Use std::queue instead of std::set, we don't need such a heavy container.
Don't convert position to int to convert it back to float in the next function.
Finds out what new objects have been added to
inside a radius around a position
*/
-void ServerEnvironment::getAddedActiveObjects(v3s16 pos, s16 radius,
+void ServerEnvironment::getAddedActiveObjects(Player *player, s16 radius,
s16 player_radius,
std::set<u16> ¤t_objects,
- std::set<u16> &added_objects)
+ std::queue<u16> &added_objects)
{
- v3f pos_f = intToFloat(pos, BS);
f32 radius_f = radius * BS;
f32 player_radius_f = player_radius * BS;
*/
for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
- i != m_active_objects.end(); ++i)
- {
+ i != m_active_objects.end(); ++i) {
u16 id = i->first;
+
// Get object
ServerActiveObject *object = i->second;
if(object == NULL)
continue;
+
// Discard if removed or deactivating
if(object->m_removed || object->m_pending_deactivation)
continue;
- f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f);
+ f32 distance_f = object->getBasePosition().getDistanceFrom(player->getPosition());
if (object->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
// Discard if too far
if (distance_f > player_radius_f && player_radius_f != 0)
if(n != current_objects.end())
continue;
// Add to added_objects
- added_objects.insert(id);
+ added_objects.push(id);
}
}
Finds out what objects have been removed from
inside a radius around a position
*/
-void ServerEnvironment::getRemovedActiveObjects(v3s16 pos, s16 radius,
+void ServerEnvironment::getRemovedActiveObjects(Player *player, s16 radius,
s16 player_radius,
std::set<u16> ¤t_objects,
- std::set<u16> &removed_objects)
+ std::queue<u16> &removed_objects)
{
- v3f pos_f = intToFloat(pos, BS);
f32 radius_f = radius * BS;
f32 player_radius_f = player_radius * BS;
u16 id = *i;
ServerActiveObject *object = getActiveObject(id);
- if(object == NULL){
- infostream<<"ServerEnvironment::getRemovedActiveObjects():"
- <<" object in current_objects is NULL"<<std::endl;
- removed_objects.insert(id);
+ if (object == NULL) {
+ infostream << "ServerEnvironment::getRemovedActiveObjects():"
+ << " object in current_objects is NULL" << std::endl;
+ removed_objects.push(id);
continue;
}
- if(object->m_removed || object->m_pending_deactivation)
- {
- removed_objects.insert(id);
+ if (object->m_removed || object->m_pending_deactivation) {
+ removed_objects.push(id);
continue;
}
- f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f);
+ f32 distance_f = object->getBasePosition().getDistanceFrom(player->getPosition());
if (object->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
if (distance_f <= player_radius_f || player_radius_f == 0)
continue;
continue;
// Object is no longer visible
- removed_objects.insert(id);
+ removed_objects.push(id);
}
}
Find out what new objects have been added to
inside a radius around a position
*/
- void getAddedActiveObjects(v3s16 pos, s16 radius,
+ void getAddedActiveObjects(Player *player, s16 radius,
s16 player_radius,
std::set<u16> ¤t_objects,
- std::set<u16> &added_objects);
+ std::queue<u16> &added_objects);
/*
Find out what new objects have been removed from
inside a radius around a position
*/
- void getRemovedActiveObjects(v3s16 pos, s16 radius,
+ void getRemovedActiveObjects(Player* player, s16 radius,
s16 player_radius,
std::set<u16> ¤t_objects,
- std::set<u16> &removed_objects);
+ std::queue<u16> &removed_objects);
/*
Get the next message emitted by some active object.
radius *= MAP_BLOCKSIZE;
player_radius *= MAP_BLOCKSIZE;
- for(std::map<u16, RemoteClient*>::iterator
+ for (std::map<u16, RemoteClient*>::iterator
i = clients.begin();
- i != clients.end(); ++i)
- {
+ i != clients.end(); ++i) {
RemoteClient *client = i->second;
// If definitions and textures have not been sent, don't
continue;
Player *player = m_env->getPlayer(client->peer_id);
- if(player==NULL)
- {
+ if(player == NULL) {
// This can happen if the client timeouts somehow
/*infostream<<"WARNING: "<<__FUNCTION_NAME<<": Client "
<<client->peer_id
<<" has no associated player"<<std::endl;*/
continue;
}
- v3s16 pos = floatToInt(player->getPosition(), BS);
- std::set<u16> removed_objects;
- std::set<u16> added_objects;
- m_env->getRemovedActiveObjects(pos, radius, player_radius,
+ std::queue<u16> removed_objects;
+ std::queue<u16> added_objects;
+ m_env->getRemovedActiveObjects(player, radius, player_radius,
client->m_known_objects, removed_objects);
- m_env->getAddedActiveObjects(pos, radius, player_radius,
+ m_env->getAddedActiveObjects(player, radius, player_radius,
client->m_known_objects, added_objects);
// Ignore if nothing happened
- if(removed_objects.empty() && added_objects.empty())
- {
- //infostream<<"active objects: none changed"<<std::endl;
+ if (removed_objects.empty() && added_objects.empty()) {
continue;
}
// Handle removed objects
writeU16((u8*)buf, removed_objects.size());
data_buffer.append(buf, 2);
- for(std::set<u16>::iterator
- i = removed_objects.begin();
- i != removed_objects.end(); ++i)
- {
+ while (!removed_objects.empty()) {
// Get object
- u16 id = *i;
+ u16 id = removed_objects.front();
ServerActiveObject* obj = m_env->getActiveObject(id);
// Add to data buffer for sending
if(obj && obj->m_known_by_count > 0)
obj->m_known_by_count--;
+ removed_objects.pop();
}
// Handle added objects
writeU16((u8*)buf, added_objects.size());
data_buffer.append(buf, 2);
- for(std::set<u16>::iterator
- i = added_objects.begin();
- i != added_objects.end(); ++i)
- {
+ while (!added_objects.empty()) {
// Get object
- u16 id = *i;
+ u16 id = added_objects.front();
ServerActiveObject* obj = m_env->getActiveObject(id);
// Get object type
if(obj)
obj->m_known_by_count++;
+
+ added_objects.pop();
}
u32 pktSize = SendActiveObjectRemoveAdd(client->peer_id, data_buffer);