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Merged branch 'master' into c++11.

This commit is contained in:
Mattes D
2014-10-24 10:19:13 +02:00
47 changed files with 310 additions and 193 deletions

View File

@@ -387,53 +387,145 @@ void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID,
void cClientHandle::StreamChunks(void)
bool cClientHandle::StreamNextChunk(void)
{
if ((m_State < csAuthenticated) || (m_State >= csDestroying))
{
return;
return true;
}
ASSERT(m_Player != nullptr);
int ChunkPosX = FAST_FLOOR_DIV((int)m_Player->GetPosX(), cChunkDef::Width);
int ChunkPosZ = FAST_FLOOR_DIV((int)m_Player->GetPosZ(), cChunkDef::Width);
if ((ChunkPosX == m_LastStreamedChunkX) && (ChunkPosZ == m_LastStreamedChunkZ))
int ChunkPosX = m_Player->GetChunkX();
int ChunkPosZ = m_Player->GetChunkZ();
if ((m_LastStreamedChunkX == ChunkPosX) && (m_LastStreamedChunkZ == ChunkPosZ))
{
// Already streamed for this position
return;
// All chunks are already loaded. Abort loading.
return true;
}
// Get the look vector and normalize it.
Vector3d Position = m_Player->GetEyePosition();
Vector3d LookVector = m_Player->GetLookVector();
LookVector.Normalize();
// Lock the list
cCSLock Lock(m_CSChunkLists);
// High priority: Load the chunks that are in the view-direction of the player (with a radius of 3)
for (int Range = 0; Range < m_ViewDistance; Range++)
{
Vector3d Vector = Position + LookVector * cChunkDef::Width * Range;
// Get the chunk from the x/z coords.
int RangeX, RangeZ = 0;
cChunkDef::BlockToChunk(FloorC(Vector.x), FloorC(Vector.z), RangeX, RangeZ);
for (size_t X = 0; X < 7; X++)
{
for (size_t Z = 0; Z < 7; Z++)
{
int ChunkX = RangeX + ((X >= 4) ? (3 - X) : X);
int ChunkZ = RangeZ + ((Z >= 4) ? (3 - Z) : Z);
cChunkCoords Coords(ChunkX, ChunkZ);
// Checks if the chunk is in distance
if ((Diff(ChunkX, ChunkPosX) > m_ViewDistance) || (Diff(ChunkZ, ChunkPosZ) > m_ViewDistance))
{
continue;
}
// If the chunk already loading/loaded -> skip
if (
(std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), Coords) != m_ChunksToSend.end()) ||
(std::find(m_LoadedChunks.begin(), m_LoadedChunks.end(), Coords) != m_LoadedChunks.end())
)
{
continue;
}
// Unloaded chunk found -> Send it to the client.
Lock.Unlock();
StreamChunk(ChunkX, ChunkZ, ((Range <= 2) ? cChunkSender::E_CHUNK_PRIORITY_HIGH : cChunkSender::E_CHUNK_PRIORITY_MEDIUM));
return false;
}
}
}
// Low priority: Add all chunks that are in range. (From the center out to the edge)
for (int d = 0; d <= m_ViewDistance; ++d) // cycle through (square) distance, from nearest to furthest
{
// For each distance add chunks in a hollow square centered around current position:
cChunkCoordsList CurcleChunks;
for (int i = -d; i <= d; ++i)
{
CurcleChunks.push_back(cChunkCoords(ChunkPosX + d, ChunkPosZ + i));
CurcleChunks.push_back(cChunkCoords(ChunkPosX - d, ChunkPosZ + i));
}
for (int i = -d + 1; i < d; ++i)
{
CurcleChunks.push_back(cChunkCoords(ChunkPosX + i, ChunkPosZ + d));
CurcleChunks.push_back(cChunkCoords(ChunkPosX + i, ChunkPosZ - d));
}
// For each the CurcleChunks list and send the first unloaded chunk:
for (cChunkCoordsList::iterator itr = CurcleChunks.begin(), end = CurcleChunks.end(); itr != end; ++itr)
{
cChunkCoords Coords = *itr;
// If the chunk already loading/loaded -> skip
if (
(std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), Coords) != m_ChunksToSend.end()) ||
(std::find(m_LoadedChunks.begin(), m_LoadedChunks.end(), Coords) != m_LoadedChunks.end())
)
{
continue;
}
// Unloaded chunk found -> Send it to the client.
