drops & player_api: process only with 20 players per server step

master
MoNTE48 2019-06-24 12:49:01 +02:00
parent ffd9c69614
commit aa4c3bf5ea
2 changed files with 82 additions and 41 deletions

View File

@ -1,6 +1,7 @@
local age = 0.5 --How old an item has to be before collecting
local radius_magnet = 2 --Radius of item magnet
local player_collect_height = 1.3 --Added to their pos y value
local age = 0.5 -- How old an item has to be before collecting
local radius_magnet = 2 -- Radius of item magnet
local player_collect_height = 1.3 -- Added to their pos y value
local players_per_step = 20 -- How many players to process in one server step
local function collect_items(player)
local pos = player:get_pos()
@ -50,8 +51,6 @@ local function table_iter(t)
end
local player_iter = nil
local players_per_step = 1
local function get_next_player()
if player_iter == nil then
local names = {}
@ -62,7 +61,9 @@ local function get_next_player()
end
end
player_iter = table_iter(names)
players_per_step = math.floor(#names / 10) + 1
if players_per_step > #names then
players_per_step = #names + 1
end
return
end
local name = player_iter()
@ -72,7 +73,7 @@ end
--Item collection
minetest.register_globalstep(function()
-- only deal with 1/10 of total player count on each server step
-- only deal with * player count on each server step
for i = 1, players_per_step do
local name = get_next_player()
if name then

View File

@ -1,5 +1,8 @@
player_api = {}
-- How many players to process in one server step
local players_per_step = 20
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0
@ -87,52 +90,89 @@ minetest.register_on_leaveplayer(function(player)
player_textures[name] = nil
end)
local function table_iter(t)
local i = 0
local n = table.getn(t)
return function ()
i = i + 1
if i <= n then
return t[i]
end
end
end
local player_iter = nil
local function get_next_player()
if player_iter == nil then
local names = {}
for player in table_iter(minetest.get_connected_players()) do
local name = player:get_player_name()
if name then
table.insert(names, name)
end
end
player_iter = table_iter(names)
if players_per_step > #names then
players_per_step = #names + 1
end
return
end
local name = player_iter()
player_iter = name and player_iter
return name or get_next_player()
end
-- Localize for better performance.
local player_set_animation = player_api.set_animation
local player_attached = player_api.player_attached
-- Check each player and apply animations
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local model_name = player_model[name]
local model = model_name and models[model_name]
if model and not player_attached[name] then
local controls = player:get_player_control()
local walking = false
local animation_speed_mod = model.animation_speed or 30
-- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then
walking = true
end
-- only deal with * player count on each server step
for i = 1, players_per_step do
local name = get_next_player()
if name then
local player = minetest.get_player_by_name(name)
local model_name = player_model[name]
local model = model_name and models[model_name]
if model and not player_attached[name] and player and player:is_player() then
local controls = player:get_player_control()
local walking = false
local animation_speed_mod = model.animation_speed or 30
-- Determine if the player is sneaking, and reduce animation speed if so
if controls.sneak then
animation_speed_mod = animation_speed_mod / 2
end
-- Apply animations based on what the player is doing
if player:get_hp() == 0 then
player_set_animation(player, "lay")
elseif walking then
if player_sneak[name] ~= controls.sneak then
player_anim[name] = nil
player_sneak[name] = controls.sneak
-- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then
walking = true
end
if controls.LMB then
player_set_animation(player, "walk_mine", animation_speed_mod)
-- Determine if the player is sneaking, and reduce animation speed if so
if controls.sneak then
animation_speed_mod = animation_speed_mod / 2
end
-- Apply animations based on what the player is doing
if player:get_hp() == 0 then
player_set_animation(player, "lay")
elseif walking then
if player_sneak[name] ~= controls.sneak then
player_anim[name] = nil
player_sneak[name] = controls.sneak
end
if controls.LMB then
player_set_animation(player, "walk_mine", animation_speed_mod)
elseif controls.RMB then
player_set_animation(player, "walk_mine", animation_speed_mod)
else
player_set_animation(player, "walk", animation_speed_mod)
end
elseif controls.LMB then
player_set_animation(player, "mine")
elseif controls.RMB then
player_set_animation(player, "walk_mine", animation_speed_mod)
player_set_animation(player, "mine")
else
player_set_animation(player, "walk", animation_speed_mod)
player_set_animation(player, "stand", animation_speed_mod)
end
elseif controls.LMB then
player_set_animation(player, "mine")
elseif controls.RMB then
player_set_animation(player, "mine")
else
player_set_animation(player, "stand", animation_speed_mod)
end
end
end