[ServerWorld] Tried to improve chunk sending.
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@ -50,9 +50,20 @@ ServerWorld::ServerWorld(PlayerList &players, const Dimension &dimension, gk::Ga
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void ServerWorld::update(bool doTick) {
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void ServerWorld::update(bool doTick) {
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World::update();
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World::update();
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while (!m_chunksToSend.empty()) {
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// Debug variables
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auto &[chunkPos, player] = m_chunksToSend.front();
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u64 chunksGenerated = 0;
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if (player.sentChunks.find(chunkPos) == player.sentChunks.end()) {
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u64 chunksSent = 0;
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// u64 chunksBackToQueue = 0;
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// u64 chunksTooOld = 0;
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// u64 startQueueSize = m_chunkSendRequestQueue.size();
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u64 start = gk::GameClock::getInstance().getTicks(true);
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u64 now = start;
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while (/* now - start < 100 && */!m_chunkSendRequestQueue.empty()) {
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auto &[chunkPos, player, timestamp] = m_chunkSendRequestQueue.front();
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// bool isTooOld = now - timestamp >= 1000;
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if (/* !isTooOld && */player.sentChunks.find(chunkPos) == player.sentChunks.end()) {
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glm::dvec3 chunkWorldPos{
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glm::dvec3 chunkWorldPos{
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chunkPos.x * CHUNK_WIDTH + CHUNK_WIDTH / 2.f,
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chunkPos.x * CHUNK_WIDTH + CHUNK_WIDTH / 2.f,
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chunkPos.y * CHUNK_DEPTH + CHUNK_DEPTH / 2.f,
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chunkPos.y * CHUNK_DEPTH + CHUNK_DEPTH / 2.f,
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@ -65,37 +76,73 @@ void ServerWorld::update(bool doTick) {
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player.z()
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player.z()
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};
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};
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// bool addChunkBackToQueue = false;
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if (glm::length(playerPos - chunkWorldPos) < (ServerConfig::renderDistance + 1) * CHUNK_WIDTH) {
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if (glm::length(playerPos - chunkWorldPos) < (ServerConfig::renderDistance + 1) * CHUNK_WIDTH) {
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if (player.isOnline() && !player.isChunkLoaded(chunkPos)) {
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if (player.isOnline() && !player.isChunkLoaded(chunkPos)) {
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ServerChunk &chunk = getOrCreateChunk(chunkPos.x, chunkPos.y, chunkPos.z);
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ServerChunk &chunk = getOrCreateChunk(chunkPos.x, chunkPos.y, chunkPos.z);
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if (!chunk.isInitialized()) {
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++chunksGenerated;
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// if (chunksSent == 0) {
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// addChunkBackToQueue = true;
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//
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// ++chunksBackToQueue;
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// }
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}
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generateChunk(chunk);
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generateChunk(chunk);
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player.addLoadedChunk(chunkPos);
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addChunkToUpdate(&chunk);
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if (chunk.areAllNeighboursInitialized()) {
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chunk.lightmap().updateLights();
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chunk.setReadyToSend();
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addChunkToProcess(&chunk);
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player.addLoadedChunk(chunkPos);
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++chunksSent;
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}
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}
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}
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// gkDebug() << "OK for chunk" << chunkPos.x << chunkPos.y << chunkPos.z << ":" << glm::length(playerPos - chunkWorldPos) << "<" << (int)ServerConfig::renderDistance * CHUNK_WIDTH;
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// gkDebug() << "OK for chunk" << chunkPos.x << chunkPos.y << chunkPos.z << ":" << glm::length(playerPos - chunkWorldPos) << "<" << (int)ServerConfig::renderDistance * CHUNK_WIDTH;
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auto addChunkToSend = [this](gk::Vector3i pos, s8 dx, s8 dy, s8 dz, ServerPlayer &player) {
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auto addChunkToQueue = [this](gk::Vector3i pos, s8 dx, s8 dy, s8 dz, ServerPlayer &player) {
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pos.x += dx; pos.y += dy; pos.z += dz;
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pos.x += dx; pos.y += dy; pos.z += dz;
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m_chunksToSend.emplace(std::make_pair(pos, std::ref(player)));
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m_chunkSendRequestQueue.emplace(pos, player, gk::GameClock::getInstance().getTicks(true));
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};
