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2 Commits

Author SHA1 Message Date
cora 708f797dd0
mcl_playerplus: only send object props if changed
Mineclonia currently sends bone positions and player object properties
in every globalstep resulting in about 30 TOCLIENT_ACTIVE_OBJECT_MESSAGE
per second. This commit adds conditonal set_bone_position and
set_player_properties functions so this only happens when the relevant
values have actually changed.
2021-12-03 21:58:01 +01:00
cora 0d960d1b69
replace nether dust particles with p. spawners
mineclonia uses add_particle for nether dust resulting in a 10-fold
increase in network traffic when in the nether. Nether dust is not
configurable making it impossible to turn this off for server admins.
this commit replaces the add_particle method with particle spawners
2021-12-03 21:57:53 +01:00
2 changed files with 124 additions and 51 deletions

View File

@ -1,36 +1,66 @@
mcl_weather.nether_dust = {}
mcl_weather.nether_dust.particles_count = 99
mcl_weather.nether_dust.particlespawners = {}
-- calculates coordinates and draw particles for Nether dust
mcl_weather.nether_dust.add_dust_particles = function(player)
for i=mcl_weather.nether_dust.particles_count, 1,-1 do
local rpx, rpy, rpz = mcl_weather.get_random_pos_by_player_look_dir(player)
minetest.add_particle({
pos = {x = rpx, y = rpy - math.random(6, 18), z = rpz},
velocity = {x = math.random(-30,30)*0.01, y = math.random(-15,15)*0.01, z = math.random(-30,30)*0.01},
acceleration = {x = math.random(-50,50)*0.02, y = math.random(-20,20)*0.02, z = math.random(-50,50)*0.02},
expirationtime = 3,
size = math.random(6,20)*0.01,
collisiondetection = false,
object_collision = false,
vertical = false,
glow = math.random(0,minetest.LIGHT_MAX),
texture = "mcl_particles_nether_dust"..tostring(i%3+1)..".png",
playername = player:get_player_name()
})
local psdef= {
amount = 150,
time = 0,
minpos = vector.new(-15,-15,-15),
maxpos =vector.new(15,15,15),
minvel = vector.new(-0.3,-0.15,-1),
maxvel = vector.new(0.3,0.15,0.3),
minacc = vector.new(-1,-0.4,-1),
maxacc = vector.new(1,0.4,1),
minexptime = 1,
maxexptime = 10,
minsize = 0.2,
maxsize = 0.7,
collisiondetection = false,
collision_removal = false,
object_collision = false,
vertical = false
}
local function check_player(player)
local name=player:get_player_name(name)
if mcl_worlds.has_dust(player:get_pos()) and not mcl_weather.nether_dust.particlespawners[name] then
return true
end
end
mcl_weather.nether_dust.add_particlespawners = function(player)
local name=player:get_player_name(name)
mcl_weather.nether_dust.particlespawners[name]={}
psdef.playername = name
psdef.attached = player
psdef.glow = math.random(0,minetest.LIGHT_MAX)
for i=1,3 do
psdef.texture="mcl_particles_nether_dust"..i..".png"
mcl_weather.nether_dust.particlespawners[name][i]=minetest.add_particlespawner(psdef)
end
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < 0.7 then return end
timer = 0
for _, player in ipairs(minetest.get_connected_players()) do
if not mcl_worlds.has_dust(player:get_pos()) then
return false
mcl_weather.nether_dust.delete_particlespawners = function(player)
local name=player:get_player_name(name)
if mcl_weather.nether_dust.particlespawners[name] then
for i=1,3 do
minetest.delete_particlespawner(mcl_weather.nether_dust.particlespawners[name][i])
end
mcl_weather.nether_dust.add_dust_particles(player)
mcl_weather.nether_dust.particlespawners[name]=nil
end
end
mcl_worlds.register_on_dimension_change(function(player, dimension)
if check_player(player) then
return mcl_weather.nether_dust.add_particlespawners(player)
end
mcl_weather.nether_dust.delete_particlespawners(player)
end)
minetest.register_on_joinplayer(function(player)
if check_player(player) then
mcl_weather.nether_dust.add_particlespawners(player)
end
end)
minetest.register_on_leaveplayer(function(player)
mcl_weather.nether_dust.delete_particlespawners(player)
end)

View File

@ -19,8 +19,51 @@ 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" 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 set_properties_conditional(player,props)
local oldprops=player:get_properties()
local changed=true
local p={}
for k,v in pairs(props) do
if not close_enough(v,oldprops[k]) then
p[k]=v
changed=true
end
end
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 +88,55 @@ 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