]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/serverenvironment.cpp
Merge branch 'master' of https://github.com/minetest/minetest
[dragonfireclient.git] / src / serverenvironment.cpp
index 6a9001052e2008c3817b324f1b7d93c20cd2e67e..2855f04b84c2f03e1460d9b8bba26fc7f05fe548 100644 (file)
@@ -378,10 +378,7 @@ void ActiveBlockList::update(std::vector<PlayerSAO*> &active_players,
        /*
                Update m_list
        */
-       m_list.clear();
-       for (v3s16 p : newlist) {
-               m_list.insert(p);
-       }
+       m_list = std::move(newlist);
 }
 
 /*
@@ -626,6 +623,9 @@ PlayerSAO *ServerEnvironment::loadPlayer(RemotePlayer *player, bool *new_player,
        /* Add object to environment */
        addActiveObject(playersao);
 
+       // Update active blocks asap so objects in those blocks appear on the client
+       m_force_update_active_blocks = true;
+
        return playersao;
 }
 
@@ -1332,13 +1332,16 @@ void ServerEnvironment::step(float dtime)
        /*
                Manage active block list
        */
-       if (m_active_blocks_management_interval.step(dtime, m_cache_active_block_mgmt_interval)) {
+       if (m_active_blocks_mgmt_interval.step(dtime, m_cache_active_block_mgmt_interval) ||
+               m_force_update_active_blocks) {
                ScopeProfiler sp(g_profiler, "ServerEnv: update active blocks", SPT_AVG);
+
                /*
                        Get player block positions
                */
                std::vector<PlayerSAO*> players;
-               for (RemotePlayer *player: m_players) {
+               players.reserve(m_players.size());
+               for (RemotePlayer *player : m_players) {
                        // Ignore disconnected players
                        if (player->getPeerId() == PEER_ID_INEXISTENT)
                                continue;
@@ -1363,8 +1366,6 @@ void ServerEnvironment::step(float dtime)
                m_active_blocks.update(players, active_block_range, active_object_range,
                        blocks_removed, blocks_added);
 
-               m_active_block_gauge->set(m_active_blocks.size());
-
                /*
                        Handle removed blocks
                */
@@ -1388,14 +1389,21 @@ void ServerEnvironment::step(float dtime)
                for (const v3s16 &p: blocks_added) {
                        MapBlock *block = m_map->getBlockOrEmerge(p);
                        if (!block) {
-                               m_active_blocks.m_list.erase(p);
-                               m_active_blocks.m_abm_list.erase(p);
+                               // TODO: The blocks removed here will only be picked up again
+                               // on the next cycle. To minimize the latency of objects being
+                               // activated we could remember the blocks pending activating
+                               // and activate them instantly as soon as they're loaded.
+                               m_active_blocks.remove(p);
                                continue;
                        }
 
                        activateBlock(block);
                }
+
+               // Some blocks may be removed again by the code above so do this here
+               m_active_block_gauge->set(m_active_blocks.size());
        }
+       m_force_update_active_blocks = false;
 
        /*
                Mess around in active blocks