143 lines
4.1 KiB
C++
143 lines
4.1 KiB
C++
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// ChunkSender.h
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// Interfaces to the cChunkSender class representing the thread that waits for chunks becoming ready (loaded / generated) and sends them to clients
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/*
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The whole thing is a thread that runs in a loop, waiting for either:
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"finished chunks" (ChunkReady()), or
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"chunks to send" (QueueSendChunkTo())
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to come to a queue.
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And once they do, it requests the chunk data and sends it all away, either
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broadcasting (ChunkReady), or
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sends to a specific client (QueueSendChunkTo)
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Chunk data is queried using the cChunkDataCallback interface.
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It is cached inside the ChunkSender object during the query and then processed after the query ends.
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Note that the data needs to be compressed only after the query finishes,
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because the query callbacks run with ChunkMap's CS locked.
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A client may remove itself from all direct requests(QueueSendChunkTo()) by calling RemoveClient();
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this ensures that the client's Send() won't be called anymore by ChunkSender.
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Note that it may be called by world's BroadcastToChunk() if the client is still in the chunk.
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*/
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#pragma once
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#include "OSSupport/IsThread.h"
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#include "ChunkDef.h"
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#include "ChunkDataCallback.h"
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#include <unordered_set>
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#include <unordered_map>
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class cWorld;
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class cClientHandle;
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// fwd:
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class cChunkSender;
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class cChunkSender:
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public cIsThread,
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public cChunkDataSeparateCollector
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{
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typedef cIsThread super;
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public:
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cChunkSender(cWorld & a_World);
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~cChunkSender();
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enum eChunkPriority
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{
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E_CHUNK_PRIORITY_HIGH = 0,
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E_CHUNK_PRIORITY_MIDHIGH,
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E_CHUNK_PRIORITY_MEDIUM,
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E_CHUNK_PRIORITY_LOW,
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};
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bool Start();
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void Stop(void);
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/** Queues a chunk to be sent to a specific client */
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void QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a_Priority, cClientHandle * a_Client);
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void QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a_Priority, std::list<cClientHandle *> a_Client);
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/** Removes the a_Client from all waiting chunk send operations */
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void RemoveClient(cClientHandle * a_Client);
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protected:
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struct sChunkQueue
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{
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eChunkPriority m_Priority;
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cChunkCoords m_Chunk;
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bool operator <(const sChunkQueue & a_Other) const
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{
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/* The Standard Priority Queue sorts from biggest to smallest
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return true here means you are smaller than the other object, and you get pushed down.
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The priorities go from HIGH (0) to LOW (2), so a smaller priority should mean further up the list
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therefore, return true (affirm we're "smaller", and get pushed down) only if our priority is bigger than theirs (they're more urgent)
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*/
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return this->m_Priority > a_Other.m_Priority;
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}
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};
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/** Used for sending chunks to specific clients */
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struct sSendChunk
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{
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cChunkCoords m_Chunk;
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std::unordered_set<cClientHandle *> m_Clients;
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eChunkPriority m_Priority;
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sSendChunk(cChunkCoords a_Chunk, eChunkPriority a_Priority) :
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m_Chunk(a_Chunk),
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m_Priority(a_Priority)
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{
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}
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};
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cWorld & m_World;
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cCriticalSection m_CS;
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std::priority_queue<sChunkQueue> m_SendChunks;
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std::unordered_map<cChunkCoords, sSendChunk, cChunkCoordsHash> m_ChunkInfo;
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cEvent m_evtQueue; // Set when anything is added to m_ChunksReady
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cEvent m_evtRemoved; // Set when removed clients are safe to be deleted
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// Data about the chunk that is being sent:
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// NOTE that m_BlockData[] is inherited from the cChunkDataCollector
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unsigned char m_BiomeMap[cChunkDef::Width * cChunkDef::Width];
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std::vector<Vector3i> m_BlockEntities; // Coords of the block entities to send
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// TODO: sEntityIDs m_Entities; // Entity-IDs of the entities to send
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// cIsThread override:
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virtual void Execute(void) override;
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// cChunkDataCollector overrides:
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// (Note that they are called while the ChunkMap's CS is locked - don't do heavy calculations here!)
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virtual void BiomeData (const cChunkDef::BiomeMap * a_BiomeMap) override;
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virtual void Entity (cEntity * a_Entity) override;
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virtual void BlockEntity (cBlockEntity * a_Entity) override;
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/** Sends the specified chunk to all the specified clients */
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void SendChunk(int a_ChunkX, int a_ChunkZ, std::unordered_set<cClientHandle *> a_Clients);
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} ;
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