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Client & ClientEnvirnment: don't create fake events (#5676)
Instead of create fake events on the stack on each loop call (Game::run), verify is queue is empty or not and handle event directly if there is. This prevents fake ClientEvent creation & memory allocations Same fix is also applied on ClientEnvironment, & rename getClientEvent to getClientEnvEvent to match ClientEnvEvent object
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@ -411,16 +411,14 @@ void Client::step(float dtime)
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/*
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Get events
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*/
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for(;;) {
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ClientEnvEvent event = m_env.getClientEvent();
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if(event.type == CEE_NONE) {
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break;
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}
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else if(event.type == CEE_PLAYER_DAMAGE) {
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if(m_ignore_damage_timer <= 0) {
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u8 damage = event.player_damage.amount;
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while (m_env.hasClientEnvEvents()) {
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ClientEnvEvent envEvent = m_env.getClientEnvEvent();
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if(event.player_damage.send_to_server)
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if (envEvent.type == CEE_PLAYER_DAMAGE) {
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if (m_ignore_damage_timer <= 0) {
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u8 damage = envEvent.player_damage.amount;
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if (envEvent.player_damage.send_to_server)
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sendDamage(damage);
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// Add to ClientEvent queue
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@ -431,8 +429,8 @@ void Client::step(float dtime)
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}
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}
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// Protocol v29 or greater obsoleted this event
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else if (event.type == CEE_PLAYER_BREATH && m_proto_ver < 29) {
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u16 breath = event.player_breath.amount;
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else if (envEvent.type == CEE_PLAYER_BREATH && m_proto_ver < 29) {
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u16 breath = envEvent.player_breath.amount;
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sendBreath(breath);
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}
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}
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@ -1596,14 +1594,11 @@ void Client::addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server, bool ur
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ClientEvent Client::getClientEvent()
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{
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ClientEvent event;
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if (m_client_event_queue.empty()) {
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event.type = CE_NONE;
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}
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else {
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event = m_client_event_queue.front();
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m_client_event_queue.pop();
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}
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FATAL_ERROR_IF(m_client_event_queue.empty(),
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"Cannot getClientEvent, queue is empty.");
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ClientEvent event = m_client_event_queue.front();
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m_client_event_queue.pop();
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return event;
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}
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@ -414,7 +414,8 @@ public:
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void updateCameraOffset(v3s16 camera_offset)
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{ m_mesh_update_thread.m_camera_offset = camera_offset; }
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// Get event from queue. CE_NONE is returned if queue is empty.
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bool hasClientEvents() const { return !m_client_event_queue.empty(); }
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// Get event from queue. If queue is empty, it triggers an assertion failure.
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ClientEvent getClientEvent();
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bool accessDenied() const { return m_access_denied; }
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@ -598,15 +598,13 @@ void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
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}
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}
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ClientEnvEvent ClientEnvironment::getClientEvent()
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ClientEnvEvent ClientEnvironment::getClientEnvEvent()
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{
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ClientEnvEvent event;
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if(m_client_event_queue.empty())
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event.type = CEE_NONE;
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else {
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event = m_client_event_queue.front();
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m_client_event_queue.pop();
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}
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FATAL_ERROR_IF(m_client_event_queue.empty(),
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"ClientEnvironment::getClientEnvEvent(): queue is empty");
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ClientEnvEvent event = m_client_event_queue.front();
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m_client_event_queue.pop();
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return event;
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}
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@ -126,8 +126,9 @@ public:
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void getActiveObjects(v3f origin, f32 max_d,
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std::vector<DistanceSortedActiveObject> &dest);
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// Get event from queue. CEE_NONE is returned if queue is empty.
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ClientEnvEvent getClientEvent();
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bool hasClientEnvEvents() const { return !m_client_event_queue.empty(); }
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// Get event from queue. If queue is empty, it triggers an assertion failure.
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ClientEnvEvent getClientEnvEvent();
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/*!
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* Gets closest object pointed by the shootline.
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@ -3055,11 +3055,10 @@ inline void Game::step(f32 *dtime)
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void Game::processClientEvents(CameraOrientation *cam)
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{
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ClientEvent event = client->getClientEvent();
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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for ( ; event.type != CE_NONE; event = client->getClientEvent()) {
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while (client->hasClientEvents()) {
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ClientEvent event = client->getClientEvent();
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switch (event.type) {
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case CE_PLAYER_DAMAGE:
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