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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@@ -2331,7 +2331,7 @@ void cWorld::SetChunkData(cSetChunkData & a_SetChunkData)
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ChunkSender.QueueSendChunkTo(
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a_Chunk.GetPosX(),
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a_Chunk.GetPosZ(),
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cChunkSender::E_CHUNK_PRIORITY_MEDIUM,
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cChunkSender::Priority::Medium,
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a_Chunk.GetAllClients()
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);
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}
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@@ -2803,7 +2803,7 @@ void cWorld::RemoveClientFromChunks(cClientHandle * a_Client)
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void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client)
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void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::Priority a_Priority, cClientHandle * a_Client)
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{
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m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Priority, a_Client);
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}
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@@ -2812,7 +2812,7 @@ void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriorit
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void cWorld::ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client)
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void cWorld::ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::Priority a_Priority, cClientHandle * a_Client)
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{
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a_Client->AddWantedChunk(a_ChunkX, a_ChunkZ);
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m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Priority, a_Client);
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