Instead of create fake events on the stack on each loop call (Game::run), verify is queue is empty or not and handle event directly if there is.
This prevents fake ClientEvent creation & memory allocations
Same fix is also applied on ClientEnvironment, & rename getClientEvent to getClientEnvEvent to match ClientEnvEvent object
/*
Get events
*/
- for(;;) {
- ClientEnvEvent event = m_env.getClientEvent();
- if(event.type == CEE_NONE) {
- break;
- }
- else if(event.type == CEE_PLAYER_DAMAGE) {
- if(m_ignore_damage_timer <= 0) {
- u8 damage = event.player_damage.amount;
+ while (m_env.hasClientEnvEvents()) {
+ ClientEnvEvent envEvent = m_env.getClientEnvEvent();
+
+ if (envEvent.type == CEE_PLAYER_DAMAGE) {
+ if (m_ignore_damage_timer <= 0) {
+ u8 damage = envEvent.player_damage.amount;
- if(event.player_damage.send_to_server)
+ if (envEvent.player_damage.send_to_server)
sendDamage(damage);
// Add to ClientEvent queue
}
}
// Protocol v29 or greater obsoleted this event
- else if (event.type == CEE_PLAYER_BREATH && m_proto_ver < 29) {
- u16 breath = event.player_breath.amount;
+ else if (envEvent.type == CEE_PLAYER_BREATH && m_proto_ver < 29) {
+ u16 breath = envEvent.player_breath.amount;
sendBreath(breath);
}
}
ClientEvent Client::getClientEvent()
{
- ClientEvent event;
- if (m_client_event_queue.empty()) {
- event.type = CE_NONE;
- }
- else {
- event = m_client_event_queue.front();
- m_client_event_queue.pop();
- }
+ FATAL_ERROR_IF(m_client_event_queue.empty(),
+ "Cannot getClientEvent, queue is empty.");
+
+ ClientEvent event = m_client_event_queue.front();
+ m_client_event_queue.pop();
return event;
}
void updateCameraOffset(v3s16 camera_offset)
{ m_mesh_update_thread.m_camera_offset = camera_offset; }
- // Get event from queue. CE_NONE is returned if queue is empty.
+ bool hasClientEvents() const { return !m_client_event_queue.empty(); }
+ // Get event from queue. If queue is empty, it triggers an assertion failure.
ClientEvent getClientEvent();
bool accessDenied() const { return m_access_denied; }
}
}
-ClientEnvEvent ClientEnvironment::getClientEvent()
+ClientEnvEvent ClientEnvironment::getClientEnvEvent()
{
- ClientEnvEvent event;
- if(m_client_event_queue.empty())
- event.type = CEE_NONE;
- else {
- event = m_client_event_queue.front();
- m_client_event_queue.pop();
- }
+ FATAL_ERROR_IF(m_client_event_queue.empty(),
+ "ClientEnvironment::getClientEnvEvent(): queue is empty");
+
+ ClientEnvEvent event = m_client_event_queue.front();
+ m_client_event_queue.pop();
return event;
}
void getActiveObjects(v3f origin, f32 max_d,
std::vector<DistanceSortedActiveObject> &dest);
- // Get event from queue. CEE_NONE is returned if queue is empty.
- ClientEnvEvent getClientEvent();
+ bool hasClientEnvEvents() const { return !m_client_event_queue.empty(); }
+ // Get event from queue. If queue is empty, it triggers an assertion failure.
+ ClientEnvEvent getClientEnvEvent();
/*!
* Gets closest object pointed by the shootline.
void Game::processClientEvents(CameraOrientation *cam)
{
- ClientEvent event = client->getClientEvent();
-
LocalPlayer *player = client->getEnv().getLocalPlayer();
- for ( ; event.type != CE_NONE; event = client->getClientEvent()) {
+ while (client->hasClientEvents()) {
+ ClientEvent event = client->getClientEvent();
switch (event.type) {
case CE_PLAYER_DAMAGE: