Merge pull request #1500 from mc-server/ChunkLoader
Optimized chunk loader
This commit is contained in:
commit
4df924cf4b
@ -1 +1 @@
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Subproject commit 4702471943511f641458c7e8e89b430a723f43ea
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Subproject commit 2dddf205dd5346363207b72ab289f2a2a60c2583
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@ -1742,7 +1742,7 @@ void cChunk::SetAreaBiome(int a_MinRelX, int a_MaxRelX, int a_MinRelZ, int a_Max
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// Re-send the chunk to all clients:
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for (cClientHandleList::iterator itr = m_LoadedByClient.begin(); itr != m_LoadedByClient.end(); ++itr)
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{
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m_World->ForceSendChunkTo(m_PosX, m_PosZ, (*itr));
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m_World->ForceSendChunkTo(m_PosX, m_PosZ, cChunkSender::E_CHUNK_PRIORITY_MEDIUM, (*itr));
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} // for itr - m_LoadedByClient[]
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}
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@ -91,17 +91,45 @@ void cChunkSender::ChunkReady(int a_ChunkX, int a_ChunkZ)
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void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
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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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{
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sSendChunk Chunk(a_ChunkX, a_ChunkZ, a_Client);
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cCSLock Lock(m_CS);
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if (std::find(m_SendChunks.begin(), m_SendChunks.end(), sSendChunk(a_ChunkX, a_ChunkZ, a_Client)) != m_SendChunks.end())
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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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return;
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}
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m_SendChunks.push_back(sSendChunk(a_ChunkX, a_ChunkZ, a_Client));
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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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default:
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{
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ASSERT(!"Unknown chunk priority!");
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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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@ -114,15 +142,33 @@ void cChunkSender::RemoveClient(cClientHandle * a_Client)
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{
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{
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cCSLock Lock(m_CS);
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for (sSendChunkList::iterator itr = m_SendChunks.begin(); itr != m_SendChunks.end();)
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for (sSendChunkList::iterator itr = m_SendChunksLowPriority.begin(); itr != m_SendChunksLowPriority.end();)
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{
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if (itr->m_Client == a_Client)
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{
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itr = m_SendChunks.erase(itr);
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itr = m_SendChunksLowPriority.erase(itr);
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continue;
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}
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++itr;
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} // for itr - m_SendChunks[]
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} // for itr - m_SendChunksLowPriority[]
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for (sSendChunkList::iterator itr = m_SendChunksMediumPriority.begin(); itr != m_SendChunksMediumPriority.end();)
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{
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if (itr->m_Client == a_Client)
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{
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itr = m_SendChunksMediumPriority.erase(itr);
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continue;
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}
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++itr;
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} // for itr - m_SendChunksMediumPriority[]
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for (sSendChunkList::iterator itr = m_SendChunksHighPriority.begin(); itr != m_SendChunksHighPriority.end();)
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{
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if (itr->m_Client == a_Client)
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{
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itr = m_SendChunksHighPriority.erase(itr);
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continue;
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}
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++itr;
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} // for itr - m_SendChunksHighPriority[]
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m_RemoveCount++;
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}
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m_evtQueue.Set();
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@ -138,7 +184,7 @@ 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_SendChunks.empty())
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while (m_ChunksReady.empty() && m_SendChunksLowPriority.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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@ -153,8 +199,17 @@ void cChunkSender::Execute(void)
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return;
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}
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} // while (empty)
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if (!m_ChunksReady.empty())
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if (!m_SendChunksHighPriority.empty())
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{
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// Take one from the queue:
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sSendChunk Chunk(m_SendChunksHighPriority.front());
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m_SendChunksHighPriority.pop_front();
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Lock.Unlock();
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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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{
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// Take one from the queue:
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cChunkCoords Coords(m_ChunksReady.front());
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@ -163,13 +218,22 @@ void cChunkSender::Execute(void)
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SendChunk(Coords.m_ChunkX, Coords.m_ChunkZ, nullptr);
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}
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else if (!m_SendChunksMediumPriority.empty())
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{
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// Take one from the queue:
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sSendChunk Chunk(m_SendChunksMediumPriority.front());
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m_SendChunksMediumPriority.pop_front();
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Lock.Unlock();
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SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkZ, Chunk.m_Client);
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}
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else
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{
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// Take one from the queue:
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sSendChunk Chunk(m_SendChunks.front());
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m_SendChunks.pop_front();
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sSendChunk Chunk(m_SendChunksLowPriority.front());
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m_SendChunksLowPriority.pop_front();
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Lock.Unlock();
