Immediately activate blocks when a player joins

issue: #10884
This makes it possible for objects to immediately be activated,
but doesn't guarantee it since blocks may still need be emerged.
This commit is contained in:
sfan5 2022-05-26 22:14:22 +02:00
parent bb671c3089
commit ea74680df4
2 changed files with 9 additions and 2 deletions

@ -626,6 +626,9 @@ PlayerSAO *ServerEnvironment::loadPlayer(RemotePlayer *player, bool *new_player,
/* Add object to environment */
addActiveObject(playersao);
// Update active blocks asap so objects in those blocks appear on the client
m_force_update_active_blocks = true;
return playersao;
}
@ -1332,8 +1335,10 @@ void ServerEnvironment::step(float dtime)
/*
Manage active block list
*/
if (m_active_blocks_management_interval.step(dtime, m_cache_active_block_mgmt_interval)) {
if (m_active_blocks_mgmt_interval.step(dtime, m_cache_active_block_mgmt_interval) ||
m_force_update_active_blocks) {
ScopeProfiler sp(g_profiler, "ServerEnv: update active blocks", SPT_AVG);
/*
Get player block positions
*/
@ -1396,6 +1401,7 @@ void ServerEnvironment::step(float dtime)
activateBlock(block);
}
}
m_force_update_active_blocks = false;
/*
Mess around in active blocks

@ -454,7 +454,8 @@ private:
IntervalLimiter m_object_management_interval;
// List of active blocks
ActiveBlockList m_active_blocks;
IntervalLimiter m_active_blocks_management_interval;
bool m_force_update_active_blocks = false;
IntervalLimiter m_active_blocks_mgmt_interval;
IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;
// Whether the variables below have been read from file yet