Reverse order of ChunkSender priorities (#4858)
* Reduces confusion when using overloaded operator< and priority_queue Co-authored-by: peterbell10 <peterbell10@live.co.uk>
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@@ -507,7 +507,7 @@ bool cClientHandle::StreamNextChunk(void)
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// Unloaded chunk found -> Send it to the client.
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Lock.Unlock();
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StreamChunk(ChunkX, ChunkZ, ((Range <= 2) ? cChunkSender::E_CHUNK_PRIORITY_HIGH : cChunkSender::E_CHUNK_PRIORITY_MEDIUM));
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StreamChunk(ChunkX, ChunkZ, ((Range <= 2) ? cChunkSender::Priority::Critical : cChunkSender::Priority::Medium));
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return false;
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}
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}
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@@ -545,7 +545,7 @@ bool cClientHandle::StreamNextChunk(void)
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// Unloaded chunk found -> Send it to the client.
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Lock.Unlock();
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StreamChunk(Coords.m_ChunkX, Coords.m_ChunkZ, cChunkSender::E_CHUNK_PRIORITY_LOW);
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StreamChunk(Coords.m_ChunkX, Coords.m_ChunkZ, cChunkSender::Priority::Low);
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return false;
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}
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}
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@@ -609,7 +609,7 @@ void cClientHandle::UnloadOutOfRangeChunks(void)
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void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority)
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void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::Priority a_Priority)
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{
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if (m_State >= csDestroying)
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{
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