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Fix particle spawners not visible since CSM spawner implementation (#8289)

* Drop the ID mapper, use a big u64 instead. This will permit to resync server ids properly with the manager code
* Modernize some code parts (std::unordered_map, auto)
* generate id on client part on U32_MAX + 1 ids, lower are for server ids
This commit is contained in:
Loïc Blot 2019-03-01 20:16:11 +01:00 committed by GitHub
parent 111f1dc9c5
commit 170dd409cb
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 31 additions and 57 deletions

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@ -132,7 +132,6 @@ public:
u16 attached_id,
bool vertical,
video::ITexture *texture,
u32 id,
const struct TileAnimationParams &anim, u8 glow,
ParticleManager* p_manager);
@ -196,12 +195,16 @@ public:
void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
u32 getSpawnerId() const
/**
* This function is only used by client particle spawners
*
* We don't need to check the particle spawner list because client ID will n
* ever overlap (u64)
* @return new id
*/
u64 generateSpawnerId()
{
for (u32 id = 0;; ++id) { // look for unused particlespawner id
if (m_particle_spawners.find(id) == m_particle_spawners.end())
return id;
}
return m_next_particle_spawner_id++;
}
protected:
@ -209,13 +212,16 @@ protected:
private:
void stepParticles (float dtime);
void stepSpawners (float dtime);
void stepParticles(float dtime);
void stepSpawners(float dtime);
void clearAll ();
void clearAll();
std::vector<Particle*> m_particles;
std::map<u32, ParticleSpawner*> m_particle_spawners;
std::unordered_map<u64, ParticleSpawner*> m_particle_spawners;
// Start the particle spawner ids generated from here after u32_max. lower values are
// for server sent spawners.
u64 m_next_particle_spawner_id = U32_MAX + 1;
ClientEnvironment* m_env;
std::mutex m_particle_list_lock;