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SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkZ, Chunk.m_Client);
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}
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Lock.Lock();
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@ -192,40 +256,37 @@ void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Clien
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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)
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if ((a_Client != nullptr) && !a_Client->WantsSendChunk(a_ChunkX, a_ChunkZ))
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{
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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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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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{
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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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{
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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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{
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m_World->QueueLightChunk(a_ChunkX, a_ChunkZ, &m_Notify);
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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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{
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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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@ -235,7 +296,7 @@ void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Clien
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{
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a_Client->SendChunkData(a_ChunkX, a_ChunkZ, Data);
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}
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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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@ -249,7 +310,7 @@ void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Clien
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}
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} // for itr - m_Packets[]
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m_BlockEntities.clear();
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// TODO: Send entity spawn packets
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}
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@ -75,6 +75,13 @@ class cChunkSender:
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public:
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cChunkSender(void);
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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_MEDIUM = 1,
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E_CHUNK_PRIORITY_LOW = 2,
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};
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bool Start(cWorld * a_World);
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@ -84,7 +91,7 @@ public:
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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, cClientHandle * a_Client);
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void QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a_Priority, 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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@ -136,7 +143,9 @@ protected:
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cCriticalSection m_CS;
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cChunkCoordsList m_ChunksReady;
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sSendChunkList m_SendChunks;
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sSendChunkList m_SendChunksLowPriority;
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sSendChunkList m_SendChunksMediumPriority;
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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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@ -405,53 +405,145 @@ void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID,
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void cClientHandle::StreamChunks(void)
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bool cClientHandle::StreamNextChunk(void)
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{
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if ((m_State < csAuthenticated) || (m_State >= csDestroying))
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{
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return;
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return true;
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}
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ASSERT(m_Player != nullptr);
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int ChunkPosX = FAST_FLOOR_DIV((int)m_Player->GetPosX(), cChunkDef::Width);
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int ChunkPosZ = FAST_FLOOR_DIV((int)m_Player->GetPosZ(), cChunkDef::Width);
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if ((ChunkPosX == m_LastStreamedChunkX) && (ChunkPosZ == m_LastStreamedChunkZ))
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int ChunkPosX = m_Player->GetChunkX();
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int ChunkPosZ = m_Player->GetChunkZ();
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if ((m_LastStreamedChunkX == ChunkPosX) && (m_LastStreamedChunkZ == ChunkPosZ))
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{
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// Already streamed for this position
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return;
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// All chunks are already loaded. Abort loading.
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return true;
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}
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// Get the look vector and normalize it.
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Vector3d Position = m_Player->GetEyePosition();
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Vector3d LookVector = m_Player->GetLookVector();
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LookVector.Normalize();
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// Lock the list
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cCSLock Lock(m_CSChunkLists);
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// High priority: Load the chunks that are in the view-direction of the player (with a radius of 3)
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for (int Range = 0; Range < m_ViewDistance; Range++)
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{
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Vector3d Vector = Position + LookVector * cChunkDef::Width * Range;
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// Get the chunk from the x/z coords.
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int RangeX, RangeZ = 0;
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cChunkDef::BlockToChunk(FloorC(Vector.x), FloorC(Vector.z), RangeX, RangeZ);
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for (size_t X = 0; X < 7; X++)
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{
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for (size_t Z = 0; Z < 7; Z++)
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{
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int ChunkX = RangeX + ((X >= 4) ? (3 - X) : X);
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int ChunkZ = RangeZ + ((Z >= 4) ? (3 - Z) : Z);
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cChunkCoords Coords(ChunkX, ChunkZ);
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// Checks if the chunk is in distance
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if ((Diff(ChunkX, ChunkPosX) > m_ViewDistance) || (Diff(ChunkZ, ChunkPosZ) > m_ViewDistance))
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{
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continue;
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}
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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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(std::find(m_LoadedChunks.begin(), m_LoadedChunks.end(), Coords) != m_LoadedChunks.end())
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)
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{
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continue;
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}
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// Unloaded chunk found -> Send it to the client.
