if (playerspeed.getLength() > 1.0f * BS)
playerspeeddir = playerspeed / playerspeed.getLength();
// Predict to next block
- v3f playerpos_predicted = playerpos + playerspeeddir*MAP_BLOCKSIZE*BS;
+ v3f playerpos_predicted = playerpos + playerspeeddir * (MAP_BLOCKSIZE * BS);
v3s16 center_nodepos = floatToInt(playerpos_predicted, BS);
// Camera position and direction
v3f camera_pos = sao->getEyePosition();
v3f camera_dir = v3f(0,0,1);
- camera_dir.rotateYZBy(sao->getPitch());
- camera_dir.rotateXZBy(sao->getYaw());
+ camera_dir.rotateYZBy(sao->getLookPitch());
+ camera_dir.rotateXZBy(sao->getRotation().Y);
/*infostream<<"camera_dir=("<<camera_dir.X<<","<<camera_dir.Y<<","
<<camera_dir.Z<<")"<<std::endl;*/
*/
s32 new_nearest_unsent_d = -1;
- // get view range and camera fov from the client
+ // Get view range and camera fov (radians) from the client
s16 wanted_range = sao->getWantedRange() + 1;
float camera_fov = sao->getFov();
- const s16 full_d_max = std::min(m_max_send_distance, wanted_range);
- const s16 d_opt = std::min(m_block_optimize_distance, wanted_range);
+ // Distrust client-sent FOV and get server-set player object property
+ // zoom FOV (degrees) as a check to avoid hacked clients using FOV to load
+ // distant world.
+ // (zoom is disabled by value 0)
+ float prop_zoom_fov = sao->getZoomFOV() < 0.001f ?
+ 0.0f :
+ std::max(camera_fov, sao->getZoomFOV() * core::DEGTORAD);
+
+ const s16 full_d_max = std::min(adjustDist(m_max_send_distance, prop_zoom_fov),
+ wanted_range);
+ const s16 d_opt = std::min(adjustDist(m_block_optimize_distance, prop_zoom_fov),
+ wanted_range);
const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
- //infostream << "Fov from client " << camera_fov << " full_d_max " << full_d_max << std::endl;
s16 d_max = full_d_max;
- s16 d_max_gen = std::min(m_max_gen_distance, wanted_range);
+ s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, prop_zoom_fov),
+ wanted_range);
- // Don't loop very much at a time
- s16 max_d_increment_at_time = 1;
+ // Don't loop very much at a time, adjust with distance,
+ // do more work per RTT with greater distances.
+ s16 max_d_increment_at_time = full_d_max / 9 + 1;
if (d_max > d_start + max_d_increment_at_time)
d_max = d_start + max_d_increment_at_time;
+ // cos(angle between velocity and camera) * |velocity|
+ // Limit to 0.0f in case player moves backwards.
+ f32 dot = rangelim(camera_dir.dotProduct(playerspeed), 0.0f, 300.0f);
+
+ // Reduce the field of view when a player moves and looks forward.
+ // limit max fov effect to 50%, 60% at 20n/s fly speed
+ camera_fov = camera_fov / (1 + dot / 300.0f);
+
s32 nearest_emerged_d = -1;
s32 nearest_emergefull_d = -1;
s32 nearest_sent_d = -1;
differs from day-time mesh.
*/
if (d >= d_opt) {
- if (!block->getDayNightDiff())
+ if (!block->getIsUnderground() && !block->getDayNightDiff())
continue;
}
return reply;
}
+void ClientInterface::markBlockposAsNotSent(const v3s16 &pos)
+{
+ MutexAutoLock clientslock(m_clients_mutex);
+ for (const auto &client : m_clients) {
+ if (client.second->getState() >= CS_Active)
+ client.second->SetBlockNotSent(pos);
+ }
+}
+
/**
* Verify if user limit was reached.
* User limit count all clients from HelloSent state (MT protocol user) to Active state