#include "Server.hpp"
#include "../app/init.hpp"
+#include "../geometry/distance.hpp"
#include "../io/WorldSave.hpp"
#include "../model/Model.hpp"
#include "../world/ChunkIndex.hpp"
, spawns()
, confirm_wait(0)
, entity_updates()
+, entity_updates_skipped(0)
, player_update_state()
, player_update_pack(0)
, player_update_timer(1500)
// they're the same
if (CanDespawn(*global_iter)) {
SendDespawn(*local_iter);
- } else {
+ } else if (SendingUpdates()) {
// update
QueueUpdate(*local_iter);
}
++confirm_wait;
}
+bool ClientConnection::SendingUpdates() const noexcept {
+ return entity_updates_skipped >= NetStat().SuggestedPacketSkip();
+}
+
void ClientConnection::QueueUpdate(SpawnStatus &status) {
// don't send updates while spawn not ack'd or despawn sent
if (status.spawn_pack == -1 && status.despawn_pack == -1) {
}
void ClientConnection::SendUpdates() {
+ if (!SendingUpdates()) {
+ entity_updates.clear();
+ ++entity_updates_skipped;
+ return;
+ }
auto base = PlayerChunks().Base();
auto pack = Prepare<Packet::EntityUpdate>();
pack.WriteChunkBase(base);
Send(Packet::EntityUpdate::GetSize(entity_pos));
}
entity_updates.clear();
+ entity_updates_skipped = 0;
}
void ClientConnection::CheckPlayerFix() {
old_base = PlayerChunks().Base();
sort(chunk_queue.begin(), chunk_queue.end(), QueueCompare(old_base));
}
+ // if we have packet skip enabled and just pushed an entity
+ // update, don't also send chunk data
+ if (NetStat().SuggestedPacketSkip() > 0 && entity_updates_skipped == 0) {
+ return;
+ }
if (transmitter.Transmitting()) {
transmitter.Transmit();
return;