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Merged branch 'fix_chunks'.

This commit is contained in:
Mattes D 2014-10-16 21:12:26 +02:00
parent 5b9ca4a7b4
commit 8c2a99711e
2 changed files with 35 additions and 3 deletions

View File

@ -540,9 +540,11 @@ void cClientHandle::RemoveFromAllChunks()
} }
{ {
// Reset all chunk lists:
cCSLock Lock(m_CSChunkLists); cCSLock Lock(m_CSChunkLists);
m_LoadedChunks.clear(); m_LoadedChunks.clear();
m_ChunksToSend.clear(); m_ChunksToSend.clear();
m_SentChunks.clear();
// Also reset the LastStreamedChunk coords to bogus coords, // Also reset the LastStreamedChunk coords to bogus coords,
// so that all chunks are streamed in subsequent StreamChunks() call (FS #407) // so that all chunks are streamed in subsequent StreamChunks() call (FS #407)
@ -2027,7 +2029,17 @@ void cClientHandle::SendBlockBreakAnim(int a_EntityID, int a_BlockX, int a_Block
void cClientHandle::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) void cClientHandle::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{ {
m_Protocol->SendBlockChange(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta); int ChunkX, ChunkZ = 0;
cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
cChunkCoords ChunkCoords = cChunkCoords(ChunkX, ChunkZ);
// Do not send block changes in chunks that weren't sent to the client yet:
cCSLock Lock(m_CSChunkLists);
if (std::find(m_SentChunks.begin(), m_SentChunks.end(), ChunkCoords) != m_SentChunks.end())
{
Lock.Unlock();
m_Protocol->SendBlockChange(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
}
} }
@ -2037,8 +2049,15 @@ void cClientHandle::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BL
void cClientHandle::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes) void cClientHandle::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes)
{ {
ASSERT(!a_Changes.empty()); // We don't want to be sending empty change packets! ASSERT(!a_Changes.empty()); // We don't want to be sending empty change packets!
m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes); // Do not send block changes in chunks that weren't sent to the client yet:
cChunkCoords ChunkCoords = cChunkCoords(a_ChunkX, a_ChunkZ);
cCSLock Lock(m_CSChunkLists);
if (std::find(m_SentChunks.begin(), m_SentChunks.end(), ChunkCoords) != m_SentChunks.end())
{
Lock.Unlock();
m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes);
}
} }
@ -2102,6 +2121,12 @@ void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializ
m_Protocol->SendChunkData(a_ChunkX, a_ChunkZ, a_Serializer); m_Protocol->SendChunkData(a_ChunkX, a_ChunkZ, a_Serializer);
// Add the chunk to the list of chunks sent to the player:
{
cCSLock Lock(m_CSChunkLists);
m_SentChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
}
// If it is the chunk the player's in, make them spawn (in the tick thread): // If it is the chunk the player's in, make them spawn (in the tick thread):
if ((m_State == csAuthenticated) || (m_State == csDownloadingWorld)) if ((m_State == csAuthenticated) || (m_State == csDownloadingWorld))
{ {
@ -2631,6 +2656,12 @@ void cClientHandle::SendTimeUpdate(Int64 a_WorldAge, Int64 a_TimeOfDay, bool a_D
void cClientHandle::SendUnloadChunk(int a_ChunkX, int a_ChunkZ) void cClientHandle::SendUnloadChunk(int a_ChunkX, int a_ChunkZ)
{ {
// Remove the chunk from the list of chunks sent to the client:
{
cCSLock Lock(m_CSChunkLists);
m_SentChunks.remove(cChunkCoords(a_ChunkX, a_ChunkZ));
}
m_Protocol->SendUnloadChunk(a_ChunkX, a_ChunkZ); m_Protocol->SendUnloadChunk(a_ChunkX, a_ChunkZ);
} }

View File

@ -343,6 +343,7 @@ private:
cCriticalSection m_CSChunkLists; cCriticalSection m_CSChunkLists;
cChunkCoordsList m_LoadedChunks; // Chunks that the player belongs to cChunkCoordsList m_LoadedChunks; // Chunks that the player belongs to
cChunkCoordsList m_ChunksToSend; // Chunks that need to be sent to the player (queued because they weren't generated yet or there's not enough time to send them) cChunkCoordsList m_ChunksToSend; // Chunks that need to be sent to the player (queued because they weren't generated yet or there's not enough time to send them)
cChunkCoordsList m_SentChunks; // Store the coordinates of the chunks that the client has loaded
cProtocol * m_Protocol; cProtocol * m_Protocol;