fixed face updating slowness bug
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aaafb5add0
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a18525a14e
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@ -1224,8 +1224,7 @@ bool Client::AsyncProcessData()
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}
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return false;
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/*
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LazyMeshUpdater mesh_updater(&m_env);
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/*LazyMeshUpdater mesh_updater(&m_env);
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for(;;)
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{
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bool r = AsyncProcessPacket(mesh_updater);
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@ -1233,6 +1232,7 @@ bool Client::AsyncProcessData()
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break;
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}
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return false;*/
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}
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void Client::Send(u16 channelnum, SharedBuffer<u8> data, bool reliable)
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@ -95,6 +95,7 @@ struct IncomingPacket
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s32 *m_refcount;
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};
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// TODO: Remove this. It is not used as supposed.
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class LazyMeshUpdater
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{
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public:
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@ -197,6 +197,8 @@ Before release:
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TODO: Check what goes wrong with caching map to disk (Kray)
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TODO: Remove LazyMeshUpdater. It is not used as supposed.
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Doing now:
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======================================================================
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@ -335,6 +337,7 @@ void set_default_settings()
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g_settings.set("height_randfactor", "constant 0.6");
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g_settings.set("height_base", "linear 0 35 0");
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g_settings.set("plants_amount", "1.0");
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g_settings.set("ravines_amount", "1.0");
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g_settings.set("objectdata_interval", "0.2");
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g_settings.set("active_object_range", "2");
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g_settings.set("max_simultaneous_block_sends_per_client", "2");
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@ -1024,6 +1027,7 @@ int main(int argc, char *argv[])
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MapParams map_params;
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map_params.plants_amount = g_settings.getFloat("plants_amount");
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map_params.ravines_amount = g_settings.getFloat("ravines_amount");
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/*
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Ask some stuff
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@ -1521,7 +1521,7 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
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Add ravine (randomly)
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*/
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{
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if(rand()%10 == 0)
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if(rand()%(s32)(10.0 * m_params.ravines_amount) == 0)
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{
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s16 s = 6;
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s16 x = rand()%(MAP_BLOCKSIZE-s*2-1)+s;
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@ -388,9 +388,11 @@ struct MapParams
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MapParams()
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{
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plants_amount = 1.0;
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ravines_amount = 1.0;
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//max_objects_in_block = 30;
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}
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float plants_amount;
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float ravines_amount;
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//u16 max_objects_in_block;
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};
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118
src/mapblock.cpp
118
src/mapblock.cpp
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@ -283,6 +283,98 @@ void MapBlock::updateFastFaceRow(v3s16 startpos,
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}
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}
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/*
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This is used because CMeshBuffer::append() is very slow
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*/
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struct PreMeshBuffer
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{
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video::SMaterial material;
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core::array<u16> indices;
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core::array<video::S3DVertex> vertices;
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};
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class MeshCollector
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{
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public:
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void append(
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video::SMaterial material,
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const video::S3DVertex* const vertices,
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u32 numVertices,
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const u16* const indices,
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u32 numIndices
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)
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{
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PreMeshBuffer *p = NULL;
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for(u32 i=0; i<m_prebuffers.size(); i++)
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{
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PreMeshBuffer &pp = m_prebuffers[i];
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if(pp.material != material)
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continue;
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p = &pp;
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break;
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}
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if(p == NULL)
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{
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PreMeshBuffer pp;
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pp.material = material;
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m_prebuffers.push_back(pp);
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p = &m_prebuffers[m_prebuffers.size()-1];
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}
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u32 vertex_count = p->vertices.size();
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for(u32 i=0; i<numIndices; i++)
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{
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u32 j = indices[i] + vertex_count;
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if(j > 65535)
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{
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dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
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// NOTE: Fix is to just add an another MeshBuffer
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}
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p->indices.push_back(j);
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}
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for(u32 i=0; i<numVertices; i++)
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{
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p->vertices.push_back(vertices[i]);
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}
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}
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void fillMesh(scene::SMesh *mesh)
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{
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/*dstream<<"Filling mesh with "<<m_prebuffers.size()
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<<" meshbuffers"<<std::endl;*/
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for(u32 i=0; i<m_prebuffers.size(); i++)
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{
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PreMeshBuffer &p = m_prebuffers[i];
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/*dstream<<"p.vertices.size()="<<p.vertices.size()
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<<", p.indices.size()="<<p.indices.size()
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<<std::endl;*/
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// Create meshbuffer
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// This is a "Standard MeshBuffer",
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// it's a typedeffed CMeshBuffer<video::S3DVertex>
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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// Set material
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((scene::SMeshBuffer*)buf)->Material = p.material;
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// Use VBO
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//buf->setHardwareMappingHint(scene::EHM_STATIC);
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// Add to mesh
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mesh->addMeshBuffer(buf);
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// Mesh grabbed it
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buf->drop();
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buf->append(p.vertices.pointer(), p.vertices.size(),
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p.indices.pointer(), p.indices.size());
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}
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}
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private:
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core::array<PreMeshBuffer> m_prebuffers;
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};
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void MapBlock::updateMesh()
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{
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/*v3s16 p = getPosRelative();
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@ -344,7 +436,25 @@ void MapBlock::updateMesh()
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if(fastfaces_new->getSize() > 0)
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{
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MeshCollector collector;
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core::list<FastFace*>::Iterator i = fastfaces_new->begin();
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for(; i != fastfaces_new->end(); i++)
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{
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FastFace *f = *i;
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const u16 indices[] = {0,1,2,2,3,0};
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collector.append(g_materials[f->material], f->vertices, 4,
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indices, 6);
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}
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mesh_new = new scene::SMesh();
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collector.fillMesh(mesh_new);
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#if 0
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scene::IMeshBuffer *buf = NULL;
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core::list<FastFace*>::Iterator i = fastfaces_new->begin();
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@ -378,16 +488,18 @@ void MapBlock::updateMesh()
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material_in_use = f->material;
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}
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u16 indices[] = {0,1,2,2,3,0};
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buf->append(f->vertices, 4, indices, 6);
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u16 new_indices[] = {0,1,2,2,3,0};
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//buf->append(f->vertices, 4, indices, 6);
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}
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#endif
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// Use VBO for mesh (this just would set this for ever buffer)
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//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
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/*std::cout<<"MapBlock has "<<fastfaces_new->getSize()<<" faces "
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<<"and uses "<<mesh_new->getMeshBufferCount()
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<<" materials"<<std::endl;*/
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<<" materials (meshbuffers)"<<std::endl;*/
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}
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// TODO: Get rid of the FastFace stage
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@ -380,7 +380,7 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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Also, don't send blocks that are already flying.
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*/
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if(d >= BLOCK_SEND_DISABLE_LIMITS_MAX_D)
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if(d > BLOCK_SEND_DISABLE_LIMITS_MAX_D)
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{
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JMutexAutoLock lock(m_blocks_sending_mutex);
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