Optimize particlespawner sending by not sending to distant players
parent
9d6e7e48d6
commit
10c3002aea
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@ -1549,12 +1549,30 @@ void Server::SendSpawnParticle(session_t peer_id, u16 protocol_version,
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void Server::SendAddParticleSpawner(session_t peer_id, u16 protocol_version,
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const ParticleSpawnerParameters &p, u16 attached_id, u32 id)
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{
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static thread_local const float radius =
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g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE * BS;
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if (peer_id == PEER_ID_INEXISTENT) {
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std::vector<session_t> clients = m_clients.getClientIDs();
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const v3f pos = (p.minpos + p.maxpos) / 2.0f * BS;
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const float radius_sq = radius * radius;
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/* Don't send short-lived spawners to distant players.
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* This could be replaced with proper tracking at some point. */
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const bool distance_check = !attached_id && p.time <= 1.0f;
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for (const session_t client_id : clients) {
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RemotePlayer *player = m_env->getPlayer(client_id);
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if (!player)
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continue;
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if (distance_check) {
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PlayerSAO *sao = player->getPlayerSAO();
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if (!sao)
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continue;
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if (sao->getBasePosition().getDistanceFromSQ(pos) > radius_sq)
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continue;
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}
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SendAddParticleSpawner(client_id, player->protocol_version,
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p, attached_id, id);
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}
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