent the client anyway
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static thread_local const s16 active_object_range =
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g_settings->getS16("active_object_send_range_blocks");
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static thread_local const s16 active_block_range =
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g_settings->getS16("active_block_range");
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std::set<v3s16> blocks_removed;
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std::set<v3s16> blocks_added;
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m_active_blocks.update(players_blockpos, active_block_range,
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m_active_blocks.update(players, active_block_range, active_object_range,
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blocks_removed, blocks_added);
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/*
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@ -1187,6 +1222,7 @@ void ServerEnvironment::step(float dtime)
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MapBlock *block = m_map->getBlockOrEmerge(p);
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if (!block) {
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m_active_blocks.m_list.erase(p);
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m_active_blocks.m_abm_list.erase(p);
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continue;
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}
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@ -1248,7 +1284,7 @@ void ServerEnvironment::step(float dtime)
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// Initialize handling of ActiveBlockModifiers
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ABMHandler abmhandler(m_abms, m_cache_abm_interval, this, true);
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for (const v3s16 &p : m_active_blocks.m_list) {
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for (const v3s16 &p : m_active_blocks.m_abm_list) {
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MapBlock *block = m_map->getBlockNoCreateNoEx(p);
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if (!block)
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continue;
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@ -154,8 +154,9 @@ private:
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class ActiveBlockList
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{
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public:
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void update(std::vector<v3s16> &active_positions,
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s16 radius,
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void update(std::vector<PlayerSAO*> &active_players,
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s16 active_block_range,
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s16 active_object_range,
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std::set<v3s16> &blocks_removed,
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std::set<v3s16> &blocks_added);
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@ -168,6 +169,7 @@ public:
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}
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std::set<v3s16> m_list;
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std::set<v3s16> m_abm_list;
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std::set<v3s16> m_forceloaded_list;
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private:
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