Lock.Unlock();
StreamChunk(Coords.m_ChunkX, Coords.m_ChunkZ, cChunkSender::E_CHUNK_PRIORITY_LOW);
return false;
}
}
// All chunks are loaded -> Sets the last loaded chunk coordinates to current coordinates
m_LastStreamedChunkX = ChunkPosX;
m_LastStreamedChunkZ = ChunkPosZ;
LOGD("Streaming chunks centered on [%d, %d], view distance %d", ChunkPosX, ChunkPosZ, m_ViewDistance);
cWorld * World = m_Player->GetWorld();
ASSERT(World != nullptr);
return true;
}
// Remove all loaded chunks that are no longer in range; deferred to out-of-CS:
cChunkCoordsList RemoveChunks;
void cClientHandle::UnloadOutOfRangeChunks(void)
{
int ChunkPosX = FAST_FLOOR_DIV((int)m_Player->GetPosX(), cChunkDef::Width);
int ChunkPosZ = FAST_FLOOR_DIV((int)m_Player->GetPosZ(), cChunkDef::Width);
cChunkCoordsList ChunksToRemove;
{
cCSLock Lock(m_CSChunkLists);
for (cChunkCoordsList::iterator itr = m_LoadedChunks.begin(); itr != m_LoadedChunks.end();)
{
int RelX = (*itr).m_ChunkX - ChunkPosX;
int RelZ = (*itr).m_ChunkZ - ChunkPosZ;
if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance))
int DiffX = Diff((*itr).m_ChunkX, ChunkPosX);
int DiffZ = Diff((*itr).m_ChunkZ, ChunkPosZ);
if ((DiffX > m_ViewDistance) || (DiffZ > m_ViewDistance))
{
RemoveChunks.push_back(*itr);
ChunksToRemove.push_back(*itr);
itr = m_LoadedChunks.erase(itr);
}
else
{
++itr;
}
} // for itr - m_LoadedChunks[]
}
for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end();)
{
int RelX = (*itr).m_ChunkX - ChunkPosX;
int RelZ = (*itr).m_ChunkZ - ChunkPosZ;
if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance))
int DiffX = Diff((*itr).m_ChunkX, ChunkPosX);
int DiffZ = Diff((*itr).m_ChunkZ, ChunkPosZ);
if ((DiffX > m_ViewDistance) || (DiffZ > m_ViewDistance))
{
itr = m_ChunksToSend.erase(itr);
}
@@ -441,52 +533,21 @@ void cClientHandle::StreamChunks(void)
{
++itr;
}
} // for itr - m_ChunksToSend[]
}
}
for (cChunkCoordsList::iterator itr = RemoveChunks.begin(); itr != RemoveChunks.end(); ++itr)
for (cChunkCoordsList::iterator itr = ChunksToRemove.begin(); itr != ChunksToRemove.end(); ++itr)
{
World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this);
m_Player->GetWorld()->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this);
m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
} // for itr - RemoveChunks[]
// Add all chunks that are in range and not yet in m_LoadedChunks:
// Queue these smartly - from the center out to the edge
for (int d = 0; d <= m_ViewDistance; ++d) // cycle through (square) distance, from nearest to furthest
{
// For each distance add chunks in a hollow square centered around current position:
for (int i = -d; i <= d; ++i)
{
StreamChunk(ChunkPosX + d, ChunkPosZ + i);
StreamChunk(ChunkPosX - d, ChunkPosZ + i);
} // for i
for (int i = -d + 1; i < d; ++i)
{
StreamChunk(ChunkPosX + i, ChunkPosZ + d);
StreamChunk(ChunkPosX + i, ChunkPosZ - d);
} // for i
} // for d
// Touch chunks GENERATEDISTANCE ahead to let them generate:
for (int d = m_ViewDistance + 1; d <= m_ViewDistance + GENERATEDISTANCE; ++d) // cycle through (square) distance, from nearest to furthest
