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Don't send player position from client to server if the player hasn't moved
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@ -1976,10 +1976,24 @@ void Client::sendPlayerPos()
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{
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//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
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Player *myplayer = m_env.getLocalPlayer();
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LocalPlayer *myplayer = m_env.getLocalPlayer();
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if(myplayer == NULL)
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return;
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// Save bandwidth by only updating position when something changed
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if(myplayer->last_position == myplayer->getPosition() &&
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myplayer->last_speed == myplayer->getSpeed() &&
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myplayer->last_pitch == myplayer->getPitch() &&
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myplayer->last_yaw == myplayer->getYaw() &&
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myplayer->last_keyPressed == myplayer->keyPressed)
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return;
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myplayer->last_position = myplayer->getPosition();
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myplayer->last_speed = myplayer->getSpeed();
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myplayer->last_pitch = myplayer->getPitch();
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myplayer->last_yaw = myplayer->getYaw();
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myplayer->last_keyPressed = myplayer->keyPressed;
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u16 our_peer_id;
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{
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//JMutexAutoLock lock(m_con_mutex); //bulk comment-out
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@ -36,6 +36,11 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
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Player(gamedef),
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isAttached(false),
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overridePosition(v3f(0,0,0)),
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last_position(v3f(0,0,0)),
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last_speed(v3f(0,0,0)),
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last_pitch(0),
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last_yaw(0),
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last_keyPressed(0),
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m_sneak_node(32767,32767,32767),
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m_sneak_node_exists(false),
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m_old_node_below(32767,32767,32767),
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@ -44,6 +44,14 @@ public:
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void applyControl(float dtime);
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v3s16 getStandingNodePos();
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// Used to check if anything changed and prevent sending packets if not
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v3f last_position;
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v3f last_speed;
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float last_pitch;
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float last_yaw;
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unsigned int last_keyPressed;
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private:
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// This is used for determining the sneaking range
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v3s16 m_sneak_node;
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@ -220,7 +220,7 @@ public:
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}
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u32 keyPressed;
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protected:
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IGameDef *m_gamedef;
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