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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

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