Use 3 priorities.
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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, cChunkSender::E_CHUNK_PRIORITY_HIGH, (*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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@ -100,6 +100,7 @@ void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a
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cCSLock Lock(m_CS);
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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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@ -107,10 +108,27 @@ void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a
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return;
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}
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if (a_Priority == E_CHUNK_PRIORITY_LOW) {
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m_SendChunksLowPriority.push_back(Chunk);
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} else if (a_Priority == E_CHUNK_PRIORITY_HIGH) {
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m_SendChunksHighPriority.push_back(Chunk);
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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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@ -133,6 +151,15 @@ void cChunkSender::RemoveClient(cClientHandle * a_Client)
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}
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++itr;
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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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@ -191,6 +218,15 @@ 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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@ -79,7 +79,8 @@ public:
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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_LOW = 1,
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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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@ -143,6 +144,7 @@ protected:
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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_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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@ -463,7 +463,7 @@ bool cClientHandle::StreamNextChunk(void)
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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, cChunkSender::E_CHUNK_PRIORITY_HIGH);
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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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