{
// For each distance touch chunks in a hollow square centered around current position:
for (int i = -d; i <= d; ++i)
{
World->TouchChunk(ChunkPosX + d, ChunkPosZ + i);
World->TouchChunk(ChunkPosX - d, ChunkPosZ + i);
} // for i
for (int i = -d + 1; i < d; ++i)
{
World->TouchChunk(ChunkPosX + i, ChunkPosZ + d);
World->TouchChunk(ChunkPosX + i, ChunkPosZ - d);
} // for i
} // for d
}
}
void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ)
void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority)
{
if (m_State >= csDestroying)
{
@@ -504,7 +565,7 @@ void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ)
m_LoadedChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
}
World->SendChunkTo(a_ChunkX, a_ChunkZ, this);
World->SendChunkTo(a_ChunkX, a_ChunkZ, a_Priority, this);
}
}
@@ -527,7 +588,7 @@ void cClientHandle::RemoveFromAllChunks()
m_LoadedChunks.clear();
m_ChunksToSend.clear();
m_SentChunks.clear();
// Also reset the LastStreamedChunk coords to bogus coords,
// so that all chunks are streamed in subsequent StreamChunks() call (FS #407)
m_LastStreamedChunkX = 0x7fffffff;
@@ -1852,10 +1913,11 @@ void cClientHandle::RemoveFromWorld(void)
{
m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
} // for itr - Chunks[]
// Here, we set last streamed values to bogus ones so everything is resent
m_LastStreamedChunkX = 0x7fffffff;
m_LastStreamedChunkZ = 0x7fffffff;
m_HasSentPlayerChunk = false;
}
@@ -1901,7 +1963,7 @@ void cClientHandle::Tick(float a_Dt)
{
return;
}
// If the chunk the player's in was just sent, spawn the player:
if (m_HasSentPlayerChunk && (m_State == csDownloadingWorld))
{
@@ -1921,6 +1983,26 @@ void cClientHandle::Tick(float a_Dt)
}
}
if ((m_State >= csAuthenticated) && (m_State < csDestroying))
{
// Stream 4 chunks per tick
for (int i = 0; i < 4; i++)
{
// Stream the next chunk
if (StreamNextChunk())
{
// Streaming finished. All chunks are loaded.
break;
}
}
// Unload all chunks that are out of the view distance (all 5 seconds)
if ((m_Player->GetWorld()->GetWorldAge() % 100) == 0)
{
UnloadOutOfRangeChunks();
}
}
// Handle block break animation:
if (m_BlockDigAnimStage > -1)
{
@@ -1957,7 +2039,7 @@ void cClientHandle::ServerTick(float a_Dt)
if (m_State == csAuthenticated)
{
StreamChunks();
StreamNextChunk();
// Remove the client handle from the server, it will be ticked from its cPlayer object from now on
cRoot::Get()->GetServer()->ClientMovedToWorld(this);
@@ -2745,18 +2827,8 @@ void cClientHandle::SetUsername( const AString & a_Username)
void cClientHandle::SetViewDistance(int a_ViewDistance)
{
if (a_ViewDistance < MIN_VIEW_DISTANCE)
{
a_ViewDistance = MIN_VIEW_DISTANCE;
}
if (a_ViewDistance > MAX_VIEW_DISTANCE)
{
a_ViewDistance = MAX_VIEW_DISTANCE;
}
m_ViewDistance = a_ViewDistance;
// Need to re-stream chunks for the change to become apparent:
StreamChunks();
m_ViewDistance = Clamp(a_ViewDistance, MIN_VIEW_DISTANCE, MAX_VIEW_DISTANCE);
LOGD("Setted %s's view distance to %i", GetUsername().c_str(), m_ViewDistance);
}