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09:34 |
ANAND |
https://github.com/features/package-registry :O |
09:46 |
ANAND |
My exams are around the corner, so I'll be unavailable for the next 25-30 days. Cya'll later! :) |
09:51 |
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14:22 |
Sokomine |
re |
14:24 |
IhrFussel |
Hi guys =) |
15:22 |
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15:41 |
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15:41 |
Krock |
ree |
16:20 |
benrob0329 |
https://youtu.be/7YqcDmvgNrY |
16:21 |
benrob0329 |
Making The Tree Farm - Ayums - Episode 4 |
16:52 |
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16:53 |
IhrFussel |
Looping through all connected players and checking if their name is a key inside a certain table shouldn't lag the server right? |
16:54 |
sfan5 |
no of course not |
16:54 |
IhrFussel |
Also not when I run that check every step? |
16:55 |
sfan5 |
<sfan5> no of course not |
16:55 |
IhrFussel |
So I'm guessing it will take a few µs at best to execute |
16:56 |
VanessaE |
it would be better to use on-join/on-leave and just track players' presence that way |
16:58 |
VanessaE |
check if the player "is inside a certain table" and build a table of matching players at that point |
17:00 |
IhrFussel |
Would it make a difference vs minetest.get_connected_players()? |
17:00 |
VanessaE |
maybe not but it'd be faster |
17:01 |
VanessaE |
too many "but it's fast enough *this* way" eventually becomes "it's too slow". |
17:02 |
VanessaE |
basically, don't do in continuous realtime (== globalstep) that which can be coded to be event-driven |
17:05 |
IhrFussel |
This is about a HP bar on the screen that needs to track the HP for a few secs before disappearing again ... so when the bar appears I store the player name and timestamp in the table and in globalstep I check if the player name exists and timestamp reached a few secs in the future and then remove the HUD from screen but if it didn't expire yet then I update the HUD for the player |
17:07 |
IhrFussel |
My server step is set to 0.15 seconds so no the HUD will not be updated that much per sec |
17:08 |
IhrFussel |
On average maybe 5 players will have the HUD enabled at the same time |
17:10 |
IhrFussel |
And my average player count is 15-20 mostly ... so ~ 75% will just be skipped in the loop |
17:15 |
VanessaE |
track HP ... a change in HP is an event you can react to, is it not? |
17:15 |
VanessaE |
and can you not use minetest.after() to set the disappear delay? |
17:16 |
IhrFussel |
It's not the player HP, it's mob HP |
17:16 |
VanessaE |
isn't there a callback for when a mob takes damage, also? |
17:18 |
Krock |
IhrFussel: well, as long your table is not a million indices long, that shouldn't be a problem. Not sure how efficient the key/value lookup is |
17:19 |
Krock |
but for online players, say 30 it's never going to be a problem |
17:21 |
IhrFussel |
I already use that callback but I need to track the HP also for a few secs even when you don't attack the monster anymore in case something/someone else attacked it else it looks bad |
17:21 |
IhrFussel |
Here is a demo https://ihrfussels-server.de/hpdemo.mp4 |
17:25 |
Krock |
you could also attach an entity to the monsters and update it when it's hit. other players will then also see the condition of the monster |
17:36 |
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