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cuberite-2a/src/CircularBufferCompressor.h
Tiger Wang 054a89dd9e Clarify cClientHandle, cPlayer ownership semantics
+ A cPlayer, once created, has a strong pointer to the cClientHandle. The player ticks the clienthandle. If he finds the handle destroyed, he destroys himself in turn. Nothing else can kill the player.
* The client handle has a pointer to the player. Once a player is created, the client handle never outlasts the player, nor does it manage the player's lifetime. The pointer is always safe to use after FinishAuthenticate, which is also the point where cProtocol is put into the Game state that allows player manipulation.
+ Entities are once again never lost by constructing a chunk when they try to move into one that doesn't exist.
* Fixed a forgotten Super invocation in cPlayer::OnRemoveFromWorld.
* Fix SaveToDisk usage in destructor by only saving things cPlayer owns, instead of accessing cWorld.
2021-01-12 12:34:34 +00:00

50 lines
695 B
C++

#pragma once
#include "StringCompression.h"
class cByteBuffer;
class CircularBufferCompressor
{
public:
ContiguousByteBufferView GetView() const;
Compression::Result Compress();
void ReadFrom(cByteBuffer & Buffer);
void ReadFrom(cByteBuffer & Buffer, size_t Size);
private:
Compression::Compressor m_Compressor;
std::basic_string<std::byte> m_ContiguousIntermediate;
};
class CircularBufferExtractor
{
public:
ContiguousByteBufferView GetView() const;
Compression::Result Extract(size_t UncompressedSize);
void ReadFrom(cByteBuffer & Buffer, size_t Size);
private:
Compression::Extractor m_Extractor;
std::basic_string<std::byte> m_ContiguousIntermediate;
};