PlayerStateMessage update rate change (#496)

* Remove crazy PlayerStateMessage update rate logic in favour of a more simple slower update if outside of render range

* Remove redundant check
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Mazo 2020-06-25 04:04:15 +01:00 committed by GitHub
parent 7af8961864
commit 8a5469f0c8
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@ -1883,14 +1883,7 @@ class WorldSessionActor extends Actor
val dist = Vector3.DistanceSquared(player.Position, pos)
(pos, now - before, dist)
}
if(spectating ||
((distanceSq < 900 || weaponInHand) && time > 200) ||
(distanceSq < 10000 && time > 500) ||
(distanceSq < 160000 && (
(is_jumping || time < 200)) ||
(!WorldEntity.isMoving(vel) && time > 2000) ||
(time > 1000)) ||
(distanceSq > 160000 && time > 5000)) {
if(distanceSq < 302500 || time > 5000) { // Render distance seems to be approx 525m. Reduce update rate at ~550m to be safe
sendResponse(
PlayerStateMessage(
guid,