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Better StreamNextChunk() method

This commit is contained in:
Howaner 2014-10-06 17:38:17 +02:00
parent 382e014ebc
commit 5a6b86180e
2 changed files with 120 additions and 15 deletions

View File

@ -70,6 +70,8 @@ cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance) :
m_OutgoingData(64 KiB),
m_Player(NULL),
m_HasSentDC(false),
m_LastStreamedChunkX(0x7fffffff), // bogus chunk coords to force streaming upon login
m_LastStreamedChunkZ(0x7fffffff),
m_TimeSinceLastPacket(0),
m_Ping(1000),
m_PingID(1),
@ -405,44 +407,133 @@ void cClientHandle::StreamNextChunk(void)
{
return;
}
ASSERT(m_Player != NULL);
int ChunkPosX = m_Player->GetChunkX();
int ChunkPosZ = m_Player->GetChunkZ();
if ((m_LastStreamedChunkX == ChunkPosX) && (m_LastStreamedChunkZ == ChunkPosZ))
{
// All chunks are already loaded. Abort loading.
return;
}
// Get the look vector and normalize it.
Vector3d Position = m_Player->GetEyePosition();
Vector3d LookVector = m_Player->GetLookVector();
LookVector.Normalize();
Vector3d Position = m_Player->GetEyePosition();
// Lock the list
cCSLock Lock(m_CSChunkLists);
// High priority: Load the chunks that are in the view-direction of the player (with a radius of 3)
for (size_t Range = 0; Range < (size_t)m_ViewDistance; Range++)
{
Vector3d Vector = Position + LookVector * cChunkDef::Width * Range;
// Get the chunk from the x/z coords.
int RangeX, RangeZ = 0;
cChunkDef::BlockToChunk((int)std::floor(Vector.x), (int)std::floor(Vector.z), RangeX, RangeZ);
for (size_t X = 0; X < 6; X++)
for (size_t X = 0; X < 7; X++)
{
for (size_t Z = 0; Z < 6; Z++)
for (size_t Z = 0; Z < 7; Z++)
{
int ChunkX = RangeX + ((X >= 3) ? (2 - X) : X);
int ChunkZ = RangeZ + ((Z >= 3) ? (2 - Z) : Z);
int ChunkX = RangeX + ((X >= 4) ? (3 - X) : X);
int ChunkZ = RangeZ + ((Z >= 4) ? (3 - Z) : Z);
cChunkCoords Coords(ChunkX, ChunkZ);
// If the chunk already loading/loaded -> skip
if (
(std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), Coords) != m_ChunksToSend.end()) ||
(std::find(m_LoadedChunks.begin(), m_LoadedChunks.end(), Coords) != m_LoadedChunks.end())
)
{
cCSLock Lock(m_CSChunkLists);
if (
(std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), Coords) != m_ChunksToSend.end()) ||
(std::find(m_LoadedChunks.begin(), m_LoadedChunks.end(), Coords) != m_LoadedChunks.end())
)
{
continue;
}
continue;
}
// Unloaded chunk found -> Send it to the client.
Lock.Unlock();
StreamChunk(ChunkX, ChunkZ);
return;
}
}
}
// Medium priority: Load the chunks that are behind the player
LookVector = m_Player->GetLookVector() * -1;
for (size_t Range = 0; Range < 3; Range++)
{
Vector3d Vector = Position + LookVector * cChunkDef::Width * Range;
// Get the chunk from the x/z coords.
int RangeX, RangeZ = 0;
cChunkDef::BlockToChunk((int)std::floor(Vector.x), (int)std::floor(Vector.z), RangeX, RangeZ);
for (size_t X = 0; X < 7; X++)
{
for (size_t Z = 0; Z < 7; Z++)
{
int ChunkX = RangeX + ((X >= 4) ? (3 - X) : X);
int ChunkZ = RangeZ + ((Z >= 4) ? (3 - Z) : Z);
cChunkCoords Coords(ChunkX, ChunkZ);
// If the chunk already loading/loaded -> skip
if (
(std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), Coords) != m_ChunksToSend.end()) ||
(std::find(m_LoadedChunks.begin(), m_LoadedChunks.end(), Coords) != m_LoadedChunks.end())
)
{
continue;
}
// Unloaded chunk found -> Send it to the client.
Lock.Unlock();
StreamChunk(ChunkX, ChunkZ);
return;
}
}
}
// Low priority: Add all chunks that are in range. (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:
cChunkCoordsList CurcleChunks;
for (int i = -d; i <= d; ++i)
{
CurcleChunks.push_back(cChunkCoords(ChunkPosX + d, ChunkPosZ + i));
CurcleChunks.push_back(cChunkCoords(ChunkPosX - d, ChunkPosZ + i));
}
for (int i = -d + 1; i < d; ++i)
{
CurcleChunks.push_back(cChunkCoords(ChunkPosX + i, ChunkPosZ + d));
CurcleChunks.push_back(cChunkCoords(ChunkPosX + i, ChunkPosZ - d));
}
// For each the CurcleChunks list and send the first unloaded chunk:
for (cChunkCoordsList::iterator itr = CurcleChunks.begin(), end = CurcleChunks.end(); itr != end; ++itr)
{
cChunkCoords Coords = *itr;
// If the chunk already loading/loaded -> skip
if (
(std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), Coords) != m_ChunksToSend.end()) ||
(std::find(m_LoadedChunks.begin(), m_LoadedChunks.end(), Coords) != m_LoadedChunks.end())
)
{
continue;
}
// Unloaded chunk found -> Send it to the client.
Lock.Unlock();
StreamChunk(Coords.m_ChunkX, Coords.m_ChunkZ);
return;
}
}
// All chunks are loaded -> Sets the last loaded chunk coordinates to current coordinates
m_LastStreamedChunkX = ChunkPosX;
m_LastStreamedChunkZ = ChunkPosZ;
}
@ -537,6 +628,11 @@ void cClientHandle::RemoveFromAllChunks()
cCSLock Lock(m_CSChunkLists);
m_LoadedChunks.clear();
m_ChunksToSend.clear();
// Also reset the LastStreamedChunk coords to bogus coords,
// so that all chunks are streamed in subsequent StreamChunks() call (FS #407)
m_LastStreamedChunkX = 0x7fffffff;
m_LastStreamedChunkZ = 0x7fffffff;
}
}
@ -1852,6 +1948,10 @@ 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;
}
@ -1920,10 +2020,11 @@ void cClientHandle::Tick(float a_Dt)
if ((m_State >= csAuthenticated) && (m_State < csDestroying))
{
StreamNextChunk(); // Streams the next chunk
// Unload all chunks that are out of the view distance (all 2 seconds)
if ((m_Player->GetWorld()->GetWorldAge() % 40) == 0)
// Unload all chunks that are out of the view distance (all 5 seconds)
if ((m_Player->GetWorld()->GetWorldAge() % 100) == 0)
{
UnloadOutOfRangeChunks();
}

View File

@ -357,6 +357,10 @@ private:
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;
/** Seconds since the last packet data was received (updated in Tick(), reset in DataReceived()) */
float m_TimeSinceLastPacket;