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-rw-r--r--src/serverenvironment.cpp20
1 files changed, 11 insertions, 9 deletions
diff --git a/src/serverenvironment.cpp b/src/serverenvironment.cpp
index bff563a61..06bfc7b98 100644
--- a/src/serverenvironment.cpp
+++ b/src/serverenvironment.cpp
@@ -378,10 +378,7 @@ void ActiveBlockList::update(std::vector<PlayerSAO*> &active_players,
/*
Update m_list
*/
- m_list.clear();
- for (v3s16 p : newlist) {
- m_list.insert(p);
- }
+ m_list = std::move(newlist);
}
/*
@@ -1343,7 +1340,8 @@ void ServerEnvironment::step(float dtime)
Get player block positions
*/
std::vector<PlayerSAO*> players;
- for (RemotePlayer *player: m_players) {
+ players.reserve(m_players.size());
+ for (RemotePlayer *player : m_players) {
// Ignore disconnected players
if (player->getPeerId() == PEER_ID_INEXISTENT)
continue;
@@ -1368,8 +1366,6 @@ void ServerEnvironment::step(float dtime)
m_active_blocks.update(players, active_block_range, active_object_range,
blocks_removed, blocks_added);
- m_active_block_gauge->set(m_active_blocks.size());
-
/*
Handle removed blocks
*/
@@ -1393,13 +1389,19 @@ void ServerEnvironment::step(float dtime)
for (const v3s16 &p: blocks_added) {
MapBlock *block = m_map->getBlockOrEmerge(p);
if (!block) {
- m_active_blocks.m_list.erase(p);
- m_active_blocks.m_abm_list.erase(p);
+ // TODO: The blocks removed here will only be picked up again
+ // on the next cycle. To minimize the latency of objects being
+ // activated we could remember the blocks pending activating
+ // and activate them instantly as soon as they're loaded.
+ m_active_blocks.remove(p);
continue;
}
activateBlock(block);
}
+
+ // Some blocks may be removed again by the code above so do this here
+ m_active_block_gauge->set(m_active_blocks.size());
}
m_force_update_active_blocks = false;