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Lock.Unlock();
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StreamChunk(ChunkX, ChunkZ, ((Range <= 2) ? cChunkSender::E_CHUNK_PRIORITY_HIGH : cChunkSender::E_CHUNK_PRIORITY_MEDIUM));
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return false;
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}
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}
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}
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// Low priority: Add all chunks that are in range. (From the center out to the edge)
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for (int d = 0; d <= m_ViewDistance; ++d) // cycle through (square) distance, from nearest to furthest
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{
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// For each distance add chunks in a hollow square centered around current position:
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cChunkCoordsList CurcleChunks;
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for (int i = -d; i <= d; ++i)
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{
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CurcleChunks.push_back(cChunkCoords(ChunkPosX + d, ChunkPosZ + i));
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CurcleChunks.push_back(cChunkCoords(ChunkPosX - d, ChunkPosZ + i));
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}
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for (int i = -d + 1; i < d; ++i)
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{
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CurcleChunks.push_back(cChunkCoords(ChunkPosX + i, ChunkPosZ + d));
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CurcleChunks.push_back(cChunkCoords(ChunkPosX + i, ChunkPosZ - d));
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}
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// For each the CurcleChunks list and send the first unloaded chunk:
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for (cChunkCoordsList::iterator itr = CurcleChunks.begin(), end = CurcleChunks.end(); itr != end; ++itr)
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{
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cChunkCoords Coords = *itr;
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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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(std::find(m_LoadedChunks.begin(), m_LoadedChunks.end(), Coords) != m_LoadedChunks.end())
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)
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{
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continue;
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}
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// Unloaded chunk found -> Send it to the client.
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Lock.Unlock();
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StreamChunk(Coords.m_ChunkX, Coords.m_ChunkZ, cChunkSender::E_CHUNK_PRIORITY_LOW);
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return false;
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}
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}
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// All chunks are loaded -> Sets the last loaded chunk coordinates to current coordinates
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m_LastStreamedChunkX = ChunkPosX;
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m_LastStreamedChunkZ = ChunkPosZ;
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LOGD("Streaming chunks centered on [%d, %d], view distance %d", ChunkPosX, ChunkPosZ, m_ViewDistance);
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|
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cWorld * World = m_Player->GetWorld();
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ASSERT(World != nullptr);
|
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return true;
|
||||
}
|
||||
|
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// Remove all loaded chunks that are no longer in range; deferred to out-of-CS:
