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	Rely on max_simultaneous_block_sends_per_client to limit blocks sent to the client.
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		@@ -99,7 +99,6 @@ void RemoteClient::GetNextBlocks (
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{
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	// Increment timers
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	m_nothing_to_send_pause_timer -= dtime;
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	m_nearest_unsent_reset_timer += dtime;
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	if (m_nothing_to_send_pause_timer >= 0)
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		return;
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@@ -154,14 +153,6 @@ void RemoteClient::GetNextBlocks (
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	/*infostream<<"m_nearest_unsent_reset_timer="
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			<<m_nearest_unsent_reset_timer<<std::endl;*/
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	// Reset periodically to workaround for some bugs or stuff
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	if (m_nearest_unsent_reset_timer > 20.0f) {
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		m_nearest_unsent_reset_timer = 0.0f;
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		m_nearest_unsent_d = 0;
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		//infostream<<"Resetting m_nearest_unsent_d for "
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		//		<<server->getPlayerName(peer_id)<<std::endl;
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	}
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	//s16 last_nearest_unsent_d = m_nearest_unsent_d;
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	s16 d_start = m_nearest_unsent_d;
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@@ -212,16 +203,9 @@ void RemoteClient::GetNextBlocks (
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		wanted_range);
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	const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
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	s16 d_max = full_d_max;
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	s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, prop_zoom_fov),
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		wanted_range);
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	// Don't loop very much at a time, adjust with distance,
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	// do more work per RTT with greater distances.
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	s16 max_d_increment_at_time = full_d_max / 9 + 1;
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	if (d_max > d_start + max_d_increment_at_time)
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		d_max = d_start + max_d_increment_at_time;
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	// cos(angle between velocity and camera) * |velocity|
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	// Limit to 0.0f in case player moves backwards.
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	f32 dot = rangelim(camera_dir.dotProduct(playerspeed), 0.0f, 300.0f);
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@@ -238,7 +222,7 @@ void RemoteClient::GetNextBlocks (
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	const v3s16 cam_pos_nodes = floatToInt(camera_pos, BS);
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	s16 d;
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	for (d = d_start; d <= d_max; d++) {
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	for (d = d_start; d <= full_d_max; d++) {
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		/*
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			Get the border/face dot coordinates of a "d-radiused"
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			box
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@@ -364,7 +364,6 @@ private:
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	std::set<v3s16> m_blocks_sent;
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	s16 m_nearest_unsent_d = 0;
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	v3s16 m_last_center;
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	float m_nearest_unsent_reset_timer = 0.0f;
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	const u16 m_max_simul_sends;
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	const float m_min_time_from_building;
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