# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
#full_block_send_enable_min_time_from_building = 2.0
-# Length of a server tick in dedicated server
-#dedicated_server_step = 0.05
+# Length of a server tick and the interval at which objects are generally updated over network
+#dedicated_server_step = 0.1
# Can be set to true to disable shutting down on invalid world data
#ignore_world_load_errors = false
m_time_of_day_set(false),
m_last_time_of_day_f(-1),
m_time_of_day_update_timer(0),
+ m_recommended_send_interval(0.1),
m_removed_sounds_check_timer(0)
{
m_packetcounter_timer = 0.0;
{
float &counter = m_playerpos_send_timer;
counter += dtime;
- if(counter >= 0.2)
+ if(counter >= m_recommended_send_interval)
{
counter = 0.0;
sendPlayerPos();
m_map_seed = readU64(&data[2+1+6]);
infostream<<"Client: received map seed: "<<m_map_seed<<std::endl;
}
+
+ if(datasize >= 2+1+6+8+4)
+ {
+ // Get map seed
+ m_recommended_send_interval = readF1000(&data[2+1+6+8]);
+ infostream<<"Client: received recommended send interval "
+ <<m_recommended_send_interval<<std::endl;
+ }
// Reply to server
u32 replysize = 2;
float m_last_time_of_day_f;
float m_time_of_day_update_timer;
+ // An interval for generally sending object positions and stuff
+ float m_recommended_send_interval;
+
// Sounds
float m_removed_sounds_check_timer;
// Mapping from server sound ids to our sound ids
[2] u8 deployed version
[3] v3s16 player's position + v3f(0,BS/2,0) floatToInt'd
[12] u64 map seed (new as of 2011-02-27)
+ [20] f1000 recommended send interval (in seconds) (new as of 14)
NOTE: The position in here is deprecated; position is
explicitly sent afterwards
settings->setDefault("server_unload_unused_data_timeout", "29");
settings->setDefault("server_map_save_interval", "5.3");
settings->setDefault("full_block_send_enable_min_time_from_building", "2.0");
- settings->setDefault("dedicated_server_step", "0.05");
+ settings->setDefault("dedicated_server_step", "0.1");
settings->setDefault("ignore_world_load_errors", "false");
settings->setDefault("mip_map", "false");
settings->setDefault("anisotropic_filter", "false");
m_send_recommended_timer(0),
m_active_block_interval_overload_skip(0),
m_game_time(0),
- m_game_time_fraction_counter(0)
+ m_game_time_fraction_counter(0),
+ m_recommended_send_interval(0.1)
{
}
/* Step time of day */
stepTimeOfDay(dtime);
+ // Update this one
+ // NOTE: This is kind of funny on a singleplayer game, but doesn't
+ // really matter that much.
+ m_recommended_send_interval = g_settings->getFloat("dedicated_server_step");
+
/*
Increment game time
*/
{ return m_gamedef; }
float getSendRecommendedInterval()
- {
- return 0.10;
- }
+ { return m_recommended_send_interval; }
/*
Save players
// A helper variable for incrementing the latter
float m_game_time_fraction_counter;
core::list<ABMWithState> m_abms;
+ // An interval for generally sending object positions and stuff
+ float m_recommended_send_interval;
};
#ifndef SERVER
Answer with a TOCLIENT_INIT
*/
{
- SharedBuffer<u8> reply(2+1+6+8);
+ SharedBuffer<u8> reply(2+1+6+8+4);
writeU16(&reply[0], TOCLIENT_INIT);
writeU8(&reply[2], deployed);
writeV3S16(&reply[2+1], floatToInt(playersao->getPlayer()->getPosition()+v3f(0,BS/2,0), BS));
writeU64(&reply[2+1+6], m_env->getServerMap().getSeed());
+ writeF1000(&reply[2+1+6+8], g_settings->getFloat("dedicated_server_step"));
// Send as reliable
m_con.Send(peer_id, 0, reply, true);