Moved Chunk Broadcasts over to the regular queue
This commit is contained in:
parent
519fd1d36d
commit
19c95ee564
@ -2852,22 +2852,6 @@ void cChunk::BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cons
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void cChunk::BroadcastChunkData(cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude)
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{
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for (cClientHandleList::iterator itr = m_LoadedByClient.begin(); itr != m_LoadedByClient.end(); ++itr)
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{
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if (*itr == a_Exclude)
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{
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continue;
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}
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(*itr)->SendChunkData(m_PosX, m_PosZ, a_Serializer);
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} // for itr - LoadedByClient[]
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}
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void cChunk::BroadcastCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player, const cClientHandle * a_Exclude)
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{
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for (cClientHandleList::iterator itr = m_LoadedByClient.begin(); itr != m_LoadedByClient.end(); ++itr)
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@ -319,7 +319,6 @@ public:
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void BroadcastBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude = nullptr);
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void BroadcastBlockBreakAnimation(UInt32 a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = nullptr);
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void BroadcastBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = nullptr);
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void BroadcastChunkData (cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = nullptr);
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void BroadcastCollectEntity (const cEntity & a_Entity, const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
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void BroadcastDestroyEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityEffect (const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration, const cClientHandle * a_Exclude = nullptr);
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@ -409,22 +409,6 @@ void cChunkMap::BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, c
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void cChunkMap::BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, a_ChunkZ);
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if (Chunk == nullptr)
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{
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return;
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}
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// It's perfectly legal to broadcast packets even to invalid chunks!
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Chunk->BroadcastChunkData(a_Serializer, a_Exclude);
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}
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void cChunkMap::BroadcastCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player, const cClientHandle * a_Exclude)
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{
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cCSLock Lock(m_CSLayers);
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@ -73,7 +73,6 @@ public:
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void BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude = nullptr);
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void BroadcastBlockBreakAnimation(UInt32 a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = nullptr);
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void BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude);
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void BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = nullptr);
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void BroadcastCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
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void BroadcastCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
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void BroadcastDestroyEntity(const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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@ -303,7 +302,7 @@ public:
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Returns false if there's no command block at those coords or callback returns true, returns true if found. */
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bool DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cCommandBlockCallback & a_Callback); // Lua-accessible
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/** Calls the callback for the mob head block at the specified coords.
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/** Calls the callback for the mob head block at the specified coords.chu
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Returns false if there's no mob head block at those coords or callback returns true, returns true if found. */
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bool DoWithMobHeadAt(int a_BlockX, int a_BlockY, int a_BlockZ, cMobHeadCallback & a_Callback); // Lua-accessible
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@ -13,7 +13,7 @@
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#include "BlockEntities/BlockEntity.h"
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#include "Protocol/ChunkDataSerializer.h"
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#include "ClientHandle.h"
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#include "Chunk.h"
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@ -28,25 +28,29 @@ class cNotifyChunkSender :
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{
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virtual void Call(int a_ChunkX, int a_ChunkZ) override
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{
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m_ChunkSender->ChunkReady(a_ChunkX, a_ChunkZ);
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cChunkSender & ChunkSender = m_ChunkSender;
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m_World.DoWithChunk(
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a_ChunkX, a_ChunkZ,
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[&ChunkSender] (cChunk & a_Chunk) -> bool
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{
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ChunkSender.QueueSendChunkTo(a_Chunk.GetPosX(), a_Chunk.GetPosZ(), cChunkSender::PRIORITY_BROADCAST, a_Chunk.GetAllClients());
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return true;
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}
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);
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}
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cChunkSender * m_ChunkSender;
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cChunkSender & m_ChunkSender;
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cWorld & m_World;
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public:
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cNotifyChunkSender(cChunkSender * a_ChunkSender) : m_ChunkSender(a_ChunkSender) {}
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cNotifyChunkSender(cChunkSender & a_ChunkSender, cWorld & a_World) : m_ChunkSender(a_ChunkSender), m_World(a_World) {}
