// ChunkSender.cpp // Interfaces to the cChunkSender class representing the thread that waits for chunks becoming ready (loaded / generated) and sends them to clients #include "Globals.h" #include "ChunkSender.h" #include "World.h" #include "BlockEntities/BlockEntity.h" #include "ClientHandle.h" #include "Chunk.h" //////////////////////////////////////////////////////////////////////////////// // cNotifyChunkSender: /** Callback that can be used to notify chunk sender upon another chunkcoord notification */ class cNotifyChunkSender : public cChunkCoordCallback { virtual void Call(cChunkCoords a_Coords, bool a_IsSuccess) override { cChunkSender & ChunkSender = m_ChunkSender; m_World.DoWithChunk( a_Coords.m_ChunkX, a_Coords.m_ChunkZ, [&ChunkSender] (cChunk & a_Chunk) -> bool { ChunkSender.QueueSendChunkTo(a_Chunk.GetPosX(), a_Chunk.GetPosZ(), cChunkSender::Priority::High, a_Chunk.GetAllClients()); return true; } ); } cChunkSender & m_ChunkSender; cWorld & m_World; public: cNotifyChunkSender(cChunkSender & a_ChunkSender, cWorld & a_World): m_ChunkSender(a_ChunkSender), m_World(a_World) { } }; //////////////////////////////////////////////////////////////////////////////// // cChunkSender: cChunkSender::cChunkSender(cWorld & a_World) : Super("Chunk Sender"), m_World(a_World), m_Serializer(m_World.GetDimension()) { } cChunkSender::~cChunkSender() { Stop(); } void cChunkSender::Stop(void) { m_ShouldTerminate = true; m_evtQueue.Set(); Super::Stop(); } void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, Priority a_Priority, cClientHandle * a_Client) { ASSERT(a_Client != nullptr); { cChunkCoords Chunk{a_ChunkX, a_ChunkZ}; cCSLock Lock(m_CS); auto iter = m_ChunkInfo.find(Chunk); if (iter != m_ChunkInfo.end()) { auto & info = iter->second; if (info.m_Priority < a_Priority) // Was the chunk's priority boosted? { m_SendChunks.push(sChunkQueue{a_Priority, Chunk}); info.m_Priority = a_Priority; } info.m_Clients.insert(a_Client->shared_from_this()); } else { m_SendChunks.push(sChunkQueue{a_Priority, Chunk}); auto info = sSendChunk{Chunk, a_Priority}; info.m_Clients.insert(a_Client->shared_from_this()); m_ChunkInfo.emplace(Chunk, info); } } m_evtQueue.Set(); } void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, Priority a_Priority, const std::vector & a_Clients) { { cChunkCoords Chunk{a_ChunkX, a_ChunkZ}; cCSLock Lock(m_CS); auto iter = m_ChunkInfo.find(Chunk); if (iter != m_ChunkInfo.end()) { auto & info = iter->second; if (info.m_Priority < a_Priority) // Was the chunk's priority boosted? { m_SendChunks.push(sChunkQueue{a_Priority, Chunk}); info.m_Priority = a_Priority; } for (const auto & Client : a_Clients) { info.m_Clients.insert(Client->shared_from_this()); } } else { m_SendChunks.push(sChunkQueue{a_Priority, Chunk}); auto info = sSendChunk{Chunk, a_Priority}; for (const auto & Client : a_Clients) { info.m_Clients.insert(Client->shared_from_this()); } m_ChunkInfo.emplace(Chunk, info); } } m_evtQueue.Set(); } void cChunkSender::Execute(void) { while (!m_ShouldTerminate) { m_evtQueue.Wait(); { cCSLock Lock(m_CS); while (!m_SendChunks.empty()) { // Take one from the queue: auto Chunk = m_SendChunks.top().m_Chunk; m_SendChunks.pop(); auto itr = m_ChunkInfo.find(Chunk); if (itr == m_ChunkInfo.end()) { continue; } auto clients = std::move(itr->second.m_Clients); m_ChunkInfo.erase(itr); cCSUnlock Unlock(Lock); SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkZ, clients); } } } // while (!m_ShouldTerminate) } void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkZ, const WeakClients & a_Clients) { // Contains strong pointers to clienthandles. std::vector> Clients; // Ask the client if it still wants the chunk: for (const auto & WeakClient : a_Clients) { auto Client = WeakClient.lock(); if ((Client != nullptr) && Client->WantsSendChunk(a_ChunkX, a_ChunkZ)) { Clients.push_back(std::move(Client)); } } // Bail early if every requester disconnected: if (Clients.empty()) { return; } // If the chunk has no clients, no need to packetize it: if (!m_World.HasChunkAnyClients(a_ChunkX, a_ChunkZ)) { return; } // If the chunk is not valid, do nothing - whoever needs it has queued it for loading / generating if (!m_World.IsChunkValid(a_ChunkX, a_ChunkZ)) { return; } // If the chunk is not lighted, queue it for relighting and get notified when it's ready: if (!m_World.IsChunkLighted(a_ChunkX, a_ChunkZ)) { m_World.QueueLightChunk(a_ChunkX, a_ChunkZ, std::make_unique(*this, m_World)); return; } // Query and prepare chunk data: if (!m_World.GetChunkData({a_ChunkX, a_ChunkZ}, *this)) { return; } // Send: m_Serializer.SendToClients(a_ChunkX, a_ChunkZ, m_BlockData, m_LightData, m_BiomeMap, Clients); for (const auto & Client : Clients) { // Send block-entity packets: for (const auto & Pos : m_BlockEntities) { m_World.SendBlockEntity(Pos.x, Pos.y, Pos.z, *Client); } // for itr - m_Packets[] // Send entity packets: for (const auto EntityID : m_EntityIDs) { m_World.DoWithEntityByID(EntityID, [Client](cEntity & a_Entity) { /* // DEBUG: LOGD("cChunkSender: Entity #%d (%s) at [%f, %f, %f] spawning for player \"%s\"", a_Entity.GetUniqueID(), a_Entity.GetClass(), a_Entity.GetPosition().x, a_Entity.GetPosition().y, a_Entity.GetPosition().z, Client->GetUsername().c_str() ); */ /* This check looks highly suspect. Its purpose is to check the client still has a valid player object associated, since the player destroys itself when the client is destroyed. It's done within the world lock to ensure correctness. A better way involves fixing chunk sending (GH #3696) to obviate calling SpawnOn from this thread in the first place. */ if (!Client->IsDestroyed()) { a_Entity.SpawnOn(*Client); } return true; }); } } m_BlockEntities.clear(); m_EntityIDs.clear(); } void cChunkSender::BlockEntity(cBlockEntity * a_Entity) { m_BlockEntities.push_back(a_Entity->GetPos()); } void cChunkSender::Entity(cEntity * a_Entity) { m_EntityIDs.push_back(a_Entity->GetUniqueID()); } void cChunkSender::BiomeMap(const cChunkDef::BiomeMap & a_BiomeMap) { for (size_t i = 0; i < ARRAYCOUNT(m_BiomeMap); i++) { if (a_BiomeMap[i] < 255) { // Normal MC biome, copy as-is: m_BiomeMap[i] = static_cast(a_BiomeMap[i]); } else { // TODO: MCS-specific biome, need to map to some basic MC biome: ASSERT(!"Unimplemented MCS-specific biome"); } } // for i - m_BiomeMap[] }