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cChunkCoordsList RemoveChunks;
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|
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|
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|
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void cClientHandle::UnloadOutOfRangeChunks(void)
|
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{
|
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int ChunkPosX = FAST_FLOOR_DIV((int)m_Player->GetPosX(), cChunkDef::Width);
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int ChunkPosZ = FAST_FLOOR_DIV((int)m_Player->GetPosZ(), cChunkDef::Width);
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|
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cChunkCoordsList ChunksToRemove;
|
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{
|
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cCSLock Lock(m_CSChunkLists);
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for (cChunkCoordsList::iterator itr = m_LoadedChunks.begin(); itr != m_LoadedChunks.end();)
|
||||
{
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int RelX = (*itr).m_ChunkX - ChunkPosX;
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int RelZ = (*itr).m_ChunkZ - ChunkPosZ;
|
||||
if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance))
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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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if ((DiffX > m_ViewDistance) || (DiffZ > m_ViewDistance))
|
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{
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RemoveChunks.push_back(*itr);
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||||
ChunksToRemove.push_back(*itr);
|
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itr = m_LoadedChunks.erase(itr);
|
||||
}
|
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else
|
||||
{
|
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++itr;
|
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}
|
||||
} // for itr - m_LoadedChunks[]
|
||||
}
|
||||
|
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for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end();)
|
||||
{
|
||||
int RelX = (*itr).m_ChunkX - ChunkPosX;
|
||||
int RelZ = (*itr).m_ChunkZ - ChunkPosZ;
|
||||
if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance))
|
||||
int DiffX = Diff((*itr).m_ChunkX, ChunkPosX);
|
||||
int DiffZ = Diff((*itr).m_ChunkZ, ChunkPosZ);
|
||||
if ((DiffX > m_ViewDistance) || (DiffZ > m_ViewDistance))
|
||||
{
|
||||
itr = m_ChunksToSend.erase(itr);
|
||||
}
|
||||
@ -459,52 +551,21 @@ void cClientHandle::StreamChunks(void)
|
||||
{
|
||||
++itr;
|
||||
}
|
||||
} // for itr - m_ChunksToSend[]
|
||||
}
|
||||
}
|
||||
for (cChunkCoordsList::iterator itr = RemoveChunks.begin(); itr != RemoveChunks.end(); ++itr)
|
||||
|
||||
for (cChunkCoordsList::iterator itr = ChunksToRemove.begin(); itr != ChunksToRemove.end(); ++itr)
|
||||
{
|
||||
World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this);
|
||||
m_Player->GetWorld()->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this);
|
||||
m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
|
||||
} // for itr - RemoveChunks[]
|
||||
|
||||
// Add all chunks that are in range and not yet in m_LoadedChunks:
|
||||
// Queue these smartly - from the center out to the edge
|
||||
for (int d = 0; d <= m_ViewDistance; ++d) // cycle through (square) distance, from nearest to furthest
|
||||
{
|
||||
// For each distance add chunks in a hollow square centered around current position:
|
||||
for (int i = -d; i <= d; ++i)
|
||||
{
|
||||
StreamChunk(ChunkPosX + d, ChunkPosZ + i);
|
||||
StreamChunk(ChunkPosX - d, ChunkPosZ + i);
|
||||
} // for i
|
||||
for (int i = -d + 1; i < d; ++i)
|
||||
{
|
||||
StreamChunk(ChunkPosX + i, ChunkPosZ + d);
|
||||
StreamChunk(ChunkPosX + i, ChunkPosZ - d);
|
||||
} // for i
|
||||
} // for d
|
||||
|
||||
// Touch chunks GENERATEDISTANCE ahead to let them generate:
|
||||
for (int d = m_ViewDistance + 1; d <= m_ViewDistance + GENERATEDISTANCE; ++d) // cycle through (square) distance, from nearest to furthest
|
