8be2528350
git-svn-id: http://mc-server.googlecode.com/svn/trunk@409 0a769ca7-a7f5-676a-18bf-c427514a06d6
241 lines
4.5 KiB
C++
241 lines
4.5 KiB
C++
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// ChunkSender.cpp
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// Interfaces to the cChunkSender class representing the thread that waits for chunks becoming ready (loaded / generated) and sends them to clients
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#include "Globals.h"
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#include "ChunkSender.h"
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#include "cWorld.h"
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#include "packets/cPacket_MapChunk.h"
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#include "packets/cPacket_PreChunk.h"
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#include "cBlockEntity.h"
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cChunkSender::cChunkSender(void) :
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super("ChunkSender"),
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m_World(NULL)
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{
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memset(m_BiomeData, biPlains, sizeof(m_BiomeData));
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}
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cChunkSender::~cChunkSender()
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{
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Stop();
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}
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bool cChunkSender::Start(cWorld * a_World)
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{
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m_World = a_World;
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return super::Start();
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}
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void cChunkSender::Stop(void)
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{
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m_ShouldTerminate = true;
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m_evtQueue.Set();
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Wait();
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}
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void cChunkSender::ChunkReady(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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// This is probably never gonna be called twice for the same chunk, and if it is, we don't mind, so we don't check
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{
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cCSLock Lock(m_CS);
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m_ChunksReady.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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}
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m_evtQueue.Set();
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}
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void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
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{
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ASSERT(a_Client != NULL);
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{
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cCSLock Lock(m_CS);
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if (std::find(m_SendChunks.begin(), m_SendChunks.end(), sSendChunk(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client)) != m_SendChunks.end())
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{
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// Already queued, bail out
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return;
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}
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m_SendChunks.push_back(sSendChunk(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client));
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}
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m_evtQueue.Set();
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}
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void cChunkSender::RemoveClient(cClientHandle * a_Client)
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{
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{
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cCSLock Lock(m_CS);
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for (sSendChunkList::iterator itr = m_SendChunks.begin(); itr != m_SendChunks.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_SendChunks.erase(itr);
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continue;
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}
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++itr;
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} // for itr - m_SendChunks[]
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}
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m_evtQueue.Set();
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m_evtRemoved.Wait(); // Wait for removal confirmation
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}
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void cChunkSender::Execute(void)
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{
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while (!m_ShouldTerminate)
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{
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cCSLock Lock(m_CS);
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while (m_ChunksReady.empty() && m_SendChunks.empty())
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{
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cCSUnlock Unlock(Lock);
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m_evtRemoved.Set(); // Notify that the removed clients are safe to be deleted
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m_evtQueue.Wait();
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if (m_ShouldTerminate)
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{
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return;
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}
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} // while (empty)
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if (!m_ChunksReady.empty())
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{
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// Take one from the queue:
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cChunkCoords Coords(m_ChunksReady.front());
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m_ChunksReady.pop_front();
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Lock.Unlock();
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SendChunk(Coords.m_ChunkX, Coords.m_ChunkY, Coords.m_ChunkZ, NULL);
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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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sSendChunk Chunk(m_SendChunks.front());
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m_SendChunks.pop_front();
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Lock.Unlock();
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SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkY, Chunk.m_ChunkZ, Chunk.m_Client);
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}
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m_evtRemoved.Set(); // Notify that the removed clients are safe to be deleted
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} // while (!mShouldTerminate)
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}
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void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
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{
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ASSERT(m_World != NULL);
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// Ask the client if it still wants the chunk:
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if (a_Client != NULL)
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{
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if (!a_Client->WantsSendChunk(a_ChunkX, a_ChunkY, a_ChunkZ))
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{
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return;
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}
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}
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// Prepare MapChunk packets:
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if( !m_World->GetChunkData(a_ChunkX, a_ChunkY, a_ChunkZ, *this) )
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{
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return;
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}
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cPacket_PreChunk PreChunk(a_ChunkX, a_ChunkZ, true);
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cPacket_MapChunk MapChunk(a_ChunkX, a_ChunkY, a_ChunkZ, m_BlockData, m_BiomeData);
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// Send:
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if (a_Client == NULL)
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{
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m_World->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, PreChunk);
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m_World->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, MapChunk);
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}
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else
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{
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a_Client->Send(PreChunk);
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a_Client->Send(MapChunk);
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}
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// Send entity creation packets:
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for (PacketList::iterator itr = m_Packets.begin(); itr != m_Packets.end(); ++itr)
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{
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if (a_Client == NULL)
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{
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m_World->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, **itr);
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}
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else
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{
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a_Client->Send(**itr);
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}
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delete *itr;
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} // for itr - m_Packets[]
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m_Packets.clear();
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}
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void cChunkSender::BlockData(const char * a_Data)
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{
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memcpy(m_BlockData, a_Data, cChunk::c_BlockDataSize);
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}
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void cChunkSender::BlockEntity(cBlockEntity * a_Entity)
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{
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cPacket * Packet = a_Entity->GetPacket();
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if (Packet != NULL)
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{
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m_Packets.push_back(Packet);
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}
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}
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void cChunkSender::Entity(cEntity * a_Entity)
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{
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// Nothing needed yet, perhaps in the future when we save entities into chunks we'd like to send them upon load, too ;)
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}
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