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Reduce active mgmt interval for a bit when a player joins. (#12925)
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@ -633,8 +633,8 @@ PlayerSAO *ServerEnvironment::loadPlayer(RemotePlayer *player, bool *new_player,
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/* Add object to environment */
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addActiveObject(playersao);
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// Update active blocks asap so objects in those blocks appear on the client
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m_force_update_active_blocks = true;
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// Update active blocks quickly for a bit so objects in those blocks appear on the client
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m_fast_active_block_divider = 10;
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return playersao;
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}
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@ -1327,8 +1327,7 @@ void ServerEnvironment::step(float dtime)
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/*
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Manage active block list
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*/
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if (m_active_blocks_mgmt_interval.step(dtime, m_cache_active_block_mgmt_interval) ||
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m_force_update_active_blocks) {
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if (m_active_blocks_mgmt_interval.step(dtime, m_cache_active_block_mgmt_interval / m_fast_active_block_divider)) {
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ScopeProfiler sp(g_profiler, "ServerEnv: update active blocks", SPT_AVG);
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/*
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@ -1397,8 +1396,10 @@ void ServerEnvironment::step(float dtime)
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// Some blocks may be removed again by the code above so do this here
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m_active_block_gauge->set(m_active_blocks.size());
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if (m_fast_active_block_divider > 1)
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--m_fast_active_block_divider;
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}
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m_force_update_active_blocks = false;
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/*
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Mess around in active blocks
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@ -462,7 +462,7 @@ private:
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IntervalLimiter m_object_management_interval;
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// List of active blocks
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ActiveBlockList m_active_blocks;
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bool m_force_update_active_blocks = false;
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int m_fast_active_block_divider = 1;
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IntervalLimiter m_active_blocks_mgmt_interval;
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IntervalLimiter m_active_block_modifier_interval;
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IntervalLimiter m_active_blocks_nodemetadata_interval;
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