Particles: Do not send single particles to distant clients (#5760)

Previously, every individual particle on a server is sent to, and rendered by
(even if not actually visible), every client regardless of distance. This
significantly reduces client FPS and creates unnecessary network traffic.
Maximum distance is set by 'max block send distance' as this determines how far
a client is able to see.
This commit is contained in:
Paramat 2017-05-17 09:37:28 +01:00 committed by Loïc Blot
parent 287605ca81
commit 0443620c5e
1 changed files with 13 additions and 1 deletions

View File

@ -1707,13 +1707,25 @@ void Server::SendSpawnParticle(u16 peer_id, u16 protocol_version,
const struct TileAnimationParams &animation, u8 glow) const struct TileAnimationParams &animation, u8 glow)
{ {
DSTACK(FUNCTION_NAME); DSTACK(FUNCTION_NAME);
static const float radius =
g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE * BS;
if (peer_id == PEER_ID_INEXISTENT) { if (peer_id == PEER_ID_INEXISTENT) {
// This sucks and should be replaced by a better solution in a refactor:
std::vector<u16> clients = m_clients.getClientIDs(); std::vector<u16> clients = m_clients.getClientIDs();
for (std::vector<u16>::iterator i = clients.begin(); i != clients.end(); ++i) { for (std::vector<u16>::iterator i = clients.begin(); i != clients.end(); ++i) {
RemotePlayer *player = m_env->getPlayer(*i); RemotePlayer *player = m_env->getPlayer(*i);
if (!player) if (!player)
continue; continue;
PlayerSAO *sao = player->getPlayerSAO();
if (!sao)
continue;
// Do not send to distant clients
if (sao->getBasePosition().getDistanceFrom(pos * BS) > radius)
continue;
SendSpawnParticle(*i, player->protocol_version, SendSpawnParticle(*i, player->protocol_version,
pos, velocity, acceleration, pos, velocity, acceleration,
expirationtime, size, collisiondetection, expirationtime, size, collisiondetection,