while(m_transforming_liquid.size() != 0)
{
// This should be done here so that it is done when continue is used
- if(loopcount >= initial_size || loopcount >= 1000)
+ if(loopcount >= initial_size || loopcount >= 10000)
break;
loopcount++;
// Find out whether there is a suspect for this action
std::string suspect;
if(m_gamedef->rollback()){
- // Max. 5 seconds ago, shortcut at 98 points
- suspect = m_gamedef->rollback()->getSuspect(p0, 5, 95);
+ suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
}
if(!suspect.empty()){
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+#define POINTS_PER_NODE (16.0)
+
// Get nearness factor for subject's action for this action
// Return value: 0 = impossible, >0 = factor
static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t,
return 0; // 0 = cannot be
// Start from 100
int f = 100;
- // Distance (1 node = -1 point)
- f -= 1.0 * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1));
- // Time (1 second = -1 point)
- f -= 1.0 * (action_t - suspect_t);
+ // Distance (1 node = -x points)
+ f -= POINTS_PER_NODE * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1));
+ // Time (1 second = -x points)
+ f -= 1 * (action_t - suspect_t);
// If is a guess, halve the points
if(is_guess)
f *= 0.5;
v3s16 p;
if(!action.getPosition(&p))
return;
- // 60s default timeframe, 95 points shortcut
- action.actor = getSuspect(p, 60, 95);
+ action.actor = getSuspect(p, 83, 1);
if(action.actor.empty())
return;
action.actor_is_guess = true;
m_current_actor = actor;
m_current_actor_is_guess = is_guess;
}
- std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut)
+ std::string getSuspect(v3s16 p, float nearness_shortcut, float min_nearness)
{
if(m_current_actor != "")
return m_current_actor;
int cur_time = time(0);
- int first_time = cur_time - max_time;
+ int first_time = cur_time - (100-min_nearness);
RollbackAction likely_suspect;
float likely_suspect_nearness = 0;
for(std::list<RollbackAction>::const_reverse_iterator
continue;
float f = getSuspectNearness(i->actor_is_guess, suspect_p,
i->unix_time, p, cur_time);
- if(f > likely_suspect_nearness){
+ if(f >= min_nearness && f > likely_suspect_nearness){
likely_suspect_nearness = f;
likely_suspect = *i;
if(likely_suspect_nearness >= nearness_shortcut)
virtual std::string getActor() = 0;
virtual bool isActorGuess() = 0;
virtual void setActor(const std::string &actor, bool is_guess) = 0;
- // nearness_shortcut: 100 = same second, same node; 90 = 10s or 10 nodes
- virtual std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut) = 0;
+ virtual std::string getSuspect(v3s16 p, float nearness_shortcut,
+ float min_nearness) = 0;
virtual ~IRollbackManager(){}
virtual void flush() = 0;
virtual std::string getActor() = 0;
virtual bool isActorGuess() = 0;
virtual void setActor(const std::string &actor, bool is_guess) = 0;
- // nearness_shortcut: 100 = same second, same node; 90 = 10s or 10 nodes
- virtual std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut=98) = 0;
+ virtual std::string getSuspect(v3s16 p, float nearness_shortcut,
+ float min_nearness) = 0;
};
class RollbackScopeActor