1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
|
// ChunkSender.cpp
// Interfaces to the cChunkSender class representing the thread that waits for chunks becoming ready (loaded / generated) and sends them to clients
#include "Globals.h"
#include "ChunkSender.h"
#include "cWorld.h"
#include "packets/cPacket_MapChunk.h"
#include "packets/cPacket_PreChunk.h"
#include "cBlockEntity.h"
cChunkSender::cChunkSender(void) :
super("ChunkSender"),
m_World(NULL)
{
}
cChunkSender::~cChunkSender()
{
mShouldTerminate = true;
m_Event.Set();
}
bool cChunkSender::Start(cWorld * a_World)
{
m_World = a_World;
return super::Start();
}
void cChunkSender::ChunkReady(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
// This is probably never gonna be called twice for the same chunk, and if it is, we don't mind, so we don't check
{
cCSLock Lock(m_CS);
m_ChunksReady.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
m_Event.Set();
}
void cChunkSender::Execute(void)
{
while (!mShouldTerminate)
{
cCSLock Lock(m_CS);
while (m_ChunksReady.empty())
{
cCSUnlock Unlock(Lock);
m_Event.Wait();
if (mShouldTerminate)
{
return;
}
} // while (empty)
// Take one from the queue:
cChunkCoords Coords(m_ChunksReady.front());
m_ChunksReady.pop_front();
Lock.Unlock();
ASSERT(m_World != NULL);
// Send it to anyone waiting:
m_World->GetChunkData(Coords.m_ChunkX, Coords.m_ChunkY, Coords.m_ChunkZ, this);
cPacket_PreChunk PreChunk(Coords.m_ChunkX, Coords.m_ChunkZ, true);
cPacket_MapChunk MapChunk(Coords.m_ChunkX, Coords.m_ChunkY, Coords.m_ChunkZ, m_BlockData);
m_World->BroadcastToChunk(Coords.m_ChunkX, Coords.m_ChunkY, Coords.m_ChunkZ, PreChunk);
m_World->BroadcastToChunk(Coords.m_ChunkX, Coords.m_ChunkY, Coords.m_ChunkZ, MapChunk);
// Send entity creation packets:
for (PacketList::iterator itr = m_Packets.begin(); itr != m_Packets.end(); ++itr)
{
m_World->BroadcastToChunk(Coords.m_ChunkX, Coords.m_ChunkY, Coords.m_ChunkZ, **itr);
delete *itr;
} // for itr - m_Packets
m_Packets.clear();
} // while (!mShouldTerminate)
}
void cChunkSender::BlockData(const char * a_Data)
{
memcpy(m_BlockData, a_Data, cChunk::c_BlockDataSize);
}
void cChunkSender::BlockEntity(cBlockEntity * a_Entity)
{
m_Packets.push_back(a_Entity->GetPacket());
}
void cChunkSender::Entity(cEntity * a_Entity)
{
// Nothing needed yet, perhaps in the future when we save entities into chunks we'd like to send them upon load, too ;)
}
|