Merged branch 'fix_chunks'.
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5b9ca4a7b4
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@ -540,9 +540,11 @@ void cClientHandle::RemoveFromAllChunks()
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}
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{
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// Reset all chunk lists:
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cCSLock Lock(m_CSChunkLists);
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m_LoadedChunks.clear();
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m_ChunksToSend.clear();
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m_SentChunks.clear();
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// Also reset the LastStreamedChunk coords to bogus coords,
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// so that all chunks are streamed in subsequent StreamChunks() call (FS #407)
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@ -2027,7 +2029,17 @@ void cClientHandle::SendBlockBreakAnim(int a_EntityID, int a_BlockX, int a_Block
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void cClientHandle::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
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{
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m_Protocol->SendBlockChange(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
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int ChunkX, ChunkZ = 0;
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cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
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cChunkCoords ChunkCoords = cChunkCoords(ChunkX, ChunkZ);
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// Do not send block changes in chunks that weren't sent to the client yet:
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cCSLock Lock(m_CSChunkLists);
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if (std::find(m_SentChunks.begin(), m_SentChunks.end(), ChunkCoords) != m_SentChunks.end())
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{
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Lock.Unlock();
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m_Protocol->SendBlockChange(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
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}
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}
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@ -2037,8 +2049,15 @@ void cClientHandle::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BL
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void cClientHandle::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes)
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{
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ASSERT(!a_Changes.empty()); // We don't want to be sending empty change packets!
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m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes);
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// Do not send block changes in chunks that weren't sent to the client yet:
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cChunkCoords ChunkCoords = cChunkCoords(a_ChunkX, a_ChunkZ);
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cCSLock Lock(m_CSChunkLists);
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if (std::find(m_SentChunks.begin(), m_SentChunks.end(), ChunkCoords) != m_SentChunks.end())
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{
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Lock.Unlock();
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m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes);
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}
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}
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@ -2102,6 +2121,12 @@ void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializ
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m_Protocol->SendChunkData(a_ChunkX, a_ChunkZ, a_Serializer);
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// Add the chunk to the list of chunks sent to the player:
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{
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cCSLock Lock(m_CSChunkLists);
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m_SentChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
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}
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// If it is the chunk the player's in, make them spawn (in the tick thread):
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if ((m_State == csAuthenticated) || (m_State == csDownloadingWorld))
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{
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@ -2631,6 +2656,12 @@ void cClientHandle::SendTimeUpdate(Int64 a_WorldAge, Int64 a_TimeOfDay, bool a_D
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void cClientHandle::SendUnloadChunk(int a_ChunkX, int a_ChunkZ)
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{
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// Remove the chunk from the list of chunks sent to the client:
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{
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cCSLock Lock(m_CSChunkLists);
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m_SentChunks.remove(cChunkCoords(a_ChunkX, a_ChunkZ));
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}
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m_Protocol->SendUnloadChunk(a_ChunkX, a_ChunkZ);
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}
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@ -343,6 +343,7 @@ 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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cChunkCoordsList m_SentChunks; // Store the coordinates of the chunks that the client has loaded
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cProtocol * m_Protocol;
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