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Moved Chunk Broadcasts over to the regular queue

This commit is contained in:
tycho
2015-05-30 17:22:03 +01:00
parent 519fd1d36d
commit 19c95ee564
8 changed files with 139 additions and 117 deletions

View File

@@ -13,7 +13,7 @@
#include "BlockEntities/BlockEntity.h"
#include "Protocol/ChunkDataSerializer.h"
#include "ClientHandle.h"
#include "Chunk.h"
@@ -28,25 +28,29 @@ class cNotifyChunkSender :
{
virtual void Call(int a_ChunkX, int a_ChunkZ) override
{
m_ChunkSender->ChunkReady(a_ChunkX, a_ChunkZ);
cChunkSender & ChunkSender = m_ChunkSender;
m_World.DoWithChunk(
a_ChunkX, a_ChunkZ,
[&ChunkSender] (cChunk & a_Chunk) -> bool
{
ChunkSender.QueueSendChunkTo(a_Chunk.GetPosX(), a_Chunk.GetPosZ(), cChunkSender::PRIORITY_BROADCAST, a_Chunk.GetAllClients());
return true;
}
);
}
cChunkSender * m_ChunkSender;
cChunkSender & m_ChunkSender;
cWorld & m_World;
public:
cNotifyChunkSender(cChunkSender * a_ChunkSender) : m_ChunkSender(a_ChunkSender) {}
cNotifyChunkSender(cChunkSender & a_ChunkSender, cWorld & a_World) : m_ChunkSender(a_ChunkSender), m_World(a_World) {}
};
////////////////////////////////////////////////////////////////////////////////
// cChunkSender:
cChunkSender::cChunkSender(void) :
cChunkSender::cChunkSender(cWorld & a_World) :
super("ChunkSender"),
m_World(nullptr),
m_World(a_World),
m_RemoveCount(0)
{
}
@@ -64,10 +68,9 @@ cChunkSender::~cChunkSender()
bool cChunkSender::Start(cWorld * a_World)
bool cChunkSender::Start()
{
m_ShouldTerminate = false;
m_World = a_World;
return super::Start();
}
@@ -86,20 +89,6 @@ void cChunkSender::Stop(void)
void cChunkSender::ChunkReady(int a_ChunkX, int a_ChunkZ)
{
// 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
{
cCSLock Lock(m_CS);
m_ChunksReady.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
}
m_evtQueue.Set();
}
void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a_Priority, cClientHandle * a_Client)
{
ASSERT(a_Client != nullptr);
@@ -134,6 +123,61 @@ void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a
m_SendChunksHighPriority.push_back(Chunk);
break;
}
case PRIORITY_BROADCAST:
{
m_SendChunksBroadcastPriority.push_back(Chunk);
break;
}
}
}
m_evtQueue.Set();
}
void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a_Priority, std::list<cClientHandle *> a_Clients)
{
{
cCSLock Lock(m_CS);
for (auto client : a_Clients)
{
sSendChunk Chunk(a_ChunkX, a_ChunkZ, client);
if (
std::find(m_SendChunksLowPriority.begin(), m_SendChunksLowPriority.end(), Chunk) != m_SendChunksLowPriority.end() ||
std::find(m_SendChunksMediumPriority.begin(), m_SendChunksMediumPriority.end(), Chunk) != m_SendChunksMediumPriority.end() ||
std::find(m_SendChunksHighPriority.begin(), m_SendChunksHighPriority.end(), Chunk) != m_SendChunksHighPriority.end()
)
{
// Already queued, bail out
continue;
}
switch (a_Priority)
{
case E_CHUNK_PRIORITY_LOW:
{
m_SendChunksLowPriority.push_back(Chunk);
break;
}
case E_CHUNK_PRIORITY_MEDIUM:
{
m_SendChunksMediumPriority.push_back(Chunk);
break;
}
case E_CHUNK_PRIORITY_HIGH:
{
m_SendChunksHighPriority.push_back(Chunk);
break;
}
case PRIORITY_BROADCAST:
{