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};
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////////////////////////////////////////////////////////////////////////////////
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// cChunkSender:
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cChunkSender::cChunkSender(void) :
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cChunkSender::cChunkSender(cWorld & a_World) :
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super("ChunkSender"),
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m_World(nullptr),
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m_World(a_World),
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m_RemoveCount(0)
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{
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}
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@ -64,10 +68,9 @@ cChunkSender::~cChunkSender()
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bool cChunkSender::Start(cWorld * a_World)
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bool cChunkSender::Start()
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{
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m_ShouldTerminate = false;
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m_World = a_World;
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return super::Start();
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}
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@ -86,20 +89,6 @@ void cChunkSender::Stop(void)
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void cChunkSender::ChunkReady(int a_ChunkX, int a_ChunkZ)
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{
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// This is probably never gonna be called twice for the same chunk, and if it is, we don't mind, so we don't check
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{
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cCSLock Lock(m_CS);
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m_ChunksReady.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
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}
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m_evtQueue.Set();
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}
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void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a_Priority, cClientHandle * a_Client)
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{
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ASSERT(a_Client != nullptr);
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@ -134,6 +123,61 @@ void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a
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m_SendChunksHighPriority.push_back(Chunk);
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break;
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}
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case PRIORITY_BROADCAST:
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{
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m_SendChunksBroadcastPriority.push_back(Chunk);
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break;
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}
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}
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}
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m_evtQueue.Set();
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}
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void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a_Priority, std::list<cClientHandle *> a_Clients)
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{
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{
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cCSLock Lock(m_CS);
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for (auto client : a_Clients)
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{
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sSendChunk Chunk(a_ChunkX, a_ChunkZ, client);
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if (
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std::find(m_SendChunksLowPriority.begin(), m_SendChunksLowPriority.end(), Chunk) != m_SendChunksLowPriority.end() ||
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std::find(m_SendChunksMediumPriority.begin(), m_SendChunksMediumPriority.end(), Chunk) != m_SendChunksMediumPriority.end() ||
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std::find(m_SendChunksHighPriority.begin(), m_SendChunksHighPriority.end(), Chunk) != m_SendChunksHighPriority.end()
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)
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{
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// Already queued, bail out
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continue;
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}
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switch (a_Priority)
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{
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case E_CHUNK_PRIORITY_LOW:
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{
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m_SendChunksLowPriority.push_back(Chunk);
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break;
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}
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case E_CHUNK_PRIORITY_MEDIUM:
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{
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m_SendChunksMediumPriority.push_back(Chunk);
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break;
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}
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case E_CHUNK_PRIORITY_HIGH:
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{
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m_SendChunksHighPriority.push_back(Chunk);
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break;
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}
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case PRIORITY_BROADCAST:
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{
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m_SendChunksBroadcastPriority.push_back(Chunk);
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break;
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}
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}
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}
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}
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m_evtQueue.Set();
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@ -189,7 +233,7 @@ void cChunkSender::Execute(void)
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while (!m_ShouldTerminate)
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{
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cCSLock Lock(m_CS);
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while (m_ChunksReady.empty() && m_SendChunksLowPriority.empty() && m_SendChunksMediumPriority.empty() && m_SendChunksHighPriority.empty())
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while (m_SendChunksBroadcastPriority.empty() && m_SendChunksLowPriority.empty() && m_SendChunksMediumPriority.empty() && m_SendChunksHighPriority.empty())
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{
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int RemoveCount = m_RemoveCount;
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m_RemoveCount = 0;
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@ -214,14 +258,14 @@ void cChunkSender::Execute(void)
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SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkZ, Chunk.m_Client);
