Fix and tune block sending
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d47120aeb3
commit
3a06fb8831
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@ -143,8 +143,8 @@
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#active_block_range = 2
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#max_simultaneous_block_sends_per_client = 2
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#max_simultaneous_block_sends_server_total = 8
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#max_block_send_distance = 8
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#max_block_generate_distance = 8
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#max_block_send_distance = 7
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#max_block_generate_distance = 5
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#time_send_interval = 20
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# Length of day/night cycle. 72=20min, 360=4min, 1=24hour
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#time_speed = 72
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@ -156,7 +156,7 @@ void * MeshUpdateThread::Thread()
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continue;
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}
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ScopeProfiler sp(g_profiler, "mesh make");
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ScopeProfiler sp(g_profiler, "Client: Mesh making");
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scene::SMesh *mesh_new = NULL;
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mesh_new = makeMapBlockMesh(q->data);
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@ -101,8 +101,8 @@ void set_default_settings(Settings *settings)
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// This causes frametime jitter on client side, or does it?
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settings->setDefault("max_simultaneous_block_sends_per_client", "2");
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settings->setDefault("max_simultaneous_block_sends_server_total", "8");
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settings->setDefault("max_block_send_distance", "8");
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settings->setDefault("max_block_generate_distance", "8");
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settings->setDefault("max_block_send_distance", "7");
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settings->setDefault("max_block_generate_distance", "5");
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settings->setDefault("time_send_interval", "20");
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settings->setDefault("time_speed", "96");
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settings->setDefault("server_unload_unused_data_timeout", "60");
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114
src/server.cpp
114
src/server.cpp
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@ -354,11 +354,10 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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// Increment timers
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m_nothing_to_send_pause_timer -= dtime;
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m_nearest_unsent_reset_timer += dtime;
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if(m_nothing_to_send_pause_timer >= 0)
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{
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// Keep this reset
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m_nearest_unsent_reset_timer = 0;
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return;
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}
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@ -410,17 +409,13 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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/*infostream<<"m_nearest_unsent_reset_timer="
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<<m_nearest_unsent_reset_timer<<std::endl;*/
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// This has to be incremented only when the nothing to send pause
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// is not active
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m_nearest_unsent_reset_timer += dtime;
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// Reset periodically to avoid possible bugs or other mishaps
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if(m_nearest_unsent_reset_timer > 10.0)
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// Reset periodically to workaround for some bugs or stuff
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if(m_nearest_unsent_reset_timer > 20.0)
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{
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m_nearest_unsent_reset_timer = 0;
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m_nearest_unsent_d = 0;
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/*infostream<<"Resetting m_nearest_unsent_d for "
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<<server->getPlayerName(peer_id)<<std::endl;*/
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//infostream<<"Resetting m_nearest_unsent_d for "
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// <<server->getPlayerName(peer_id)<<std::endl;
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}
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//s16 last_nearest_unsent_d = m_nearest_unsent_d;
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@ -463,22 +458,24 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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s16 d_max_gen = g_settings->getS16("max_block_generate_distance");
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// Don't loop very much at a time
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if(d_max > d_start+1)
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d_max = d_start+1;
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s16 max_d_increment_at_time = 2;
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if(d_max > d_start + max_d_increment_at_time)
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d_max = d_start + max_d_increment_at_time;
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/*if(d_max_gen > d_start+2)
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d_max_gen = d_start+2;*/
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//infostream<<"Starting from "<<d_start<<std::endl;
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bool sending_something = false;
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bool no_blocks_found_for_sending = true;
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s32 nearest_emerged_d = -1;
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s32 nearest_emergefull_d = -1;
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s32 nearest_sent_d = -1;
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bool queue_is_full = false;
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s16 d;
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for(d = d_start; d <= d_max; d++)
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{
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/*errorstream<<"checking d="<<d<<" for "
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<<server->getPlayerName(peer_id)<<std::endl;*/
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//infostream<<"RemoteClient::SendBlocks(): d="<<d<<std::endl;
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/*
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@ -550,12 +547,12 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
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generate = false;*/
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// Limit the send area vertically to 2/3
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if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
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// Limit the send area vertically to 1/2
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if(abs(p.Y - center.Y) > d_max / 2)
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continue;
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}
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#if 1
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#if 0
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/*
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If block is far away, don't generate it unless it is
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near ground level.
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@ -588,7 +585,7 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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#endif
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//infostream<<"d="<<d<<std::endl;
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#if 1
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/*
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Don't generate or send if not in sight
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FIXME This only works if the client uses a small enough
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@ -600,7 +597,7 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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{
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continue;
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}
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#endif
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/*
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Don't send already sent blocks
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*/
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@ -658,7 +655,7 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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Block is near ground level if night-time mesh
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differs from day-time mesh.
