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
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@@ -177,6 +177,12 @@ cPacket * cPlayer::GetSpawnPacket(void) const
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void cPlayer::Tick(float a_Dt)
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{
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if (!m_ClientHandle->IsPlaying())
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{
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// We're not yet in the game, ignore everything
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return;
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}
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cPawn::Tick(a_Dt);
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if (m_bDirtyOrientation && !m_bDirtyPosition)
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@@ -233,7 +239,7 @@ void cPlayer::Tick(float a_Dt)
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m_ClientHandle->StreamChunks();
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}
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if ( m_Health > 0 ) // make sure player is alive
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if (m_Health > 0) // make sure player is alive
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{
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m_World->CollectPickupsByPlayer(this);
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}
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