/* 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;
+ // Update active blocks quickly for a bit so objects in those blocks appear on the client
+ m_fast_active_block_divider = 10;
return playersao;
}
/*
Manage active block list
*/
- if (m_active_blocks_mgmt_interval.step(dtime, m_cache_active_block_mgmt_interval) ||
- m_force_update_active_blocks) {
+ if (m_active_blocks_mgmt_interval.step(dtime, m_cache_active_block_mgmt_interval / m_fast_active_block_divider)) {
ScopeProfiler sp(g_profiler, "ServerEnv: update active blocks", SPT_AVG);
/*
// Some blocks may be removed again by the code above so do this here
m_active_block_gauge->set(m_active_blocks.size());
+
+ if (m_fast_active_block_divider > 1)
+ --m_fast_active_block_divider;
}
- m_force_update_active_blocks = false;
/*
Mess around in active blocks
IntervalLimiter m_object_management_interval;
// List of active blocks
ActiveBlockList m_active_blocks;
- bool m_force_update_active_blocks = false;
+ int m_fast_active_block_divider = 1;
IntervalLimiter m_active_blocks_mgmt_interval;
IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;