thread_local permits to limit variable lifetime to thread duration. Use it on each setting place which uses static to cache variable result only for thread lifetime. This permits to keep the same performance level & reconfigure server from MT gui in those various variables places.
Add thread_local to undersampling calculation too.
// Undersampling-specific stuff
static video::ITexture *image = NULL;
static v2u32 last_pixelated_size = v2u32(0, 0);
- int undersampling = g_settings->getU16("undersampling");
+ static thread_local int undersampling = g_settings->getU16("undersampling");
v2u32 pixelated_size;
v2u32 dest_size;
if (undersampling > 0) {
std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
selectionboxes->clear();
hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
- static const bool show_entity_selectionbox = g_settings->getBool(
+ static thread_local const bool show_entity_selectionbox = g_settings->getBool(
"show_entity_selectionbox");
ClientMap &map = client->getEnv().getClientMap();
bool is_valid_position;
MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
if (is_valid_position) {
- if (client->moddingEnabled() &&
+ if (client->moddingEnabled() &&
client->getScript()->on_dignode(nodepos, wasnode)) {
return;
}
ItemRotationKind rotation_kind)
{
static MeshTimeInfo rotation_time_infos[IT_ROT_NONE];
- static bool enable_animations =
+ static thread_local bool enable_animations =
g_settings->getBool("inventory_items_animations");
if (item.empty()) {
if (ambient_occlusion > 4)
{
- static const float ao_gamma = rangelim(
+ static thread_local const float ao_gamma = rangelim(
g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
// Table of gamma space multiply factors.
Check that target is reasonably close
(only when digging or placing things)
*/
- static const bool enable_anticheat = !g_settings->getBool("disable_anticheat");
+ static thread_local const bool enable_anticheat =
+ !g_settings->getBool("disable_anticheat");
+
if ((action == 0 || action == 2 || action == 3 || action == 4) &&
(enable_anticheat && !isSingleplayer())) {
float d = player_pos.getDistanceFrom(pointed_pos_under);
{
m_time += dtime;
- static const float radius =
+ static thread_local const float radius =
g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
bool unloaded = false;
ScopeProfiler sp(g_profiler, "Server: checking added and deleted objs");
// Radius inside which objects are active
- static const s16 radius =
+ static thread_local const s16 radius =
g_settings->getS16("active_object_send_range_blocks") * MAP_BLOCKSIZE;
// Radius inside which players are active
- static const bool is_transfer_limited =
+ static thread_local const bool is_transfer_limited =
g_settings->exists("unlimited_player_transfer_distance") &&
!g_settings->getBool("unlimited_player_transfer_distance");
- static const s16 player_transfer_dist = g_settings->getS16("player_transfer_distance") * MAP_BLOCKSIZE;
+ static thread_local const s16 player_transfer_dist =
+ g_settings->getS16("player_transfer_distance") * MAP_BLOCKSIZE;
s16 player_radius = player_transfer_dist;
if (player_radius == 0 && is_transfer_limited)
player_radius = radius;
{
float &counter = m_savemap_timer;
counter += dtime;
- static const float save_interval =
+ static thread_local const float save_interval =
g_settings->getFloat("server_map_save_interval");
if (counter >= save_interval) {
counter = 0.0;
const struct TileAnimationParams &animation, u8 glow)
{
DSTACK(FUNCTION_NAME);
- static const float radius =
+ static thread_local const float radius =
g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE * BS;
if (peer_id == PEER_ID_INEXISTENT) {
IntervalLimiter m_profiler_interval;
- static const float steplen = g_settings->getFloat("dedicated_server_step");
- static const float profiler_print_interval =
+ static thread_local const float steplen =
+ g_settings->getFloat("dedicated_server_step");
+ static thread_local const float profiler_print_interval =
g_settings->getFloat("profiler_print_interval");
for(;;) {
// Update this one
// NOTE: This is kind of funny on a singleplayer game, but doesn't
// really matter that much.
- static const float server_step = g_settings->getFloat("dedicated_server_step");
+ static thread_local const float server_step =
+ g_settings->getFloat("dedicated_server_step");
m_recommended_send_interval = server_step;
/*
/*
Update list of active blocks, collecting changes
*/
- static const s16 active_block_range = g_settings->getS16("active_block_range");
+ static thread_local const s16 active_block_range =
+ g_settings->getS16("active_block_range");
std::set<v3s16> blocks_removed;
std::set<v3s16> blocks_added;
m_active_blocks.update(players_blockpos, active_block_range,