Merge pull request 'PLAYER/mcl_playerplus: send player object props only if changed' (#147) from fix-active-object-message-spam into master

Reviewed-on: Mineclonia/Mineclonia#147
Reviewed-by: erlehmann <nils+git.minetest.land@dieweltistgarnichtso.net>
This commit is contained in:
1 changed files with 129 additions and 23 deletions

View File

@ -19,8 +19,114 @@ end
local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
minetest.register_globalstep(function(dtime)
local function roundN(n, d)
if type(n) ~= "number" then return n end
local m = 10^d
return math.floor(n * m + 0.5) / m
end
local function close_enough(a,b)
local rt=true
if type(a) == "table" and type(b) == "table" then
for k,v in pairs(a) do
if roundN(v,2) ~= roundN(b[k],2) then
rt=false
break
end
end
else
rt = roundN(a,2) == roundN(b,2)
end
return rt
end
local function props_changed(props,oldprops)
local changed=false
local p={}
for k,v in pairs(props) do
if not close_enough(v,oldprops[k]) then
p[k]=v
changed=true
end
end
return changed,p
end
--test if assert works
assert(true)
assert(not false)
--test data for == and ~=
local test_equal1=42
local test_equal2=42.0
local test_equal3=42.1
assert(test_equal1==test_equal1)
assert(test_equal1==test_equal2)
assert(test_equal1~=test_equal3)
--testdata for roundN
local test_round1=15
local test_round2=15.00199999999
local test_round3=15.00111111
local test_round4=15.00999999
assert(roundN(test_round1,2)==roundN(test_round1,2)) --test again if basic equality works because wth not
assert(roundN(test_round1,2)==roundN(test_round2,2))
assert(roundN(test_round1,2)==roundN(test_round3,2))
assert(roundN(test_round1,2)~=roundN(test_round4,2))
-- tests for close_enough
local test_cb = {-0.35,0,-0.35,0.35,0.8,0.35} --collisionboxes
local test_cb_close = {-0.351213,0,-0.35,0.35,0.8,0.351212}
local test_cb_diff = {-0.35,0,-1.35,0.35,0.8,0.35}
local test_eh = 1.65 --eye height
local test_eh_close = 1.65123123
local test_eh_diff = 1.35
local test_nt = { r = 225, b = 225, a = 225, g = 225 } --nametag
local test_nt_diff = { r = 225, b = 225, a = 0, g = 225 }
assert(close_enough(test_cb,test_cb_close))
assert(not close_enough(test_cb,test_cb_diff))
assert(close_enough(test_eh,test_eh_close))
assert(not close_enough(test_eh,test_eh_diff))
assert(not close_enough(test_nt,test_nt_diff)) --no floats involved here
--tests for props_changed
local test_properties_set1={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_properties_set2={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_p1,p=props_changed(test_properties_set1,test_properties_set1)
local test_p2,p=props_changed(test_properties_set1,test_properties_set2)
assert(not test_p1)
assert(test_p2)
-- we still don't really know if lua is lying to us! but at least everything *seems* to be ok
local function set_properties_conditional(player,props)
local changed,p=props_changed(props,player:get_properties())
if changed then
player:set_properties(p)
end
end
local function set_bone_position_conditional(player,b,p,r) --bone,position,rotation
local oldp,oldr=player:get_bone_position(b)
if vector.equals(vector.round(oldp),vector.round(p)) and vector.equals(vector.round(oldr),vector.round(r)) then
return
end
player:set_bone_position(b,p,r)
end
minetest.register_globalstep(function(dtime)
time = time + dtime
-- Update jump status immediately since we need this info in real time.
@ -45,55 +151,55 @@ minetest.register_globalstep(function(dtime)
-- controls right and left arms pitch when shooting a bow or punching
if string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
elseif controls.LMB and player:get_attach() == nil then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
else
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
end
if controls.sneak and player:get_attach() == nil then
-- controls head pitch when sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
-- sneaking body conrols
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
elseif minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true then
-- set head pitch and yaw when swimming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
-- control body bone when swimming
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,player_vel_yaw * -1 - yaw + 180,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,player_vel_yaw * -1 - yaw + 180,0))
elseif player:get_attach() == nil then
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
if player_velocity.x > 0.35 or player_velocity.z > 0.35 or player_velocity.x < -0.35 or player_velocity.z < -0.35 then
if player_vel_yaw * -1 - yaw < 90 or player_vel_yaw * -1 - yaw > 270 then
-- controls head and Body_Control bones while moving backwards
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1,0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw,0))
else
-- controls head and Body_Control bones while moving forwards
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1 + 180,0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw + 180,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1 + 180,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw + 180,0))
end
else
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
end
else
local attached = player:get_attach(parent)
local attached_yaw = degrees(attached:get_yaw())
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,degrees(player:get_look_horizontal()) * -1 + attached_yaw,0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch,degrees(player:get_look_horizontal()) * -1 + attached_yaw,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
end
if mcl_playerplus_internal[name].jump_cooldown > 0 then