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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.
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@ -626,6 +626,9 @@ PlayerSAO *ServerEnvironment::loadPlayer(RemotePlayer *player, bool *new_player,
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/* Add object to environment */
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/* Add object to environment */
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addActiveObject(playersao);
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addActiveObject(playersao);
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// Update active blocks asap so objects in those blocks appear on the client
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m_force_update_active_blocks = true;
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return playersao;
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return playersao;
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}
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}
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@ -1332,8 +1335,10 @@ void ServerEnvironment::step(float dtime)
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/*
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/*
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Manage active block list
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Manage active block list
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*/
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*/
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if (m_active_blocks_management_interval.step(dtime, m_cache_active_block_mgmt_interval)) {
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if (m_active_blocks_mgmt_interval.step(dtime, m_cache_active_block_mgmt_interval) ||
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m_force_update_active_blocks) {
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ScopeProfiler sp(g_profiler, "ServerEnv: update active blocks", SPT_AVG);
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ScopeProfiler sp(g_profiler, "ServerEnv: update active blocks", SPT_AVG);
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/*
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/*
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Get player block positions
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Get player block positions
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*/
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*/
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@ -1396,6 +1401,7 @@ void ServerEnvironment::step(float dtime)
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activateBlock(block);
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activateBlock(block);
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}
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}
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}
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}
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m_force_update_active_blocks = false;
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/*
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/*
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Mess around in active blocks
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Mess around in active blocks
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@ -454,7 +454,8 @@ private:
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IntervalLimiter m_object_management_interval;
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IntervalLimiter m_object_management_interval;
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// List of active blocks
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// List of active blocks
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ActiveBlockList m_active_blocks;
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ActiveBlockList m_active_blocks;
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IntervalLimiter m_active_blocks_management_interval;
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bool m_force_update_active_blocks = false;
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IntervalLimiter m_active_blocks_mgmt_interval;
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IntervalLimiter m_active_block_modifier_interval;
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IntervalLimiter m_active_block_modifier_interval;
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IntervalLimiter m_active_blocks_nodemetadata_interval;
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IntervalLimiter m_active_blocks_nodemetadata_interval;
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// Whether the variables below have been read from file yet
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// Whether the variables below have been read from file yet
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