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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

@@ -81,25 +81,17 @@ AString cSignEntity::GetLine( int a_Index ) const
void cSignEntity::SendTo( cClientHandle* a_Client )
cPacket * cSignEntity::GetPacket(void)
{
cPacket_UpdateSign Sign;
Sign.m_PosX = m_PosX;
Sign.m_PosY = (short)m_PosY;
Sign.m_PosZ = m_PosZ;
Sign.m_Line1 = m_Line[0];
Sign.m_Line2 = m_Line[1];
Sign.m_Line3 = m_Line[2];
Sign.m_Line4 = m_Line[3];
if ( a_Client != NULL )
{
a_Client->Send( Sign );
}
else // broadcast of a_Client == 0
{
m_World->BroadcastToChunkOfBlock(m_PosX, m_PosY, m_PosZ, &Sign );
}
cPacket_UpdateSign * Sign = new cPacket_UpdateSign;
Sign->m_PosX = m_PosX;
Sign->m_PosY = (short)m_PosY;
Sign->m_PosZ = m_PosZ;
Sign->m_Line1 = m_Line[0];
Sign->m_Line2 = m_Line[1];
Sign->m_Line3 = m_Line[2];
Sign->m_Line4 = m_Line[3];
return Sign;
}