Made the list of chunks to stream an unordered_set
This should increase performance of chunk streaming
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bfe52277b4
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9ebbe969c8
@ -222,9 +222,9 @@ void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkZ, std::unordered_set<cCli
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{
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// Ask the client if it still wants the chunk:
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for(auto itr = a_Clients.begin(); itr != a_Clients.end();)
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for (auto itr = a_Clients.begin(); itr != a_Clients.end();)
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{
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if(!(*itr)->WantsSendChunk(a_ChunkX, a_ChunkZ))
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if (!(*itr)->WantsSendChunk(a_ChunkX, a_ChunkZ))
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{
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auto toremove = itr;
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itr++;
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@ -456,7 +456,7 @@ bool cClientHandle::StreamNextChunk(void)
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// If the chunk already loading / loaded -> skip
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if (
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(std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), Coords) != m_ChunksToSend.end()) ||
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(m_ChunksToSend.find(Coords) != m_ChunksToSend.end()) ||
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(std::find(m_LoadedChunks.begin(), m_LoadedChunks.end(), Coords) != m_LoadedChunks.end())
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)
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{
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@ -494,7 +494,7 @@ bool cClientHandle::StreamNextChunk(void)
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// If the chunk already loading / loaded -> skip
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if (
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(std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), Coords) != m_ChunksToSend.end()) ||
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(m_ChunksToSend.find(Coords) != m_ChunksToSend.end()) ||
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(std::find(m_LoadedChunks.begin(), m_LoadedChunks.end(), Coords) != m_LoadedChunks.end())
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)
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{
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@ -541,7 +541,7 @@ void cClientHandle::UnloadOutOfRangeChunks(void)
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}
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}
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for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end();)
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for (auto itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end();)
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{
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int DiffX = Diff((*itr).m_ChunkX, ChunkPosX);
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int DiffZ = Diff((*itr).m_ChunkZ, ChunkPosZ);
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@ -583,7 +583,7 @@ void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunk
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{
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cCSLock Lock(m_CSChunkLists);
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m_LoadedChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
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m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
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m_ChunksToSend.emplace(a_ChunkX, a_ChunkZ);
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}
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World->SendChunkTo(a_ChunkX, a_ChunkZ, a_Priority, this);
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}
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@ -2179,15 +2179,12 @@ void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializ
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bool Found = false;
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{
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cCSLock Lock(m_CSChunkLists);
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for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end(); ++itr)
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{
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if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ))
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auto itr = m_ChunksToSend.find(cChunkCoords{a_ChunkX, a_ChunkZ});
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if (itr != m_ChunksToSend.end())
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{
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m_ChunksToSend.erase(itr);
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Found = true;
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break;
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}
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} // for itr - m_ChunksToSend[]
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}
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if (!Found)
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{
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@ -2950,7 +2947,7 @@ bool cClientHandle::WantsSendChunk(int a_ChunkX, int a_ChunkZ)
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}
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cCSLock Lock(m_CSChunkLists);
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return (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), cChunkCoords(a_ChunkX, a_ChunkZ)) != m_ChunksToSend.end());
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return m_ChunksToSend.find(cChunkCoords(a_ChunkX, a_ChunkZ)) != m_ChunksToSend.end();
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}
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@ -2966,9 +2963,9 @@ void cClientHandle::AddWantedChunk(int a_ChunkX, int a_ChunkZ)
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LOGD("Adding chunk [%d, %d] to wanted chunks for client %p", a_ChunkX, a_ChunkZ, this);
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cCSLock Lock(m_CSChunkLists);
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if (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), cChunkCoords(a_ChunkX, a_ChunkZ)) == m_ChunksToSend.end())
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if (m_ChunksToSend.find(cChunkCoords(a_ChunkX, a_ChunkZ)) == m_ChunksToSend.end())
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{
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m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
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m_ChunksToSend.emplace(a_ChunkX, a_ChunkZ);
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}
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}
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@ -379,7 +379,7 @@ private:
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cCriticalSection m_CSChunkLists;
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cChunkCoordsList m_LoadedChunks; // Chunks that the player belongs to
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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)
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std::unordered_set<cChunkCoords, cChunkCoordsHash> 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)
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cChunkCoordsList m_SentChunks; // Chunks that are currently sent to the client
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cProtocol * m_Protocol;
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