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ChunkSender: Chunks are now compressed and sent to clients from a separate threads, proper passive waiting between threads. Not much tested, just appears to work :)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@365 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2012-03-05 16:41:57 +00:00
parent a655d7fdae
commit 4d65ffffc0
21 changed files with 473 additions and 237 deletions

View File

@@ -1,6 +1,13 @@
#pragma once
#include "cClientHandle.h"
#include "cWorld.h"
#ifndef _WIN32
#include "BlockID.h"
#else
@@ -16,9 +23,9 @@ namespace Json
class Value;
};
class cClientHandle;
class cPlayer;
class cWorld;
class cPacket;
@@ -49,7 +56,26 @@ public:
virtual void SaveToJson (Json::Value & a_Value ) = 0;
virtual void UsedBy( cPlayer * a_Player ) = 0;
virtual void SendTo( cClientHandle* a_Client ) { (void)a_Client; }
void SendTo( cClientHandle* a_Client )
{
std::auto_ptr<cPacket> Packet(GetPacket());
if (Packet.get() == NULL)
{
return;
}
if ( a_Client != NULL )
{
a_Client->Send(Packet.get());
}
else // broadcast to all chunk clients
{
m_World->BroadcastToChunkOfBlock(m_PosX, m_PosY, m_PosZ, Packet.get());
}
}
/// Returns the packet to send to clients to represent this entity; NULL if no packet needed; caller is supposed to delete the packet
virtual cPacket * GetPacket(void) {return NULL; }
protected:
int m_PosX; // Position in block coordinates