||||
{
|
||||
// For each distance touch chunks in a hollow square centered around current position:
|
||||
for (int i = -d; i <= d; ++i)
|
||||
{
|
||||
World->TouchChunk(ChunkPosX + d, ChunkPosZ + i);
|
||||
World->TouchChunk(ChunkPosX - d, ChunkPosZ + i);
|
||||
} // for i
|
||||
for (int i = -d + 1; i < d; ++i)
|
||||
{
|
||||
World->TouchChunk(ChunkPosX + i, ChunkPosZ + d);
|
||||
World->TouchChunk(ChunkPosX + i, ChunkPosZ - d);
|
||||
} // for i
|
||||
} // for d
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ)
|
||||
|
||||
void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority)
|
||||
{
|
||||
if (m_State >= csDestroying)
|
||||
{
|
||||
@ -522,7 +583,7 @@ void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ)
|
||||
m_LoadedChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
|
||||
m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
|
||||
}
|
||||
World->SendChunkTo(a_ChunkX, a_ChunkZ, this);
|
||||
World->SendChunkTo(a_ChunkX, a_ChunkZ, a_Priority, this);
|
||||
}
|
||||
}
|
||||
|
||||
@ -545,7 +606,7 @@ void cClientHandle::RemoveFromAllChunks()
|
||||
m_LoadedChunks.clear();
|
||||
m_ChunksToSend.clear();
|
||||
m_SentChunks.clear();
|
||||
|
||||
|
||||
// Also reset the LastStreamedChunk coords to bogus coords,
|
||||
// so that all chunks are streamed in subsequent StreamChunks() call (FS #407)
|
||||
m_LastStreamedChunkX = 0x7fffffff;
|
||||
@ -1871,10 +1932,11 @@ void cClientHandle::RemoveFromWorld(void)
|
||||
{
|
||||
m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
|
||||
} // for itr - Chunks[]
|
||||
|
||||
|
||||
// Here, we set last streamed values to bogus ones so everything is resent
|
||||
m_LastStreamedChunkX = 0x7fffffff;
|
||||
m_LastStreamedChunkZ = 0x7fffffff;
|
||||
|
||||
m_HasSentPlayerChunk = false;
|
||||
}
|
||||
|
||||
@ -1920,7 +1982,7 @@ void cClientHandle::Tick(float a_Dt)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// If the chunk the player's in was just sent, spawn the player:
|
||||
if (m_HasSentPlayerChunk && (m_State == csDownloadingWorld))
|
||||
{
|
||||
@ -1941,6 +2003,26 @@ void cClientHandle::Tick(float a_Dt)
|
||||
}
|
||||
}
|
||||
|
||||
if ((m_State >= csAuthenticated) && (m_State < csDestroying))
|
||||
{
|
||||
// Stream 4 chunks per tick
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
// Stream the next chunk
|
||||
if (StreamNextChunk())
|
||||
{
|
||||
// Streaming finished. All chunks are loaded.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Unload all chunks that are out of the view distance (all 5 seconds)
|
||||
if ((m_Player->GetWorld()->GetWorldAge() % 100) == 0)
|
||||
{
|
||||
UnloadOutOfRangeChunks();
|
||||
}
|
||||
}
|
||||
|
||||
// Handle block break animation:
|
||||
if (m_BlockDigAnimStage > -1)
|
||||
{
|
||||
@ -1977,7 +2059,7 @@ void cClientHandle::ServerTick(float a_Dt)
|
||||
|
||||
if (m_State == csAuthenticated)
|
||||
{
|
||||
StreamChunks();
|
||||
StreamNextChunk();
|
||||
|
||||
// Remove the client handle from the server, it will be ticked from its cPlayer object from now on
|
||||
cRoot::Get()->GetServer()->ClientMovedToWorld(this);
|
||||
@ -2765,18 +2847,8 @@ void cClientHandle::SetUsername( const AString & a_Username)
|
||||
|
||||
void cClientHandle::SetViewDistance(int a_ViewDistance)
|
||||
{
|
||||
if (a_ViewDistance < MIN_VIEW_DISTANCE)
|
||||
{
|
||||
a_ViewDistance = MIN_VIEW_DISTANCE;
|
||||
}
|
||||
if (a_ViewDistance > MAX_VIEW_DISTANCE)
|
||||
{
|
||||
a_ViewDistance = MAX_VIEW_DISTANCE;
|
||||
}
|
||||
m_ViewDistance = a_ViewDistance;
|
||||
|
||||
// Need to re-stream chunks for the change to become apparent:
|
||||
StreamChunks();
|
||||
m_ViewDistance = Clamp(a_ViewDistance, MIN_VIEW_DISTANCE, MAX_VIEW_DISTANCE);
|
||||
LOGD("Setted %s's view distance to %i", GetUsername().c_str(), m_ViewDistance);
|
||||
}
|
||||
|
||||
|
||||
|
@ -21,6 +21,7 @@
|
||||
#include "Enchantments.h"
|
||||
#include "UI/SlotArea.h"
|
||||
#include "json/json.h"
|
||||
#include "ChunkSender.h"
|
||||
|
||||
|
||||
|
||||
@ -113,7 +114,11 @@ public:
|
||||
/** Authenticates the specified user, called by cAuthenticator */
|
||||
void Authenticate(const AString & a_Name, const AString & a_UUID, const Json::Value & a_Properties);
