Made mesh update on node addition asynchronous on client, to reduce frametime spikes
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@ -1800,14 +1800,15 @@ void Client::addNode(v3s16 p, MapNode n)
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catch(InvalidPositionException &e)
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{}
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TimeTaker timer2("Client::addNode(): updateMeshes");
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//TimeTaker timer2("Client::addNode(): updateMeshes");
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for(core::map<v3s16, MapBlock * >::Iterator
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i = modified_blocks.getIterator();
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i.atEnd() == false; i++)
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{
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v3s16 p = i.getNode()->getKey();
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m_env.getClientMap().updateMeshes(p, m_env.getDayNightRatio());
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//m_env.getClientMap().updateMeshes(p, m_env.getDayNightRatio());
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addUpdateMeshTaskWithEdge(p);
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}
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}
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11
src/main.cpp
11
src/main.cpp
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@ -116,6 +116,11 @@ Gaming ideas:
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Game content:
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-------------
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- Glass blocks
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- WHen furnace is destroyed, move items to player's inventory
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- Growing grass, decaying leaves
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- This can be done in the active blocks I guess.
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- Lots of stuff can be done in the active blocks.
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- Uh, is there an active block list somewhere?
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Documentation:
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--------------
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@ -162,7 +167,7 @@ TODO: Make fetching sector's blocks more efficient when rendering
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TODO: Flowing water animation
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* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
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SUGG: Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
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SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
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animating them is easier.
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@ -190,6 +195,10 @@ SUGG: Add a "description" field to InventoryList and show it in
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GUIInventoryMenu
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- If separate menus are made for everything, this is not needed
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TODO: See what is the main slowdown when a node is added or removed
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and make it asynchronous at least for other players
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- It probably is updateMeshes. How 'bout making it asynchronous?
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Server:
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-------
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