Tweak rollback stuff

master
Perttu Ahola 2012-07-27 14:52:29 +03:00
parent 0de3fb786d
commit 7ef0a13250
4 changed files with 15 additions and 8 deletions

View File

@ -1828,8 +1828,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
// Find out whether there is a suspect for this action // Find out whether there is a suspect for this action
std::string suspect; std::string suspect;
if(m_gamedef->rollback()){ if(m_gamedef->rollback()){
// Max. 5 seconds ago // Max. 5 seconds ago, shortcut at 98 points
suspect = m_gamedef->rollback()->getSuspect(p0, 5); suspect = m_gamedef->rollback()->getSuspect(p0, 5, 95);
} }
if(!suspect.empty()){ if(!suspect.empty()){

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@ -43,8 +43,8 @@ static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t,
return 0; // 0 = cannot be return 0; // 0 = cannot be
// Start from 100 // Start from 100
int f = 100; int f = 100;
// Distance (1 node = +1 point) // Distance (1 node = -1 point)
f += 1.0 * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1)); f -= 1.0 * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1));
// Time (1 second = -1 point) // Time (1 second = -1 point)
f -= 1.0 * (action_t - suspect_t); f -= 1.0 * (action_t - suspect_t);
// If is a guess, halve the points // If is a guess, halve the points
@ -76,7 +76,8 @@ public:
v3s16 p; v3s16 p;
if(!action.getPosition(&p)) if(!action.getPosition(&p))
return; return;
action.actor = getSuspect(p, 30); // 30s timeframe // 60s default timeframe, 95 points shortcut
action.actor = getSuspect(p, 60, 95);
if(action.actor.empty()) if(action.actor.empty())
return; return;
action.actor_is_guess = true; action.actor_is_guess = true;
@ -102,7 +103,7 @@ public:
m_current_actor = actor; m_current_actor = actor;
m_current_actor_is_guess = is_guess; m_current_actor_is_guess = is_guess;
} }
std::string getSuspect(v3s16 p, int max_time) std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut)
{ {
if(m_current_actor != "") if(m_current_actor != "")
return m_current_actor; return m_current_actor;
@ -116,6 +117,8 @@ public:
{ {
if(i->unix_time < first_time) if(i->unix_time < first_time)
break; break;
if(i->actor == "")
continue;
// Find position of suspect or continue // Find position of suspect or continue
v3s16 suspect_p; v3s16 suspect_p;
if(!i->getPosition(&suspect_p)) if(!i->getPosition(&suspect_p))
@ -125,6 +128,8 @@ public:
if(f > likely_suspect_nearness){ if(f > likely_suspect_nearness){
likely_suspect_nearness = f; likely_suspect_nearness = f;
likely_suspect = *i; likely_suspect = *i;
if(likely_suspect_nearness >= nearness_shortcut)
break;
} }
} }
// No likely suspect was found // No likely suspect was found

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@ -35,7 +35,8 @@ public:
virtual std::string getActor() = 0; virtual std::string getActor() = 0;
virtual bool isActorGuess() = 0; virtual bool isActorGuess() = 0;
virtual void setActor(const std::string &actor, bool is_guess) = 0; virtual void setActor(const std::string &actor, bool is_guess) = 0;
virtual std::string getSuspect(v3s16 p, int max_time) = 0; // nearness_shortcut: 100 = same second, same node; 90 = 10s or 10 nodes
virtual std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut) = 0;
virtual ~IRollbackManager(){} virtual ~IRollbackManager(){}
virtual void flush() = 0; virtual void flush() = 0;

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@ -124,7 +124,8 @@ public:
virtual std::string getActor() = 0; virtual std::string getActor() = 0;
virtual bool isActorGuess() = 0; virtual bool isActorGuess() = 0;
virtual void setActor(const std::string &actor, bool is_guess) = 0; virtual void setActor(const std::string &actor, bool is_guess) = 0;
virtual std::string getSuspect(v3s16 p, int max_time) = 0; // nearness_shortcut: 100 = same second, same node; 90 = 10s or 10 nodes
virtual std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut=98) = 0;
}; };
class RollbackScopeActor class RollbackScopeActor