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https://gitlab.com/veloren/veloren.git
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Added minimum server-side chunk loading
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@ -96,7 +96,7 @@ use prometheus_hyper::Server as PrometheusServer;
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use specs::{join::Join, Builder, Entity as EcsEntity, Entity, SystemData, WorldExt};
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use std::{
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i32,
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ops::{Deref, DerefMut},
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ops::{Deref, DerefMut, Range},
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sync::Arc,
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time::{Duration, Instant},
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};
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@ -133,6 +133,12 @@ impl Default for SpawnPoint {
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fn default() -> Self { Self(Vec3::new(0.0, 0.0, 256.0)) }
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}
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// This is the minimum chunk range that is kept loaded around each player
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// server-side. This is independent of the client's view distance and exists to
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// avoid exploits such as small view distance chunk reloading and also to keep
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// various mechanics working fluidly (i.e: not unloading nearby entities).
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pub const MIN_VD: Range<u32> = 5..6;
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// Tick count used for throttling network updates
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// Note this doesn't account for dt (so update rate changes with tick rate)
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#[derive(Copy, Clone, Default)]
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@ -2,6 +2,7 @@ use crate::{client::Client, metrics::NetworkRequestMetrics, presence::Presence};
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use common::{
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comp::Pos,
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event::{EventBus, ServerEvent},
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spiral::Spiral2d,
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terrain::{TerrainChunkSize, TerrainGrid},
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vol::RectVolSize,
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};
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@ -103,6 +104,24 @@ impl<'a> System<'a> for Sys {
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}
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Ok(())
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});
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// Load a minimum radius of chunks around each player.
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// This is used to prevent view distance reloading exploits and make sure that
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// entity simulation occurs within a minimum radius around the
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// player.
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if let Some(pos) = positions.get(entity) {
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let player_chunk = pos
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.0
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.xy()
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.map2(TerrainChunkSize::RECT_SIZE, |e, sz| e as i32 / sz as i32);
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for rpos in Spiral2d::new().take((crate::MIN_VD.start as usize + 1).pow(2)) {
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let key = player_chunk + rpos;
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if terrain.get_key(key).is_none() {
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events.push(ServerEvent::ChunkRequest(entity, key));
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}
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}
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}
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events
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})
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.flatten()
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@ -495,15 +495,13 @@ pub fn chunk_in_vd(
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terrain: &TerrainGrid,
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vd: u32,
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) -> bool {
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const MINIMUM_UNLOAD_DIST: u32 = 4;
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let player_chunk_pos = terrain.pos_key(player_pos.map(|e| e as i32));
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let adjusted_dist_sqr = (player_chunk_pos - chunk_pos)
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.map(|e: i32| (e.abs() as u32).saturating_sub(2))
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.magnitude_squared();
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adjusted_dist_sqr <= vd.max(MINIMUM_UNLOAD_DIST).pow(2)
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adjusted_dist_sqr <= vd.max(crate::MIN_VD.end).pow(2)
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}
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fn is_spawn_chunk(chunk_pos: Vec2<i32>, spawn_pos: SpawnPoint, terrain: &TerrainGrid) -> bool {
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