ABM and liquid overload skip
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@ -326,6 +326,7 @@ ServerEnvironment::ServerEnvironment(ServerMap *map, lua_State *L,
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m_emerger(emerger),
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m_random_spawn_timer(3),
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m_send_recommended_timer(0),
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m_active_block_interval_overload_skip(0),
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m_game_time(0),
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m_game_time_fraction_counter(0)
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{
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@ -1095,7 +1096,12 @@ void ServerEnvironment::step(float dtime)
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const float abm_interval = 1.0;
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if(m_active_block_modifier_interval.step(dtime, abm_interval))
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{
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do{ // breakable
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if(m_active_block_interval_overload_skip > 0){
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ScopeProfiler sp(g_profiler, "SEnv: ABM overload skips");
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m_active_block_interval_overload_skip--;
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break;
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}
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ScopeProfiler sp(g_profiler, "SEnv: modify in blocks avg /1s", SPT_AVG);
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TimeTaker timer("modify in active blocks");
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@ -1128,8 +1134,9 @@ void ServerEnvironment::step(float dtime)
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infostream<<"WARNING: active block modifiers took "
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<<time_ms<<"ms (longer than "
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<<max_time_ms<<"ms)"<<std::endl;
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m_active_block_interval_overload_skip = (time_ms / max_time_ms) + 1;
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}
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}
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}while(0);
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/*
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Step script environment (run global on_step())
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@ -360,6 +360,7 @@ private:
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IntervalLimiter m_active_blocks_management_interval;
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IntervalLimiter m_active_block_modifier_interval;
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IntervalLimiter m_active_blocks_nodemetadata_interval;
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int m_active_block_interval_overload_skip;
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// Time from the beginning of the game in seconds.
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// Incremented in step().
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u32 m_game_time;
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@ -1636,7 +1636,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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while(m_transforming_liquid.size() != 0)
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{
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// This should be done here so that it is done when continue is used
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if(loopcount >= initial_size * 3)
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if(loopcount >= initial_size || loopcount >= 1000)
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break;
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loopcount++;
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