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*/
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if(d > 3)
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if(d >= 4)
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{
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if(block->dayNightDiffed() == false)
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continue;
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@ -676,18 +673,6 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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continue;
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}
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/*
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Record the lowest d from which a block has been
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found being not sent and possibly to exist
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*/
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if(no_blocks_found_for_sending)
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{
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if(generate == true)
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new_nearest_unsent_d = d;
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}
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no_blocks_found_for_sending = false;
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/*
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Add inexistent block to emerge queue.
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*/
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@ -697,7 +682,8 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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// Allow only one block in emerge queue
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//if(server->m_emerge_queue.peerItemCount(peer_id) < 1)
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// Allow two blocks in queue per client
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if(server->m_emerge_queue.peerItemCount(peer_id) < 2)
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//if(server->m_emerge_queue.peerItemCount(peer_id) < 2)
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if(server->m_emerge_queue.peerItemCount(peer_id) < 25)
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{
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//infostream<<"Adding block to emerge queue"<<std::endl;
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@ -709,55 +695,63 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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server->m_emerge_queue.addBlock(peer_id, p, flags);
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server->m_emergethread.trigger();
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if(nearest_emerged_d == -1)
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nearest_emerged_d = d;
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} else {
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if(nearest_emergefull_d == -1)
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nearest_emergefull_d = d;
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}
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// get next one.
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continue;
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}
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if(nearest_sent_d == -1)
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nearest_sent_d = d;
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/*
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Add block to send queue
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*/
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/*errorstream<<"sending from d="<<d<<" to "
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<<server->getPlayerName(peer_id)<<std::endl;*/
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PrioritySortedBlockTransfer q((float)d, p, peer_id);
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dest.push_back(q);
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num_blocks_selected += 1;
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sending_something = true;
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}
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}
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queue_full_break:
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//infostream<<"Stopped at "<<d<<std::endl;
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if(no_blocks_found_for_sending)
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{
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if(queue_is_full == false)
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new_nearest_unsent_d = d;
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// If nothing was found for sending and nothing was queued for
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// emerging, continue next time browsing from here
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if(nearest_emerged_d != -1){
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new_nearest_unsent_d = nearest_emerged_d;
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} else if(nearest_emergefull_d != -1){
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new_nearest_unsent_d = nearest_emergefull_d;
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} else {
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if(d > g_settings->getS16("max_block_send_distance")){
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new_nearest_unsent_d = 0;
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m_nothing_to_send_pause_timer = 2.0;
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/*infostream<<"GetNextBlocks(): d wrapped around for "
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<<server->getPlayerName(peer_id)
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<<"; setting to 0 and pausing"<<std::endl;*/
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} else {
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if(nearest_sent_d != -1)
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new_nearest_unsent_d = nearest_sent_d;
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else
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new_nearest_unsent_d = d;
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}
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}
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if(new_nearest_unsent_d != -1)
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m_nearest_unsent_d = new_nearest_unsent_d;
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if(sending_something == false)
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{
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m_nothing_to_send_counter++;
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if((s16)m_nothing_to_send_counter >=
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g_settings->getS16("max_block_send_distance"))
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{
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// Pause time in seconds
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m_nothing_to_send_pause_timer = 1.0;
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/*infostream<<"nothing to send to "
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<<server->getPlayerName(peer_id)
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<<" (d="<<d<<")"<<std::endl;*/
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}
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}
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else
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{
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m_nothing_to_send_counter = 0;
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}
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/*timer_result = timer.stop(true);
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if(timer_result != 0)
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infostream<<"GetNextBlocks duration: "<<timer_result<<" (!=0)"<<std::endl;*/
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@ -1470,7 +1464,7 @@ void Server::AsyncRunStep()
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JMutexAutoLock envlock(m_env_mutex);
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JMutexAutoLock conlock(m_con_mutex);
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ScopeProfiler sp(g_profiler, "Server: sending object messages");
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//ScopeProfiler sp(g_profiler, "Server: sending object messages");
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// Key = object id
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// Value = data sent by object
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@ -1710,7 +1704,7 @@ void Server::AsyncRunStep()
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JMutexAutoLock lock1(m_env_mutex);
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JMutexAutoLock lock2(m_con_mutex);
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ScopeProfiler sp(g_profiler, "Server: sending player positions");
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//ScopeProfiler sp(g_profiler, "Server: sending player positions");
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SendObjectData(counter);
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