forked from EXTERNAL/bareiron
add option to tie movement updates to tickrate
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@@ -102,9 +102,18 @@
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// clients from Keep Alive packets.
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#define NETWORK_TIMEOUT_TIME 15000000
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// If defined, rebroadcasts ALL incoming movement updates, disconnecting
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// movement from the server's tickrate. This makes movement much smoother
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// on very low tickrates, at the cost of potential network instability when
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// hosting more than just a couple of players. When disabling this on low
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// tickrates, consider disabling SCALE_MOVEMENT_UPDATES_TO_PLAYER_COUNT too.
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#define BROADCAST_ALL_MOVEMENT
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// If defined, scales the frequency at which player movement updates are
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// broadcast based on the amount of players, reducing overhead for higher
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// player counts. For very many players, makes movement look jittery.
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// It is not recommended to use this if BROADCAST_ALL_MOVEMENT is disabled
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// on low tickrates, as that might drastically decrease the update rate.
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#define SCALE_MOVEMENT_UPDATES_TO_PLAYER_COUNT
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// If defined, calculates fluid flow when blocks are updated near fluids
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@@ -207,6 +216,7 @@ typedef struct {
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// 0x08 - sprinting
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// 0x10 - eating, makes flagval_16 act as eating timer
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// 0x20 - client loading, uses flagval_16 as fallback timer
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// 0x40 - movement update cooldown
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uint8_t flags;
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} PlayerData;
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26
src/main.c
26
src/main.c
@@ -233,17 +233,31 @@ void handlePacket (int client_fd, int length, int packet_id, int state) {
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player->pitch = pitch / 90.0f * 127.0f;
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}
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// Broadcast player position to other players
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// Whether to broadcast player position to other players
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uint8_t should_broadcast = true;
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#ifndef BROADCAST_ALL_MOVEMENT
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// If applicable, tie movement updates to the tickrate by using
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// a flag that gets reset on every tick. It might sound better
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// to just make the tick handler broadcast position updates, but
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// then we lose precision. While position is stored using integers,
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// here the client gives us doubles and floats directly.
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should_broadcast = !(player->flags & 0x40);
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if (should_broadcast) player->flags |= 0x40;
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#endif
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#ifdef SCALE_MOVEMENT_UPDATES_TO_PLAYER_COUNT
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// If applicable, broadcast only every client_count-th movement update
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uint8_t should_broadcast = false;
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if (++player->packets_since_update >= client_count) {
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should_broadcast = true;
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if (++player->packets_since_update < client_count) {
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should_broadcast = false;
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} else {
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// Note that this does not explicitly set should_broadcast to true
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// This allows the above BROADCAST_ALL_MOVEMENT check to compound
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// Whether that's ever favorable is up for debate
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player->packets_since_update = 0;
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}
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#else
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#define should_broadcast (client_count > 0)
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#endif
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if (should_broadcast) {
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// If the packet had no rotation data, calculate it from player data
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if (packet_id == 0x1D) {
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@@ -1424,6 +1424,11 @@ void handleServerTick (int64_t time_since_last_tick) {
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player->flagval_16 = 0;
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} else player->flagval_16 ++;
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}
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// Reset movement update cooldown if not broadcasting every update
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// Effectively ties player movement updates to the tickrate
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#ifndef BROADCAST_ALL_MOVEMENT
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player->flags &= ~0x40;
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#endif
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// Below this, process events that happen once per second
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if (server_ticks % (uint32_t)TICKS_PER_SECOND != 0) continue;
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// Send Keep Alive and Update Time packets
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