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Node placement client-side prediction
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parent
7ba72f2763
commit
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@ -342,6 +342,7 @@ minetest.nodedef_default = {
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usable = false,
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liquids_pointable = false,
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tool_capabilities = nil,
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node_placement_prediction = nil,
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-- Interaction callbacks
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on_place = redef_wrapper(minetest, 'item_place'), -- minetest.item_place
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@ -1100,6 +1100,13 @@ Item definition (register_node, register_craftitem, register_tool)
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choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
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}
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}
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node_placement_prediction = nil,
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^ If nil and item is node, prediction is made automatically
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^ If nil and item is not a node, no prediction is made
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^ If "" and item is anything, no prediction is made
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^ Otherwise should be name of node which the client immediately places
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on ground when the player places the item. Server will always update
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actual result to client in a short moment.
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on_place = func(itemstack, placer, pointed_thing),
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^ default: minetest.item_place
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33
src/game.cpp
33
src/game.cpp
@ -2366,8 +2366,41 @@ void the_game(
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// Otherwise report right click to server
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else
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{
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// Report to server
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client.interact(3, pointed);
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camera.setDigging(1); // right click animation
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// If the wielded item has node placement prediction,
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// make that happen
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const ItemDefinition &def =
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playeritem.getDefinition(itemdef);
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if(def.node_placement_prediction != "")
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do{ // breakable
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verbosestream<<"Node placement prediction for "
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<<playeritem.name<<" is "
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<<def.node_placement_prediction<<std::endl;
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v3s16 p = neighbourpos;
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content_t id;
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bool found =
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nodedef->getId(def.node_placement_prediction, id);
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if(!found){
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errorstream<<"Node placement prediction failed for "
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<<playeritem.name<<" (places "
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<<def.node_placement_prediction
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<<") - Name not known"<<std::endl;
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break;
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}
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MapNode n(id);
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try{
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// This triggers the required mesh update too
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client.addNode(p, n);
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}catch(InvalidPositionException &e){
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errorstream<<"Node placement prediction failed for "
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<<playeritem.name<<" (places "
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<<def.node_placement_prediction
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<<") - Position not loaded"<<std::endl;
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}
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}while(0);
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}
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}
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}
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@ -70,6 +70,7 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def)
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*def.tool_capabilities);
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}
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groups = def.groups;
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node_placement_prediction = def.node_placement_prediction;
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#ifndef SERVER
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inventory_texture = def.inventory_texture;
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if(def.wield_mesh)
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@ -115,6 +116,8 @@ void ItemDefinition::reset()
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}
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groups.clear();
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node_placement_prediction = "";
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#ifndef SERVER
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inventory_texture = NULL;
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if(wield_mesh)
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@ -150,6 +153,7 @@ void ItemDefinition::serialize(std::ostream &os) const
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os<<serializeString(i->first);
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writeS16(os, i->second);
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}
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os<<serializeString(node_placement_prediction);
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}
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void ItemDefinition::deSerialize(std::istream &is)
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@ -184,6 +188,11 @@ void ItemDefinition::deSerialize(std::istream &is)
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int value = readS16(is);
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groups[name] = value;
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}
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// If you add anything here, insert it primarily inside the try-catch
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// block to not need to increase the version.
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try{
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node_placement_prediction = deSerializeString(is);
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}catch(SerializationError &e) {};
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}
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/*
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@ -67,6 +67,11 @@ struct ItemDefinition
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ToolCapabilities *tool_capabilities;
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ItemGroupList groups;
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// Client shall immediately place this node when player places the item.
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// Server will update the precise end result a moment later.
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// "" = no prediction
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std::string node_placement_prediction;
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/*
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Cached stuff
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*/
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@ -633,6 +633,7 @@ public:
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std::string wrapper = deSerializeString(is2);
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std::istringstream wrapper_is(wrapper, std::ios::binary);
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f->deSerialize(wrapper_is);
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verbosestream<<"deserialized "<<f->name<<std::endl;
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if(f->name != "")
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addNameIdMapping(i, f->name);
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}
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@ -930,13 +930,14 @@ static void read_object_properties(lua_State *L, int index,
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ItemDefinition
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*/
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static ItemDefinition read_item_definition(lua_State *L, int index)
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static ItemDefinition read_item_definition(lua_State *L, int index,
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ItemDefinition default_def = ItemDefinition())
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{
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if(index < 0)
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index = lua_gettop(L) + 1 + index;
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// Read the item definition
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ItemDefinition def;
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ItemDefinition def = default_def;
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def.type = (ItemType)getenumfield(L, index, "type",
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es_ItemType, ITEM_NONE);
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@ -981,6 +982,12 @@ static ItemDefinition read_item_definition(lua_State *L, int index)
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read_groups(L, -1, def.groups);
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lua_pop(L, 1);
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// Client shall immediately place this node when player places the item.
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// Server will update the precise end result a moment later.
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// "" = no prediction
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getstringfield(L, index, "node_placement_prediction",
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def.node_placement_prediction);
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return def;
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}
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@ -3891,9 +3898,10 @@ static int l_register_item_raw(lua_State *L)
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get_server(L)->getWritableNodeDefManager();
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// Check if name is defined
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std::string name;
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lua_getfield(L, table, "name");
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if(lua_isstring(L, -1)){
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std::string name = lua_tostring(L, -1);
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name = lua_tostring(L, -1);
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verbosestream<<"register_item_raw: "<<name<<std::endl;
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} else {
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throw LuaError(L, "register_item_raw: name is not defined or not a string");
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@ -3901,8 +3909,20 @@ static int l_register_item_raw(lua_State *L)
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// Check if on_use is defined
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// Read the item definition and register it
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ItemDefinition def = read_item_definition(L, table);
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ItemDefinition def;
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// Set a distinctive default value to check if this is set
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def.node_placement_prediction = "__default";
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// Read the item definition
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def = read_item_definition(L, table, def);
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// Default to having client-side placement prediction for nodes
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// ("" in item definition sets it off)
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if(def.type == ITEM_NODE && def.node_placement_prediction == "__default"){
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def.node_placement_prediction = name;
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}
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// Register item definition
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idef->registerItem(def);
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// Read the node definition (content features) and register it
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@ -2971,8 +2971,16 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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<<std::endl;
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// Re-send block to revert change on client-side
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RemoteClient *client = getClient(peer_id);
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v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS));
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client->SetBlockNotSent(blockpos);
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// Digging completed -> under
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if(action == 2){
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v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS));
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client->SetBlockNotSent(blockpos);
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}
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// Placement -> above
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if(action == 3){
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v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_above, BS));
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client->SetBlockNotSent(blockpos);
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}
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return;
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}
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@ -3104,7 +3112,14 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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if(g_settings->getBool("creative_mode") == false)
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playersao->setWieldedItem(item);
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}
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// If item has node placement prediction, always send the above
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// node to make sure the client knows what exactly happened
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if(item.getDefinition(m_itemdef).node_placement_prediction != ""){
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RemoteClient *client = getClient(peer_id);
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v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_above, BS));
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client->SetBlockNotSent(blockpos);
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}
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} // action == 3
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/*
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