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};
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addChunkToSend(chunkPos, 1, 0, 0, player);
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addChunkToQueue(chunkPos, 1, 0, 0, player);
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addChunkToSend(chunkPos, -1, 0, 0, player);
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addChunkToQueue(chunkPos, -1, 0, 0, player);
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addChunkToSend(chunkPos, 0, 1, 0, player);
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addChunkToQueue(chunkPos, 0, 1, 0, player);
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addChunkToSend(chunkPos, 0, -1, 0, player);
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addChunkToQueue(chunkPos, 0, -1, 0, player);
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addChunkToSend(chunkPos, 0, 0, 1, player);
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addChunkToQueue(chunkPos, 0, 0, 1, player);
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addChunkToSend(chunkPos, 0, 0, -1, player);
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addChunkToQueue(chunkPos, 0, 0, -1, player);
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}
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}
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player.sentChunks.emplace(chunkPos);
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// if (addChunkBackToQueue)
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// m_chunkSendRequestQueue.emplace(chunkPos, player, timestamp);
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// else
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player.sentChunks.emplace(chunkPos);
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}
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}
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m_chunksToSend.pop();
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// if (isTooOld)
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// ++chunksTooOld;
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m_chunkSendRequestQueue.pop();
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now = gk::GameClock::getInstance().getTicks(true);
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}
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if (m_dimension.id() == 0 && now - start > 0) {
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gkDebug() << "Took" << now - start << "ms"
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<< "| Gen:" << chunksGenerated
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<< "| Sent:" << chunksSent;
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// << "| BTQ:" << chunksBackToQueue
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// << "| Old:" << chunksTooOld
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// << "| QLen:" << startQueueSize << "->" << m_chunkSendRequestQueue.size();
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}
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}
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if (doTick) {
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if (doTick) {
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for (auto &it : m_chunks)
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for (auto &it : m_chunks) // TODO: Loop on a subset of this hashmap
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it.second->tick();
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it.second->tick();
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m_scene.update();
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m_scene.update();
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@ -105,7 +152,7 @@ void ServerWorld::update(bool doTick) {
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void ServerWorld::updatePlayerChunks(ServerPlayer &player, s32 cx, s32 cy, s32 cz) {
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void ServerWorld::updatePlayerChunks(ServerPlayer &player, s32 cx, s32 cy, s32 cz) {
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gk::Vector3i currentChunk{cx, cy, cz};
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gk::Vector3i currentChunk{cx, cy, cz};
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player.sentChunks.clear();
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player.sentChunks.clear();
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m_chunksToSend.emplace(std::make_pair(currentChunk, std::ref(player)));
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m_chunkSendRequestQueue.emplace(currentChunk, player, gk::GameClock::getInstance().getTicks(true));
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std::list<gk::Vector3i> chunksToRemove;
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std::list<gk::Vector3i> chunksToRemove;
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for (auto &chunkPos : player.loadedChunks()) {
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for (auto &chunkPos : player.loadedChunks()) {
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@ -95,7 +95,16 @@ class ServerWorld : public World {
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s32 m_seed = 0;
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s32 m_seed = 0;
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std::queue<std::pair<gk::Vector3i, ServerPlayer &>> m_chunksToSend;
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struct ChunkSendRequest {
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ChunkSendRequest(const gk::Vector3i &chunkPos_, ServerPlayer &player_, u64 timestamp_)
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: chunkPos(chunkPos_), player(player_), timestamp(timestamp_) {}
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gk::Vector3i chunkPos;
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ServerPlayer &player;
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u64 timestamp;
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};
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std::queue<ChunkSendRequest> m_chunkSendRequestQueue;
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};
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};
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#endif // SERVERWORLD_HPP_
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#endif // SERVERWORLD_HPP_
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