m_emerger(emerger),
m_random_spawn_timer(3),
m_send_recommended_timer(0),
+ m_active_block_interval_overload_skip(0),
m_game_time(0),
m_game_time_fraction_counter(0)
{
const float abm_interval = 1.0;
if(m_active_block_modifier_interval.step(dtime, abm_interval))
- {
+ do{ // breakable
+ if(m_active_block_interval_overload_skip > 0){
+ ScopeProfiler sp(g_profiler, "SEnv: ABM overload skips");
+ m_active_block_interval_overload_skip--;
+ break;
+ }
ScopeProfiler sp(g_profiler, "SEnv: modify in blocks avg /1s", SPT_AVG);
TimeTaker timer("modify in active blocks");
infostream<<"WARNING: active block modifiers took "
<<time_ms<<"ms (longer than "
<<max_time_ms<<"ms)"<<std::endl;
+ m_active_block_interval_overload_skip = (time_ms / max_time_ms) + 1;
}
- }
+ }while(0);
/*
Step script environment (run global on_step())
IntervalLimiter m_active_blocks_management_interval;
IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;
+ int m_active_block_interval_overload_skip;
// Time from the beginning of the game in seconds.
// Incremented in step().
u32 m_game_time;
while(m_transforming_liquid.size() != 0)
{
// This should be done here so that it is done when continue is used
- if(loopcount >= initial_size * 3)
+ if(loopcount >= initial_size || loopcount >= 1000)
break;
loopcount++;