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Fix some common SAO methods to not generate useless update packets

This commit is contained in:
sfan5 2024-02-29 14:56:13 +01:00
parent 585ca90ae0
commit c524c52baa
11 changed files with 160 additions and 85 deletions

View file

@ -134,12 +134,16 @@ void LuaEntitySAO::dispatchScriptDeactivate(bool removal)
void LuaEntitySAO::step(float dtime, bool send_recommended)
{
if(!m_properties_sent)
{
if (!m_properties_sent) {
m_properties_sent = true;
std::string str = getPropertyPacket();
// create message and add to list
m_messages_out.emplace(getId(), true, str);
m_messages_out.emplace(getId(), true, std::move(str));
}
if (!m_texture_modifier_sent) {
m_texture_modifier_sent = true;
m_messages_out.emplace(getId(), true, generateSetTextureModCommand());
}
// If attached, check that our parent is still there. If it isn't, detach.
@ -444,24 +448,24 @@ v3f LuaEntitySAO::getAcceleration()
void LuaEntitySAO::setTextureMod(const std::string &mod)
{
m_current_texture_modifier = mod;
// create message and add to list
m_messages_out.emplace(getId(), true, generateSetTextureModCommand());
if (m_texture_modifier == mod)
return;
m_texture_modifier = mod;
m_texture_modifier_sent = false;
}
std::string LuaEntitySAO::getTextureMod() const
{
return m_current_texture_modifier;
return m_texture_modifier;
}
std::string LuaEntitySAO::generateSetTextureModCommand() const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SET_TEXTURE_MOD);
// parameters
os << serializeString16(m_current_texture_modifier);
os << serializeString16(m_texture_modifier);
return os.str();
}

View file

@ -103,5 +103,7 @@ private:
v3f m_last_sent_rotation;
float m_last_sent_position_timer = 0.0f;
float m_last_sent_move_precision = 0.0f;
std::string m_current_texture_modifier = "";
std::string m_texture_modifier;
bool m_texture_modifier_sent = false;
};

View file

@ -41,6 +41,8 @@ ServerActiveObject *UnitSAO::getParent() const
void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
{
if (m_armor_groups == armor_groups)
return;
m_armor_groups = armor_groups;
m_armor_groups_sent = false;
}
@ -53,7 +55,10 @@ const ItemGroupList &UnitSAO::getArmorGroups() const
void UnitSAO::setAnimation(
v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
{
// store these so they can be updated to clients
if (std::tie(m_animation_range, m_animation_speed, m_animation_blend,
m_animation_loop) ==
std::tie(frame_range, frame_speed, frame_blend, frame_loop))
return; // no change
m_animation_range = frame_range;
m_animation_speed = frame_speed;
m_animation_blend = frame_blend;
@ -72,6 +77,8 @@ void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_bl
void UnitSAO::setAnimationSpeed(float frame_speed)
{
if (m_animation_speed == frame_speed)
return;
m_animation_speed = frame_speed;
m_animation_speed_sent = false;
}