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}
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else if (!m_ChunksReady.empty())
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else if (!m_SendChunksBroadcastPriority.empty())
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{
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// Take one from the queue:
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cChunkCoords Coords(m_ChunksReady.front());
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m_ChunksReady.pop_front();
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sSendChunk Chunk(m_SendChunksBroadcastPriority.front());
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m_SendChunksBroadcastPriority.pop_front();
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Lock.Unlock();
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SendChunk(Coords.m_ChunkX, Coords.m_ChunkZ, nullptr);
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SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkZ, Chunk.m_Client);
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}
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else if (!m_SendChunksMediumPriority.empty())
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{
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@ -258,61 +302,46 @@ void cChunkSender::Execute(void)
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void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
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{
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ASSERT(m_World != nullptr);
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// Ask the client if it still wants the chunk:
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if ((a_Client != nullptr) && !a_Client->WantsSendChunk(a_ChunkX, a_ChunkZ))
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if (!a_Client->WantsSendChunk(a_ChunkX, a_ChunkZ))
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{
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return;
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}
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// If the chunk has no clients, no need to packetize it:
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if (!m_World->HasChunkAnyClients(a_ChunkX, a_ChunkZ))
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if (!m_World.HasChunkAnyClients(a_ChunkX, a_ChunkZ))
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{
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return;
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}
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// If the chunk is not valid, do nothing - whoever needs it has queued it for loading / generating
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if (!m_World->IsChunkValid(a_ChunkX, a_ChunkZ))
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if (!m_World.IsChunkValid(a_ChunkX, a_ChunkZ))
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{
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return;
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}
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// If the chunk is not lighted, queue it for relighting and get notified when it's ready:
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if (!m_World->IsChunkLighted(a_ChunkX, a_ChunkZ))
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if (!m_World.IsChunkLighted(a_ChunkX, a_ChunkZ))
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{
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m_World->QueueLightChunk(a_ChunkX, a_ChunkZ, cpp14::make_unique<cNotifyChunkSender>(this));
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m_World.QueueLightChunk(a_ChunkX, a_ChunkZ, cpp14::make_unique<cNotifyChunkSender>(*this, m_World));
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return;
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}
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// Query and prepare chunk data:
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if (!m_World->GetChunkData(a_ChunkX, a_ChunkZ, *this))
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if (!m_World.GetChunkData(a_ChunkX, a_ChunkZ, *this))
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{
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return;
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}
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cChunkDataSerializer Data(m_BlockTypes, m_BlockMetas, m_BlockLight, m_BlockSkyLight, m_BiomeMap);
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// Send:
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if (a_Client == nullptr)
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{
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m_World->BroadcastChunkData(a_ChunkX, a_ChunkZ, Data);
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}
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else
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{
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a_Client->SendChunkData(a_ChunkX, a_ChunkZ, Data);
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}
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a_Client->SendChunkData(a_ChunkX, a_ChunkZ, Data);
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// Send block-entity packets:
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for (sBlockCoords::iterator itr = m_BlockEntities.begin(); itr != m_BlockEntities.end(); ++itr)
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{
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if (a_Client == nullptr)
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{
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m_World->BroadcastBlockEntity(itr->m_BlockX, itr->m_BlockY, itr->m_BlockZ);
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}
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else
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{
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m_World->SendBlockEntity(itr->m_BlockX, itr->m_BlockY, itr->m_BlockZ, *a_Client);
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}
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m_World.SendBlockEntity(itr->m_BlockX, itr->m_BlockY, itr->m_BlockZ, *a_Client);
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} // for itr - m_Packets[]
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m_BlockEntities.clear();
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@ -53,7 +53,7 @@ class cChunkSender:
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{
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typedef cIsThread super;
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public:
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cChunkSender(void);
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cChunkSender(cWorld & a_World);
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~cChunkSender();
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enum eChunkPriority
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@ -61,17 +61,16 @@ public:
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E_CHUNK_PRIORITY_HIGH = 0,
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E_CHUNK_PRIORITY_MEDIUM = 1,
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E_CHUNK_PRIORITY_LOW = 2,
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PRIORITY_BROADCAST
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};
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bool Start(cWorld * a_World);
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bool Start();
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void Stop(void);
