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Send FOV packets only when necessary
Before this change, about 10 to 30 FOV packets were sent from the server to each connected client each second. This patch only sends FOV packets when the FOV actually needs to be changed, i.e. when the player starts or stops sprinting.
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1 changed files with 10 additions and 6 deletions
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@ -69,18 +69,19 @@ local function setSprinting(playerName, sprinting) --Sets the state of a player
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local controls = player:get_player_control()
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local controls = player:get_player_control()
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if players[playerName] then
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if players[playerName] then
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players[playerName].sprinting = sprinting
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players[playerName].sprinting = sprinting
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local fov_old = players[playerName].fov
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local fov_new = fov_old
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local fade_time = .15
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if sprinting == true
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if sprinting == true
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or controls.RMB
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or controls.RMB
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and string.find(player:get_wielded_item():get_name(), "mcl_bows:bow")
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and string.find(player:get_wielded_item():get_name(), "mcl_bows:bow")
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow" then
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow" then
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if sprinting == true then
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if sprinting == true then
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players[playerName].fov = math.min(players[playerName].fov + 0.05, 1.2)
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fov_new = math.min(players[playerName].fov + 0.05, 1.2)
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players[playerName].fade_time = .15
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else
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else
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players[playerName].fov = .7
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fov_new = .7
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players[playerName].fade_time = .3
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players[playerName].fade_time = .3
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end
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end
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player:set_fov(players[playerName].fov, true, players[playerName].fade_time)
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if sprinting == true then
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if sprinting == true then
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playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
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playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
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end
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end
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@ -88,12 +89,15 @@ local function setSprinting(playerName, sprinting) --Sets the state of a player
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_0"
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_0"
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_1"
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_1"
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_2" then
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and player:get_wielded_item():get_name() ~= "mcl_bows:bow_2" then
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players[playerName].fov = math.max(players[playerName].fov - 0.05, 1.0)
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fov_new = math.max(players[playerName].fov - 0.05, 1.0)
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player:set_fov(players[playerName].fov, true, 0.15)
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if sprinting == false then
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if sprinting == false then
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playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
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playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
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end
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end
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end
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end
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if fov_new ~= fov_old then
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players[playerName].fov = fov_new
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player:set_fov(fov_new, true, fade_time)
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end
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return true
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return true
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end
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end
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return false
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return false
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