f43b65cf53
cAuthenticator uses unique client ID for authentication Changed the kick function used by cAuthenticator to take a client ID instead of name, so the correct user is kicked Using callback reference instead of pointer in GetChunkData and affiliates GetChunkData returns false when failed, and true when succeeded Renamed entity type enums to something prettier Exposed some functions to Lua git-svn-id: http://mc-server.googlecode.com/svn/trunk@388 0a769ca7-a7f5-676a-18bf-c427514a06d6
216 lines
4.0 KiB
C++
216 lines
4.0 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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}
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cChunkSender::~cChunkSender()
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{
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mShouldTerminate = true;
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m_evtQueue.Set();
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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::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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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 (!mShouldTerminate)
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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 (mShouldTerminate)
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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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// 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);
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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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