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/// Notifies that a chunk has become ready and it should be sent to all its clients
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void ChunkReady(int a_ChunkX, int a_ChunkZ);
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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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@ -119,17 +118,16 @@ protected:
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typedef std::vector<sBlockCoord> sBlockCoords;
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cWorld * m_World;
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cWorld & m_World;
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cCriticalSection m_CS;
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cChunkCoordsList m_ChunksReady;
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sSendChunkList m_SendChunksLowPriority;
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sSendChunkList m_SendChunksMediumPriority;
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sSendChunkList m_SendChunksBroadcastPriority;
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sSendChunkList m_SendChunksHighPriority;
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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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int m_RemoveCount; // Number of threads waiting for a client removal (m_evtRemoved needs to be set this many times)
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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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@ -186,6 +186,7 @@ cWorld::cWorld(const AString & a_WorldName, eDimension a_Dimension, const AStrin
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m_Scoreboard(this),
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m_MapManager(this),
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m_GeneratorCallbacks(*this),
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m_ChunkSender(*this),
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m_TickThread(*this)
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{
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LOGD("cWorld::cWorld(\"%s\")", a_WorldName.c_str());
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@ -509,7 +510,7 @@ void cWorld::Start(void)
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m_Lighting.Start(this);
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m_Storage.Start(this, m_StorageSchema, m_StorageCompressionFactor);
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m_Generator.Start(m_GeneratorCallbacks, m_GeneratorCallbacks, IniFile);
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m_ChunkSender.Start(this);
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m_ChunkSender.Start();
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m_TickThread.Start();
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// Init of the spawn monster time (as they are supposed to have different spawn rate)
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@ -1326,6 +1327,30 @@ bool cWorld::DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback
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bool cWorld::DoWithChunk(int a_ChunkX, int a_ChunkZ, std::function<bool(cChunk &)> a_Callback)
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{
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struct cCallBackWrapper : cChunkCallback
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{
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cCallBackWrapper(std::function<bool(cChunk &)> a_InnerCallback) :
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m_Callback(a_InnerCallback)
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{
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}
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virtual bool Item(cChunk * a_Chunk)
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{
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return m_Callback(*a_Chunk);
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}
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private:
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std::function<bool(cChunk &)> m_Callback;
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} callback(a_Callback);
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return m_ChunkMap->DoWithChunk(a_ChunkX, a_ChunkZ, callback);
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}
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bool cWorld::DoWithChunkAt(Vector3i a_BlockPos, std::function<bool(cChunk &)> a_Callback)
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{
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return m_ChunkMap->DoWithChunkAt(a_BlockPos, a_Callback);
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@ -2001,15 +2026,6 @@ void cWorld::BroadcastChat(const cCompositeChat & a_Message, const cClientHandle
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void cWorld::BroadcastChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude)
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{
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m_ChunkMap->BroadcastChunkData(a_ChunkX, a_ChunkZ, a_Serializer, a_Exclude);
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}
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void cWorld::BroadcastCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player, const cClientHandle * a_Exclude)
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{
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m_ChunkMap->BroadcastCollectEntity(a_Entity, a_Player, a_Exclude);
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@ -2461,10 +2477,23 @@ void cWorld::SetChunkData(cSetChunkData & a_SetChunkData)
|
||||
// If a client is requesting this chunk, send it to them:
|
||||
int ChunkX = a_SetChunkData.GetChunkX();
|
||||
int ChunkZ = a_SetChunkData.GetChunkZ();
|
||||
if (m_ChunkMap->HasChunkAnyClients(ChunkX, ChunkZ))
|
||||
{
|
||||
m_ChunkSender.ChunkReady(ChunkX, ChunkZ);
|
||||
}
|
||||
cChunkSender & ChunkSender = m_ChunkSender;
|
||||
DoWithChunk(
|
||||
ChunkX, ChunkZ,
|
||||
[&ChunkSender] (cChunk & a_Chunk) -> bool
|
||||
{
|
||||
if (a_Chunk.HasAnyClients())
|
||||
{
|
||||
ChunkSender.QueueSendChunkTo(
|
||||
a_Chunk.GetPosX(),
|
||||
a_Chunk.GetPosZ(),
|
||||
cChunkSender::PRIORITY_BROADCAST,
|
||||
a_Chunk.GetAllClients()
|
||||
);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
);
|
||||
|
||||
// Save the chunk right after generating, so that we don't have to generate it again on next run
|
||||
if (a_SetChunkData.ShouldMarkDirty())
|
||||
|
@ -231,7 +231,6 @@ public:
|
||||
void BroadcastChat (const cCompositeChat & a_Message, const cClientHandle * a_Exclude = nullptr);
|
||||
// tolua_end
|
||||
|
||||
void BroadcastChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = nullptr);
|
||||
void BroadcastCollectEntity (const cEntity & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
|
||||
void BroadcastDestroyEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
|
||||
void BroadcastEntityEffect (const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration, const cClientHandle * a_Exclude = nullptr);
|
||||
@ -609,6 +608,7 @@ public:
|
||||
|
||||
/** Calls the callback for the chunk specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback */
|
||||
bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback);
|
||||
bool DoWithChunk(int a_ChunkX, int a_ChunkZ, std::function<bool(cChunk &)> a_Callback);
|
||||
|
||||
/** Calls the callback for the chunk at the block position specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback **/
|
||||
bool DoWithChunkAt(Vector3i a_BlockPos, std::function<bool(cChunk &)> a_Callback);
|
||||
|
Loading…
Reference in New Issue
Block a user