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Chunks are generated in a separate thread allowing players to keep on playing and chatting while chunks are generated. This means, however, that cWorld::GetChunk() does not always return a chunk and is something you need to be aware of. I am not entirely sure if all this is completely stable, but I think so :O

Chunks are now generated before the player is able to see them. This is done because after a chunks is done generating, some blocks might still need to be set (parts of trees from neighboring chunk), causing more bandwidth to be used (each changed block needs to be sent to clients again) and (fps) lagging the clients when changing a lot of blocks. Calculating ahead fixes these issues.

Separated the placing of foliage (trees and stuff) when generated chunks into a new function GenerateFoliage()
Cleaned up the VS2010 project, now using some VS2010 specific functions like dependencies on projects (no need for setting library dependencies manually). VS2010 project now compiles way faster in Release by using multi threading.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@103 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
faketruth
2011-12-24 23:34:30 +00:00
parent e45b01ba4a
commit 2892a844d4
20 changed files with 263 additions and 144 deletions

View File

@@ -249,12 +249,19 @@ void cClientHandle::StreamChunks()
int ChunkPosX = (int)floor(m_Player->GetPosX() / 16);
int ChunkPosZ = (int)floor(m_Player->GetPosZ() / 16);
cChunk* NeededChunks[VIEWDISTANCE*VIEWDISTANCE];
for(int x = 0; x < VIEWDISTANCE; x++)
cWorld* World = m_Player->GetWorld();
cChunk* NeededChunks[VIEWDISTANCE*VIEWDISTANCE] = { 0 };
const int MaxDist = VIEWDISTANCE+GENERATEDISTANCE*2;
for(int x = 0; x < MaxDist; x++)
{
for(int z = 0; z < VIEWDISTANCE; z++)
for(int z = 0; z < MaxDist; z++)
{
NeededChunks[x + z*VIEWDISTANCE] = m_Player->GetWorld()->GetChunk( x + ChunkPosX-(VIEWDISTANCE-1)/2, 0, z + ChunkPosZ-(VIEWDISTANCE-1)/2 );
int RelX = x - (MaxDist-1)/2;
int RelZ = z - (MaxDist-1)/2;
cChunk* Chunk = World->GetChunk( ChunkPosX + RelX, 0, ChunkPosZ + RelZ ); // Touch all chunks in wide range, so they get generated
if( x >= GENERATEDISTANCE && x < VIEWDISTANCE+GENERATEDISTANCE && z >= GENERATEDISTANCE && z < VIEWDISTANCE+GENERATEDISTANCE ) // but player only needs chunks in view distance
NeededChunks[(x-GENERATEDISTANCE) + (z-GENERATEDISTANCE)*VIEWDISTANCE] = Chunk;
}
}
@@ -263,6 +270,9 @@ void cClientHandle::StreamChunks()
unsigned int MissIndex = 0;
for(int i = 0; i < VIEWDISTANCE*VIEWDISTANCE; i++) // Handshake loop - touch each chunk once
{
if( NeededChunks[i] == 0 ) continue; // Chunk is not yet loaded, so ignore
// This can cause MissIndex to be 0 and thus chunks will not be unloaded while they are actually out of range,
// which might actually be a good thing, otherwise it would keep trying to unload chunks until the new chunks are fully loaded
bool bChunkMissing = true;
for(int j = 0; j < VIEWDISTANCE*VIEWDISTANCE; j++)
{
@@ -280,7 +290,7 @@ void cClientHandle::StreamChunks()
}
if( MissIndex > 0 )
{ // Chunks are gonna be streamed in, so chunks probably also need to be streamed out
{ // Chunks are gonna be streamed in, so chunks probably also need to be streamed out <- optimization
for(int x = 0; x < VIEWDISTANCE; x++)
{
for(int z = 0; z < VIEWDISTANCE; z++)
@@ -294,7 +304,10 @@ void cClientHandle::StreamChunks()
|| Chunk->GetPosZ() > ChunkPosZ+(VIEWDISTANCE-1)/2 )
{
Chunk->RemoveClient( this );
Chunk->AsyncUnload( this );
Chunk->AsyncUnload( this ); // TODO - I think it's possible to unload the chunk immediately instead of next tick
// I forgot why I made it happen next tick
m_LoadedChunks[x + z*VIEWDISTANCE] = 0;
}
}
}
@@ -306,6 +319,7 @@ void cClientHandle::StreamChunks()
}
}
// Sends chunks to the player from the player position outward
void cClientHandle::StreamChunksSmart( cChunk** a_Chunks, unsigned int a_NumChunks )
{
int X = (int)floor(m_Player->GetPosX() / 16);
@@ -392,7 +406,7 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
LOGINFO("Got Create Inventory Action packet");
}
break;
case E_PING: // Somebody tries to retreive information about the server
case E_PING: // Somebody tries to retrieve information about the server
{
LOGINFO("Got ping");
char NumPlayers[8], cMaxPlayers[8];