Implement "caching" in ChunkDataSerializer
+ When sending a chunk to multiple clients, group them by protocol version and send the same data
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@@ -106,22 +106,6 @@ void cProtocol_1_9_0::SendAttachEntity(const cEntity & a_Entity, const cEntity &
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void cProtocol_1_9_0::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer)
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{
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ASSERT(m_State == 3); // In game mode?
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// Serialize first, before creating the Packetizer (the packetizer locks a CS)
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// This contains the flags and bitmasks, too
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const AString & ChunkData = a_Serializer.Serialize(cChunkDataSerializer::RELEASE_1_9_0, a_ChunkX, a_ChunkZ);
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cCSLock Lock(m_CSPacket);
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SendData(ChunkData.data(), ChunkData.size());
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}
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void cProtocol_1_9_0::SendDetachEntity(const cEntity & a_Entity, const cEntity & a_PreviousVehicle)
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{
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ASSERT(m_State == 3); // In game mode?
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@@ -2257,22 +2241,6 @@ cProtocol_1_9_4::cProtocol_1_9_4(cClientHandle * a_Client, const AString & a_Ser
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void cProtocol_1_9_4::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer)
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{
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ASSERT(m_State == 3); // In game mode?
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// Serialize first, before creating the Packetizer (the packetizer locks a CS)
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// This contains the flags and bitmasks, too
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const AString & ChunkData = a_Serializer.Serialize(cChunkDataSerializer::RELEASE_1_9_4, a_ChunkX, a_ChunkZ);
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cCSLock Lock(m_CSPacket);
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SendData(ChunkData.data(), ChunkData.size());
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}
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void cProtocol_1_9_4::SendUpdateSign(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4)
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{
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ASSERT(m_State == 3); // In game mode?
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