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Added queue for adding entities to cWorld.

This alone doesn't work properly yet, further changes to cPlayer are needed.
This commit is contained in:
Mattes D 2014-06-06 22:31:16 +02:00
parent c5d1ca7dac
commit b904223b9d
6 changed files with 42 additions and 7 deletions

View File

@ -250,7 +250,8 @@ public:
void SendData(const char * a_Data, size_t a_Size);
/** Called when the player moves into a different world; queues sreaming the new chunks */
/** Called when the player moves into a different world.
Locks the current world, doesn't lock the new world. */
void MoveToWorld(cWorld & a_World, bool a_SendRespawnPacket);
/** Called when the player will enchant a Item */

View File

@ -421,6 +421,9 @@ public:
UNUSED(a_Killer);
}
/** Sets the internal world pointer to a new cWorld, doesn't update anything else. */
void SetWorld(cWorld * a_World) { m_World = a_World; }
protected:
static cCriticalSection m_CSCount;
static int m_EntityCount;
@ -485,8 +488,6 @@ protected:
virtual void Destroyed(void) {} // Called after the entity has been destroyed
void SetWorld(cWorld * a_World) { m_World = a_World; }
/** Called in each tick to handle air-related processing i.e. drowning */
virtual void HandleAir();

View File

@ -1595,8 +1595,6 @@ bool cPlayer::MoveToWorld(const char * a_WorldName)
m_ClientHandle->MoveToWorld(*World, (OldDimension != World->GetDimension()));
// Add player to all the necessary parts of the new world
SetWorld(World);
m_ClientHandle->StreamChunks();
World->AddEntity(this);
World->AddPlayer(this);

View File

@ -328,6 +328,8 @@ public:
void SetVisible( bool a_bVisible ); // tolua_export
bool IsVisible(void) const { return m_bVisible; } // tolua_export
/** Moves the player to the specified world.
Returns true if successful, false on failure (world not found). */
bool MoveToWorld(const char * a_WorldName); // tolua_export
bool SaveToDisk(void);

View File

@ -743,6 +743,17 @@ void cWorld::Tick(float a_Dt, int a_LastTickDurationMSec)
m_LastTimeUpdate = m_WorldAge;
}
// Add entities waiting in the queue to be added:
{
cCSLock Lock(m_CSEntitiesToAdd);
for (cEntityList::iterator itr = m_EntitiesToAdd.begin(), end = m_EntitiesToAdd.end(); itr != end; ++itr)
{
(*itr)->SetWorld(this);
m_ChunkMap->AddEntity(*itr);
}
m_EntitiesToAdd.clear();
}
m_ChunkMap->Tick(a_Dt);
TickClients(a_Dt);
@ -2808,9 +2819,11 @@ void cWorld::ScheduleTask(int a_DelayTicks, cTask * a_Task)
void cWorld::AddEntity(cEntity * a_Entity)
{
m_ChunkMap->AddEntity(a_Entity);
cCSLock Lock(m_CSEntitiesToAdd);
m_EntitiesToAdd.push_back(a_Entity);
}
@ -2819,6 +2832,19 @@ void cWorld::AddEntity(cEntity * a_Entity)
bool cWorld::HasEntity(int a_UniqueID)
{
// Check if the entity is in the queue to be added to the world:
{
cCSLock Lock(m_CSEntitiesToAdd);
for (cEntityList::const_iterator itr = m_EntitiesToAdd.begin(), end = m_EntitiesToAdd.end(); itr != end; ++itr)
{
if ((*itr)->GetUniqueID() == a_UniqueID)
{
return true;
}
} // for itr - m_EntitiesToAdd[]
}
// Check if the entity is in the chunkmap:
return m_ChunkMap->HasEntity(a_UniqueID);
}

View File

@ -301,7 +301,8 @@ public:
void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
/** Adds the entity into its appropriate chunk; takes ownership of the entity ptr */
/** Adds the entity into its appropriate chunk; takes ownership of the entity ptr.
The entity is added lazily - this function only puts it in a queue that is then processed by the Tick thread. */
void AddEntity(cEntity * a_Entity);
bool HasEntity(int a_UniqueID);
@ -926,6 +927,12 @@ private:
/** Clients that are scheduled for adding, waiting for TickClients to add them */
cClientHandleList m_ClientsToAdd;
/** Guards m_EntitiesToAdd */
cCriticalSection m_CSEntitiesToAdd;
/** List of entities that are scheduled for adding, waiting for the Tick thread to add them. */
cEntityList m_EntitiesToAdd;
cWorld(const AString & a_WorldName);
virtual ~cWorld();