modconf.printUnsatisfiedModsError();
}
- Settings worldmt_settings;
- std::string worldmt = m_path_world + DIR_DELIM + "world.mt";
- worldmt_settings.readConfigFile(worldmt.c_str());
- std::vector<std::string> names = worldmt_settings.getNames();
- std::set<std::string> load_mod_names;
- for(std::vector<std::string>::iterator it = names.begin();
- it != names.end(); ++it) {
- std::string name = *it;
- if(name.compare(0,9,"load_mod_")==0 && worldmt_settings.getBool(name))
- load_mod_names.insert(name.substr(9));
- }
- // complain about mods declared to be loaded, but not found
- for(std::vector<ModSpec>::iterator it = m_mods.begin();
- it != m_mods.end(); ++it)
- load_mod_names.erase((*it).name);
- for(std::vector<ModSpec>::iterator it = unsatisfied_mods.begin();
- it != unsatisfied_mods.end(); ++it)
- load_mod_names.erase((*it).name);
- if(!load_mod_names.empty()) {
- errorstream << "The following mods could not be found:";
- for(std::set<std::string>::iterator it = load_mod_names.begin();
- it != load_mod_names.end(); ++it)
- errorstream << " \"" << (*it) << "\"";
- errorstream << std::endl;
- }
-
//lock environment
MutexAutoLock envlock(m_env_mutex);
if (!string_allowed(mod.name, MODNAME_ALLOWED_CHARS)) {
throw ModError("Error loading mod \"" + mod.name +
"\": Mod name does not follow naming conventions: "
- "Only chararacters [a-z0-9_] are allowed.");
+ "Only characters [a-z0-9_] are allowed.");
}
std::string script_path = mod.path + DIR_DELIM + "init.lua";
infostream << " [" << padStringRight(mod.name, 12) << "] [\""
const struct TileAnimationParams &animation, u8 glow)
{
DSTACK(FUNCTION_NAME);
+ static const float radius =
+ g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE * BS;
+
if (peer_id == PEER_ID_INEXISTENT) {
- // This sucks and should be replaced by a better solution in a refactor:
std::vector<u16> clients = m_clients.getClientIDs();
+
for (std::vector<u16>::iterator i = clients.begin(); i != clients.end(); ++i) {
RemotePlayer *player = m_env->getPlayer(*i);
if (!player)
continue;
+
+ PlayerSAO *sao = player->getPlayerSAO();
+ if (!sao)
+ continue;
+
+ // Do not send to distant clients
+ if (sao->getBasePosition().getDistanceFrom(pos * BS) > radius)
+ continue;
+
SendSpawnParticle(*i, player->protocol_version,
pos, velocity, acceleration,
expirationtime, size, collisiondetection,