m_SendChunksBroadcastPriority.push_back(Chunk);
break;
}
}
}
}
m_evtQueue.Set();
@@ -189,7 +233,7 @@ void cChunkSender::Execute(void)
while (!m_ShouldTerminate)
{
cCSLock Lock(m_CS);
while (m_ChunksReady.empty() && m_SendChunksLowPriority.empty() && m_SendChunksMediumPriority.empty() && m_SendChunksHighPriority.empty())
while (m_SendChunksBroadcastPriority.empty() && m_SendChunksLowPriority.empty() && m_SendChunksMediumPriority.empty() && m_SendChunksHighPriority.empty())
{
int RemoveCount = m_RemoveCount;
m_RemoveCount = 0;
@@ -214,14 +258,14 @@ void cChunkSender::Execute(void)
SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkZ, Chunk.m_Client);
}
else if (!m_ChunksReady.empty())
else if (!m_SendChunksBroadcastPriority.empty())
{
// Take one from the queue:
cChunkCoords Coords(m_ChunksReady.front());
m_ChunksReady.pop_front();
sSendChunk Chunk(m_SendChunksBroadcastPriority.front());
m_SendChunksBroadcastPriority.pop_front();
Lock.Unlock();
SendChunk(Coords.m_ChunkX, Coords.m_ChunkZ, nullptr);
SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkZ, Chunk.m_Client);
}
else if (!m_SendChunksMediumPriority.empty())
{
@@ -258,61 +302,46 @@ void cChunkSender::Execute(void)
void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
{
ASSERT(m_World != nullptr);
// Ask the client if it still wants the chunk:
if ((a_Client != nullptr) && !a_Client->WantsSendChunk(a_ChunkX, a_ChunkZ))
if (!a_Client->WantsSendChunk(a_ChunkX, a_ChunkZ))
{
return;
}
// If the chunk has no clients, no need to packetize it:
if (!m_World->HasChunkAnyClients(a_ChunkX, a_ChunkZ))
if (!m_World.HasChunkAnyClients(a_ChunkX, a_ChunkZ))
{
return;
}
// If the chunk is not valid, do nothing - whoever needs it has queued it for loading / generating
if (!m_World->IsChunkValid(a_ChunkX, a_ChunkZ))
if (!m_World.IsChunkValid(a_ChunkX, a_ChunkZ))
{
return;
}
// If the chunk is not lighted, queue it for relighting and get notified when it's ready:
if (!m_World->IsChunkLighted(a_ChunkX, a_ChunkZ))
if (!m_World.IsChunkLighted(a_ChunkX, a_ChunkZ))
{
m_World->QueueLightChunk(a_ChunkX, a_ChunkZ, cpp14::make_unique<cNotifyChunkSender>(this));
m_World.QueueLightChunk(a_ChunkX, a_ChunkZ, cpp14::make_unique<cNotifyChunkSender>(*this, m_World));
return;
}
// Query and prepare chunk data:
if (!m_World->GetChunkData(a_ChunkX, a_ChunkZ, *this))
if (!m_World.GetChunkData(a_ChunkX, a_ChunkZ, *this))
{
return;
}
cChunkDataSerializer Data(m_BlockTypes, m_BlockMetas, m_BlockLight, m_BlockSkyLight, m_BiomeMap);
// Send:
if (a_Client == nullptr)
{
m_World->BroadcastChunkData(a_ChunkX, a_ChunkZ, Data);
}
else
{
a_Client->SendChunkData(a_ChunkX, a_ChunkZ, Data);
}
a_Client->SendChunkData(a_ChunkX, a_ChunkZ, Data);
// Send block-entity packets:
for (sBlockCoords::iterator itr = m_BlockEntities.begin(); itr != m_BlockEntities.end(); ++itr)
{
if (a_Client == nullptr)
{
m_World->BroadcastBlockEntity(itr->m_BlockX, itr->m_BlockY, itr->m_BlockZ);
}
else
{
m_World->SendBlockEntity(itr->m_BlockX, itr->m_BlockY, itr->m_BlockZ, *a_Client);
}
m_World.SendBlockEntity(itr->m_BlockX, itr->m_BlockY, itr->m_BlockZ, *a_Client);
} // for itr - m_Packets[]
m_BlockEntities.clear();