Fixed explosions bug
* Fixed bug where explosions would sometimes never be sent
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@ -1839,7 +1839,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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bbTNT.Expand(ExplosionSizeInt * 2, ExplosionSizeInt * 2, ExplosionSizeInt * 2);
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bbTNT.Expand(ExplosionSizeInt * 2, ExplosionSizeInt * 2, ExplosionSizeInt * 2);
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cTNTDamageCallback TNTDamageCallback(bbTNT, Vector3d(a_BlockX, a_BlockY, a_BlockZ), a_ExplosionSizeInt, ExplosionSizeSq);
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cTNTDamageCallback TNTDamageCallback(bbTNT, Vector3d(a_BlockX, a_BlockY, a_BlockZ), ExplosionSizeInt, ExplosionSizeSq);
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ForEachEntity(TNTDamageCallback);
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ForEachEntity(TNTDamageCallback);
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// Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391):
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// Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391):
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@ -44,16 +44,13 @@
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/// If the number of queued outgoing packets reaches this, the client will be kicked
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/** If the number of queued outgoing packets reaches this, the client will be kicked */
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#define MAX_OUTGOING_PACKETS 2000
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#define MAX_OUTGOING_PACKETS 2000
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/// How many explosions per single game tick are allowed
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/** Maximum number of explosions to send this tick, server will start dropping if exceeded */
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static const int MAX_EXPLOSIONS_PER_TICK = 100;
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#define MAX_EXPLOSIONS_PER_TICK 100
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/// How many explosions in the recent history are allowed
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/** How many ticks before the socket is closed after the client is destroyed (#31) */
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static const int MAX_RUNNING_SUM_EXPLOSIONS = cClientHandle::NUM_CHECK_EXPLOSIONS_TICKS * MAX_EXPLOSIONS_PER_TICK / 8;
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/// How many ticks before the socket is closed after the client is destroyed (#31)
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static const int TICKS_BEFORE_CLOSE = 20;
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static const int TICKS_BEFORE_CLOSE = 20;
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@ -95,8 +92,7 @@ cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance) :
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m_TicksSinceDestruction(0),
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m_TicksSinceDestruction(0),
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m_State(csConnected),
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m_State(csConnected),
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m_ShouldCheckDownloaded(false),
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m_ShouldCheckDownloaded(false),
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m_CurrentExplosionTick(0),
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m_NumExplosionsThisTick(0),
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m_RunningSumExplosions(0),
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m_UniqueID(0),
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m_UniqueID(0),
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m_HasSentPlayerChunk(false)
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m_HasSentPlayerChunk(false)
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{
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{
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@ -1637,10 +1633,8 @@ void cClientHandle::Tick(float a_Dt)
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}
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}
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}
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}
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// Update the explosion statistics:
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// Reset explosion counter:
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m_CurrentExplosionTick = (m_CurrentExplosionTick + 1) % ARRAYCOUNT(m_NumExplosionsPerTick);
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m_NumExplosionsThisTick = 0;
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m_RunningSumExplosions -= m_NumExplosionsPerTick[m_CurrentExplosionTick];
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m_NumExplosionsPerTick[m_CurrentExplosionTick] = 0;
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}
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}
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@ -1920,18 +1914,14 @@ void cClientHandle::SendEntityVelocity(const cEntity & a_Entity)
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void cClientHandle::SendExplosion(double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d & a_PlayerMotion)
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void cClientHandle::SendExplosion(double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d & a_PlayerMotion)
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{
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{
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if (
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if (m_NumExplosionsThisTick > MAX_EXPLOSIONS_PER_TICK)
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(m_NumExplosionsPerTick[m_CurrentExplosionTick] > MAX_EXPLOSIONS_PER_TICK) || // Too many explosions in this tick
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(m_RunningSumExplosions > MAX_RUNNING_SUM_EXPLOSIONS) // Too many explosions in the recent history
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)
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{
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{
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LOGD("Dropped %u explosions", a_BlocksAffected.size());
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LOGD("Dropped an explosion!");
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return;
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return;
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}
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}
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// Update the statistics:
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// Update the statistics:
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m_NumExplosionsPerTick[m_CurrentExplosionTick] += a_BlocksAffected.size();
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m_NumExplosionsThisTick += 1;
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m_RunningSumExplosions += a_BlocksAffected.size();
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m_Protocol->SendExplosion(a_BlockX, a_BlockY, a_BlockZ, a_Radius, a_BlocksAffected, a_PlayerMotion);
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m_Protocol->SendExplosion(a_BlockX, a_BlockY, a_BlockZ, a_Radius, a_BlocksAffected, a_PlayerMotion);
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}
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}
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@ -53,9 +53,6 @@ public:
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static const int MAX_VIEW_DISTANCE = 15;
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static const int MAX_VIEW_DISTANCE = 15;
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static const int MIN_VIEW_DISTANCE = 3;
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static const int MIN_VIEW_DISTANCE = 3;
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/// How many ticks should be checked for a running average of explosions, for limiting purposes
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static const int NUM_CHECK_EXPLOSIONS_TICKS = 20;
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cClientHandle(const cSocket * a_Socket, int a_ViewDistance);
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cClientHandle(const cSocket * a_Socket, int a_ViewDistance);
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virtual ~cClientHandle();
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virtual ~cClientHandle();
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@ -301,14 +298,8 @@ private:
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/// If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded()
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/// If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded()
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bool m_ShouldCheckDownloaded;
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bool m_ShouldCheckDownloaded;
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/// Stores the recent history of the number of explosions per tick
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/** Number of explosions sent this tick */
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int m_NumExplosionsPerTick[NUM_CHECK_EXPLOSIONS_TICKS];
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int m_NumExplosionsThisTick;
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/// Points to the current tick in the m_NumExplosionsPerTick[] array
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int m_CurrentExplosionTick;
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/// Running sum of m_NumExplosionsPerTick[]
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int m_RunningSumExplosions;
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static int s_ClientCount;
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static int s_ClientCount;
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int m_UniqueID;
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int m_UniqueID;
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