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Default server step to 0.1s and sync object/player update intervals to it
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parent
ffad18e424
commit
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@ -194,7 +194,7 @@
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# To reduce lag, block transfers are slowed down when a player is building something.
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# This determines how long they are slowed down after placing or removing a node.
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#full_block_send_enable_min_time_from_building = 2.0
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# Length of a server tick in dedicated server
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#dedicated_server_step = 0.05
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# Length of a server tick and the interval at which objects are generally updated over network
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#dedicated_server_step = 0.1
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# Can be set to true to disable shutting down on invalid world data
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#ignore_world_load_errors = false
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@ -267,6 +267,7 @@ Client::Client(
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m_time_of_day_set(false),
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m_last_time_of_day_f(-1),
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m_time_of_day_update_timer(0),
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m_recommended_send_interval(0.1),
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m_removed_sounds_check_timer(0)
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{
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m_packetcounter_timer = 0.0;
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@ -658,7 +659,7 @@ void Client::step(float dtime)
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{
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float &counter = m_playerpos_send_timer;
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counter += dtime;
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if(counter >= 0.2)
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if(counter >= m_recommended_send_interval)
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{
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counter = 0.0;
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sendPlayerPos();
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@ -1022,6 +1023,14 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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m_map_seed = readU64(&data[2+1+6]);
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infostream<<"Client: received map seed: "<<m_map_seed<<std::endl;
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}
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if(datasize >= 2+1+6+8+4)
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{
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// Get map seed
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m_recommended_send_interval = readF1000(&data[2+1+6+8]);
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infostream<<"Client: received recommended send interval "
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<<m_recommended_send_interval<<std::endl;
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}
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// Reply to server
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u32 replysize = 2;
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@ -382,6 +382,9 @@ private:
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float m_last_time_of_day_f;
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float m_time_of_day_update_timer;
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// An interval for generally sending object positions and stuff
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float m_recommended_send_interval;
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// Sounds
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float m_removed_sounds_check_timer;
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// Mapping from server sound ids to our sound ids
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@ -103,6 +103,7 @@ enum ToClientCommand
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[2] u8 deployed version
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[3] v3s16 player's position + v3f(0,BS/2,0) floatToInt'd
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[12] u64 map seed (new as of 2011-02-27)
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[20] f1000 recommended send interval (in seconds) (new as of 14)
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NOTE: The position in here is deprecated; position is
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explicitly sent afterwards
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@ -140,7 +140,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("server_unload_unused_data_timeout", "29");
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settings->setDefault("server_map_save_interval", "5.3");
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settings->setDefault("full_block_send_enable_min_time_from_building", "2.0");
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settings->setDefault("dedicated_server_step", "0.05");
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settings->setDefault("dedicated_server_step", "0.1");
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settings->setDefault("ignore_world_load_errors", "false");
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settings->setDefault("mip_map", "false");
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settings->setDefault("anisotropic_filter", "false");
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@ -329,7 +329,8 @@ ServerEnvironment::ServerEnvironment(ServerMap *map, lua_State *L,
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m_send_recommended_timer(0),
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m_active_block_interval_overload_skip(0),
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m_game_time(0),
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m_game_time_fraction_counter(0)
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m_game_time_fraction_counter(0),
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m_recommended_send_interval(0.1)
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{
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}
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@ -940,6 +941,11 @@ void ServerEnvironment::step(float dtime)
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/* Step time of day */
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stepTimeOfDay(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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/*
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Increment game time
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*/
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@ -205,9 +205,7 @@ public:
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{ return m_gamedef; }
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float getSendRecommendedInterval()
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{
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return 0.10;
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}
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{ return m_recommended_send_interval; }
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/*
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Save players
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@ -367,6 +365,8 @@ private:
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// A helper variable for incrementing the latter
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float m_game_time_fraction_counter;
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core::list<ABMWithState> m_abms;
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// An interval for generally sending object positions and stuff
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float m_recommended_send_interval;
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};
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#ifndef SERVER
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@ -2224,11 +2224,12 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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Answer with a TOCLIENT_INIT
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*/
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{
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SharedBuffer<u8> reply(2+1+6+8);
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SharedBuffer<u8> reply(2+1+6+8+4);
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writeU16(&reply[0], TOCLIENT_INIT);
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writeU8(&reply[2], deployed);
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writeV3S16(&reply[2+1], floatToInt(playersao->getPlayer()->getPosition()+v3f(0,BS/2,0), BS));
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writeU64(&reply[2+1+6], m_env->getServerMap().getSeed());
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writeF1000(&reply[2+1+6+8], g_settings->getFloat("dedicated_server_step"));
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// Send as reliable
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m_con.Send(peer_id, 0, reply, true);
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