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Replace setting unlimited_player_transfer_distance with player_transfer_distance
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@ -295,7 +295,10 @@
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# See /privs in game for a full list on your server and mod configuration.
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#default_privs = interact, shout
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# Whether players are shown to clients without any range limit
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# deprecated, use the setting player_transfer_distance instead
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#unlimited_player_transfer_distance = true
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# Defines the maximal player transfer distance in blocks (0 = unlimited)
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#player_transfer_distance = 0
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# Whether to enable players killing each other
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#enable_pvp = true
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# If this is set, players will always (re)spawn at the given position
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@ -1038,11 +1038,6 @@ bool PlayerSAO::isStaticAllowed() const
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return false;
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}
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bool PlayerSAO::unlimitedTransferDistance() const
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{
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return g_settings->getBool("unlimited_player_transfer_distance");
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}
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std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
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{
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std::ostringstream os(std::ios::binary);
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@ -171,7 +171,6 @@ public:
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void addedToEnvironment(u32 dtime_s);
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void removingFromEnvironment();
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bool isStaticAllowed() const;
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bool unlimitedTransferDistance() const;
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std::string getClientInitializationData(u16 protocol_version);
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std::string getStaticData();
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bool isAttached();
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@ -202,7 +202,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("give_initial_stuff", "false");
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settings->setDefault("default_password", "");
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settings->setDefault("default_privs", "interact, shout");
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settings->setDefault("unlimited_player_transfer_distance", "true");
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settings->setDefault("player_transfer_distance", "0");
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settings->setDefault("enable_pvp", "true");
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settings->setDefault("disallow_empty_password", "false");
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settings->setDefault("disable_anticheat", "false");
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@ -1345,11 +1345,17 @@ bool ServerEnvironment::addActiveObjectAsStatic(ServerActiveObject *obj)
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inside a radius around a position
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*/
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void ServerEnvironment::getAddedActiveObjects(v3s16 pos, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::set<u16> &added_objects)
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{
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v3f pos_f = intToFloat(pos, BS);
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f32 radius_f = radius * BS;
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f32 player_radius_f = player_radius * BS;
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if (player_radius_f < 0)
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player_radius_f = 0;
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/*
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Go through the object list,
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- discard m_removed objects,
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@ -1369,12 +1375,15 @@ void ServerEnvironment::getAddedActiveObjects(v3s16 pos, s16 radius,
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// Discard if removed or deactivating
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if(object->m_removed || object->m_pending_deactivation)
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continue;
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if(object->unlimitedTransferDistance() == false){
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f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f);
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if (object->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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// Discard if too far
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f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f);
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if(distance_f > radius_f)
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if (distance_f > player_radius_f && player_radius_f != 0)
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continue;
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}
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} else if (distance_f > radius_f)
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continue;
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// Discard if already on current_objects
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std::set<u16>::iterator n;
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n = current_objects.find(id);
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@ -1390,11 +1399,17 @@ void ServerEnvironment::getAddedActiveObjects(v3s16 pos, s16 radius,
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inside a radius around a position
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*/
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void ServerEnvironment::getRemovedActiveObjects(v3s16 pos, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::set<u16> &removed_objects)
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{
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v3f pos_f = intToFloat(pos, BS);
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f32 radius_f = radius * BS;
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f32 player_radius_f = player_radius * BS;
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if (player_radius_f < 0)
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player_radius_f = 0;
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/*
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Go through current_objects; object is removed if:
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- object is not found in m_active_objects (this is actually an
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@ -1423,19 +1438,15 @@ void ServerEnvironment::getRemovedActiveObjects(v3s16 pos, s16 radius,
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continue;
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}
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// If transfer distance is unlimited, don't remove
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if(object->unlimitedTransferDistance())
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continue;
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f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f);
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if(distance_f >= radius_f)
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{
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removed_objects.insert(id);
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if (object->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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if (distance_f <= player_radius_f || player_radius_f == 0)
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continue;
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} else if (distance_f <= radius_f)
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continue;
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}
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// Not removed
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// Object is no longer visible
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removed_objects.insert(id);
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}
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}
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@ -259,6 +259,7 @@ public:
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inside a radius around a position
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*/
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void getAddedActiveObjects(v3s16 pos, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::set<u16> &added_objects);
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@ -267,6 +268,7 @@ public:
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inside a radius around a position
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*/
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void getRemovedActiveObjects(v3s16 pos, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::set<u16> &removed_objects);
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@ -707,7 +707,14 @@ void Server::AsyncRunStep(bool initial_step)
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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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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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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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@ -733,9 +740,9 @@ void Server::AsyncRunStep(bool initial_step)
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std::set<u16> removed_objects;
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std::set<u16> added_objects;
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m_env->getRemovedActiveObjects(pos, radius,
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m_env->getRemovedActiveObjects(pos, radius, player_radius,
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client->m_known_objects, removed_objects);
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m_env->getAddedActiveObjects(pos, radius,
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m_env->getAddedActiveObjects(pos, radius, player_radius,
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client->m_known_objects, added_objects);
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// Ignore if nothing happened
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@ -229,7 +229,7 @@ void sendAnnounce(const std::string &action,
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server["rollback"] = g_settings->getBool("enable_rollback_recording");
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server["mapgen"] = g_settings->get("mg_name");
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server["privs"] = g_settings->get("default_privs");
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server["can_see_far_names"] = g_settings->getBool("unlimited_player_transfer_distance");
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server["can_see_far_names"] = g_settings->getS16("player_transfer_distance") <= 0;
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server["mods"] = Json::Value(Json::arrayValue);
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for (std::vector<ModSpec>::const_iterator it = mods.begin();
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it != mods.end();
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@ -69,9 +69,6 @@ public:
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// environment
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virtual bool environmentDeletes() const
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{ return true; }
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virtual bool unlimitedTransferDistance() const
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{ return false; }
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// Create a certain type of ServerActiveObject
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static ServerActiveObject* create(u8 type,
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