Only set/send player properties if necessary

Before this patch, Mineclonia set (and therefore sent) player bone
positions and player properties in every globalstep. This results in
about 30 TOCLIENT_ACTIVE_OBJECT_MESSAGE per second per player. This
patch adds conditional functions to set bone positions and properties.
The functions set values only when they have changed, reducing traffic.
This commit is contained in:
cora 2021-09-13 23:45:53 +02:00 committed by Nils Dagsson Moskopp
parent 10670d5c10
commit d77f31eab8
No known key found for this signature in database
GPG Key ID: A3BC671C35191080
1 changed files with 66 additions and 23 deletions

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@ -19,8 +19,51 @@ end
local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
minetest.register_globalstep(function(dtime)
local function roundN(n, d)
if type(n) ~= "number" then return n end
local m = 10^d
return math.floor(n * m + 0.5) / m
end
local function close_enough(a,b)
local rt=true
if type(a) == "table" and type(b) == "table" then
for k,v in pairs(a) do
if roundN(v,2) ~= roundN(b[k],2) then
rt=false
break
end
end
else
rt = roundN(a,2) == roundN(b,2)
end
return rt
end
local function set_properties_conditional(player,props)
local oldprops=player:get_properties()
local changed=true
local p={}
for k,v in pairs(props) do
if not close_enough(v,oldprops[k]) then
p[k]=v
changed=true
end
end
if changed then
player:set_properties(p)
end
end
local function set_bone_position_conditional(player,b,p,r) --bone,position,rotation
local oldp,oldr=player:get_bone_position(b)
if vector.equals(vector.round(oldp),vector.round(p)) and vector.equals(vector.round(oldr),vector.round(r)) then
return
end
player:set_bone_position(b,p,r)
end
minetest.register_globalstep(function(dtime)
time = time + dtime
-- Update jump status immediately since we need this info in real time.
@ -45,55 +88,55 @@ minetest.register_globalstep(function(dtime)
-- controls right and left arms pitch when shooting a bow or punching
if string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
elseif controls.LMB and player:get_attach() == nil then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
else
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
end
if controls.sneak and player:get_attach() == nil then
-- controls head pitch when sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
-- sneaking body conrols
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
elseif minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true then
-- set head pitch and yaw when swimming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
-- control body bone when swimming
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,player_vel_yaw * -1 - yaw + 180,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,player_vel_yaw * -1 - yaw + 180,0))
elseif player:get_attach() == nil then
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
if player_velocity.x > 0.35 or player_velocity.z > 0.35 or player_velocity.x < -0.35 or player_velocity.z < -0.35 then
if player_vel_yaw * -1 - yaw < 90 or player_vel_yaw * -1 - yaw > 270 then
-- controls head and Body_Control bones while moving backwards
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1,0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw,0))
else
-- controls head and Body_Control bones while moving forwards
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1 + 180,0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw + 180,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1 + 180,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw + 180,0))
end
else
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
end
else
local attached = player:get_attach(parent)
local attached_yaw = degrees(attached:get_yaw())
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,degrees(player:get_look_horizontal()) * -1 + attached_yaw,0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch,degrees(player:get_look_horizontal()) * -1 + attached_yaw,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
end
if mcl_playerplus_internal[name].jump_cooldown > 0 then