|
||||
|
||||
void StreamChunks(void);
|
||||
/** This function sends a new unloaded chunk to the player. Returns true if all chunks are loaded. */
|
||||
bool StreamNextChunk();
|
||||
|
||||
/** Remove all loaded chunks that are no longer in range */
|
||||
void UnloadOutOfRangeChunks(void);
|
||||
|
||||
// Removes the client from all chunks. Used when switching worlds or destroying the player
|
||||
void RemoveFromAllChunks(void);
|
||||
@ -359,7 +364,7 @@ private:
|
||||
cPlayer * m_Player;
|
||||
|
||||
bool m_HasSentDC; ///< True if a D/C packet has been sent in either direction
|
||||
|
||||
|
||||
// Chunk position when the last StreamChunks() was called; used to avoid re-streaming while in the same chunk
|
||||
int m_LastStreamedChunkX;
|
||||
int m_LastStreamedChunkZ;
|
||||
@ -445,7 +450,7 @@ private:
|
||||
bool CheckBlockInteractionsRate(void);
|
||||
|
||||
/** Adds a single chunk to be streamed to the client; used by StreamChunks() */
|
||||
void StreamChunk(int a_ChunkX, int a_ChunkZ);
|
||||
void StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority);
|
||||
|
||||
/** Handles the DIG_STARTED dig packet: */
|
||||
void HandleBlockDigStarted (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta);
|
||||
|
@ -235,7 +235,6 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
|
||||
CanMove = false;
|
||||
TeleportToCoords(m_LastPos.x, m_LastPos.y, m_LastPos.z);
|
||||
}
|
||||
m_ClientHandle->StreamChunks();
|
||||
}
|
||||
|
||||
if (CanMove)
|
||||
|
@ -1901,6 +1901,7 @@ void cProtocol172::HandlePacketClientSettings(cByteBuffer & a_ByteBuffer)
|
||||
HANDLE_READ(a_ByteBuffer, ReadByte, Byte, ShowCape);
|
||||
|
||||
m_Client->SetLocale(Locale);
|
||||
m_Client->SetViewDistance(ViewDistance);
|
||||
// TODO: Do anything with the other values.
|
||||
}
|
||||
|
||||
|
@ -2160,6 +2160,7 @@ void cProtocol180::HandlePacketClientSettings(cByteBuffer & a_ByteBuffer)
|
||||
HANDLE_READ(a_ByteBuffer, ReadChar, char, SkinFlags);
|
||||
|
||||
m_Client->SetLocale(Locale);
|
||||
m_Client->SetViewDistance(ViewDistance);
|
||||
// TODO: Handle other values
|
||||
}
|
||||
|
||||
|
@ -2857,19 +2857,19 @@ void cWorld::RemoveClientFromChunks(cClientHandle * a_Client)
|
||||
|
||||
|
||||
|
||||
void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
|
||||
void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client)
|
||||
{
|
||||
m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Client);
|
||||
m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Priority, a_Client);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cWorld::ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
|
||||
void cWorld::ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client)
|
||||
{
|
||||
a_Client->AddWantedChunk(a_ChunkX, a_ChunkZ);
|
||||
m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Client);
|
||||
m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Priority, a_Client);
|
||||
}
|
||||
|
||||
|
||||
@ -3498,7 +3498,6 @@ void cWorld::AddQueuedPlayers(void)
|
||||
cClientHandle * Client = (*itr)->GetClientHandle();
|
||||
if (Client != nullptr)
|
||||
{
|
||||
Client->StreamChunks();
|
||||
Client->SendPlayerMoveLook();
|
||||
Client->SendHealth();
|
||||
Client->SendWholeInventory(*(*itr)->GetWindow());
|
||||
|
@ -359,12 +359,12 @@ public:
|
||||
|
||||
/** Sends the chunk to the client specified, if the client doesn't have the chunk yet.
|
||||
If chunk not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid + lighted). */
|
||||
void SendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
|
||||
void SendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client);
|
||||
|
||||
/** Sends the chunk to the client specified, even if the client already has the chunk.
|
||||
If the chunk's not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid + lighted). */
|
||||
void ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
|
||||
|
||||
void ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client);
|
||||
|
||||
/** Removes client from ChunkSender's queue of chunks to be sent */
|
||||
void RemoveClientFromChunkSender(cClientHandle * a_Client);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user