296 lines
5.7 KiB
C++
296 lines
5.7 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 "World.h"
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#include "BlockEntities/BlockEntity.h"
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#include "Protocol/ChunkDataSerializer.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cNotifyChunkSender:
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void cNotifyChunkSender::Call(int a_ChunkX, int a_ChunkZ)
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{
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m_ChunkSender->ChunkReady(a_ChunkX, a_ChunkZ);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cChunkSender:
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cChunkSender::cChunkSender(void) :
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super("ChunkSender"),
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m_World(NULL),
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m_Notify(NULL),
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m_RemoveCount(0)
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{
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m_Notify.SetChunkSender(this);
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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_ShouldTerminate = false;
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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_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, ZERO_CHUNK_Y, 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_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, ZERO_CHUNK_Y, 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, ZERO_CHUNK_Y, 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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m_RemoveCount++;
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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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int RemoveCount = m_RemoveCount;
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m_RemoveCount = 0;
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cCSUnlock Unlock(Lock);
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for (int i = 0; i < RemoveCount; i++)
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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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}
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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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Lock.Lock();
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int RemoveCount = m_RemoveCount;
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m_RemoveCount = 0;
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Lock.Unlock();
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for (int i = 0; i < RemoveCount; i++)
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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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}
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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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// If the chunk has no clients, no need to packetize it:
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if (!m_World->HasChunkAnyClients(a_ChunkX, a_ChunkZ))
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{
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return;
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}
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// If the chunk is not valid, do nothing - whoever needs it has queued it for loading / generating
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if (!m_World->IsChunkValid(a_ChunkX, a_ChunkZ))
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{
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return;
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}
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// If the chunk is not lighted, queue it for relighting and get notified when it's ready:
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if (!m_World->IsChunkLighted(a_ChunkX, a_ChunkZ))
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{
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m_World->QueueLightChunk(a_ChunkX, a_ChunkZ, &m_Notify);
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return;
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}
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// Query and prepare chunk data:
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if (!m_World->GetChunkData(a_ChunkX, a_ChunkZ, *this))
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{
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return;
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}
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cChunkDataSerializer Data(m_BlockTypes, m_BlockMetas, m_BlockLight, m_BlockSkyLight, m_BiomeMap);
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// Send:
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if (a_Client == NULL)
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{
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m_World->BroadcastChunkData(a_ChunkX, a_ChunkZ, Data);
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}
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else
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{
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a_Client->SendChunkData(a_ChunkX, a_ChunkZ, Data);
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}
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// Send block-entity packets:
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for (sBlockCoords::iterator itr = m_BlockEntities.begin(); itr != m_BlockEntities.end(); ++itr)
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{
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if (a_Client == NULL)
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{
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m_World->BroadcastBlockEntity(itr->m_BlockX, itr->m_BlockY, itr->m_BlockZ);
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}
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else
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{
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m_World->SendBlockEntity(itr->m_BlockX, itr->m_BlockY, itr->m_BlockZ, *a_Client);
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}
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} // for itr - m_Packets[]
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m_BlockEntities.clear();
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// TODO: Send entity spawn packets
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}
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void cChunkSender::BlockEntity(cBlockEntity * a_Entity)
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{
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m_BlockEntities.push_back(sBlockCoord(a_Entity->GetPosX(), a_Entity->GetPosY(), a_Entity->GetPosZ()));
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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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void cChunkSender::BiomeData(const cChunkDef::BiomeMap * a_BiomeMap)
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{
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for (int i = 0; i < ARRAYCOUNT(m_BiomeMap); i++)
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{
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if ((*a_BiomeMap)[i] < 255)
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{
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// Normal MC biome, copy as-is:
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m_BiomeMap[i] = (unsigned char)((*a_BiomeMap)[i]);
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}
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else
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{
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// TODO: MCS-specific biome, need to map to some basic MC biome:
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ASSERT(!"Unimplemented MCS-specific biome");
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}
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} // for i - m_BiomeMap[]
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}
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