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Cache some settings
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@ -1029,7 +1029,8 @@ void ServerEnvironment::step(float dtime)
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// Update this one
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// NOTE: This is kind of funny on a singleplayer game, but doesn't
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// really matter that much.
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m_recommended_send_interval = g_settings->getFloat("dedicated_server_step");
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static const float server_step = g_settings->getFloat("dedicated_server_step");
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m_recommended_send_interval = server_step;
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/*
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Increment game time
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@ -1086,7 +1087,7 @@ void ServerEnvironment::step(float dtime)
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/*
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Update list of active blocks, collecting changes
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*/
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const s16 active_block_range = g_settings->getS16("active_block_range");
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static const s16 active_block_range = 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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@ -1101,8 +1102,7 @@ void ServerEnvironment::step(float dtime)
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for(std::set<v3s16>::iterator
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i = blocks_removed.begin();
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i != blocks_removed.end(); ++i)
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{
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i != blocks_removed.end(); ++i) {
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v3s16 p = *i;
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/* infostream<<"Server: Block " << PP(p)
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@ -2636,5 +2636,3 @@ ClientEnvEvent ClientEnvironment::getClientEvent()
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}
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#endif // #ifndef SERVER
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@ -671,16 +671,18 @@ void Server::AsyncRunStep(bool initial_step)
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ScopeProfiler sp(g_profiler, "Server: checking added and deleted objs");
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// Radius inside which objects are active
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s16 radius = g_settings->getS16("active_object_send_range_blocks");
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s16 player_radius = g_settings->getS16("player_transfer_distance");
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static const s16 radius =
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g_settings->getS16("active_object_send_range_blocks") * MAP_BLOCKSIZE;
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if (player_radius == 0 && g_settings->exists("unlimited_player_transfer_distance") &&
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!g_settings->getBool("unlimited_player_transfer_distance"))
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// Radius inside which players are active
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static const bool is_transfer_limited =
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g_settings->exists("unlimited_player_transfer_distance") &&
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!g_settings->getBool("unlimited_player_transfer_distance");
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static const s16 player_transfer_dist = g_settings->getS16("player_transfer_distance") * MAP_BLOCKSIZE;
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s16 player_radius = player_transfer_dist;
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if (player_radius == 0 && is_transfer_limited)
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player_radius = radius;
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radius *= MAP_BLOCKSIZE;
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player_radius *= MAP_BLOCKSIZE;
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for (std::map<u16, RemoteClient*>::iterator
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i = clients.begin();
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i != clients.end(); ++i) {
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@ -984,8 +986,7 @@ void Server::AsyncRunStep(bool initial_step)
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{
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float &counter = m_emergethread_trigger_timer;
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counter += dtime;
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if(counter >= 2.0)
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{
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if (counter >= 2.0) {
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counter = 0.0;
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m_emerge->startThreads();
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@ -996,8 +997,9 @@ void Server::AsyncRunStep(bool initial_step)
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{
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float &counter = m_savemap_timer;
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counter += dtime;
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if(counter >= g_settings->getFloat("server_map_save_interval"))
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{
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static const float save_interval =
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g_settings->getFloat("server_map_save_interval");
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if (counter >= save_interval) {
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counter = 0.0;
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MutexAutoLock lock(m_env_mutex);
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@ -3512,9 +3514,11 @@ void dedicated_server_loop(Server &server, bool &kill)
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IntervalLimiter m_profiler_interval;
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for(;;)
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{
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float steplen = g_settings->getFloat("dedicated_server_step");
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static const float steplen = g_settings->getFloat("dedicated_server_step");
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static const float profiler_print_interval =
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g_settings->getFloat("profiler_print_interval");
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for(;;) {
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// This is kind of a hack but can be done like this
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// because server.step() is very light
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{
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@ -3536,10 +3540,7 @@ void dedicated_server_loop(Server &server, bool &kill)
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/*
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Profiler
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*/
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float profiler_print_interval =
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g_settings->getFloat("profiler_print_interval");
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if(profiler_print_interval != 0)
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{
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if (profiler_print_interval != 0) {
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if(m_profiler_interval.step(steplen, profiler_print_interval))
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{
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infostream<<"Profiler:"<<std::endl;
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