diff options
Diffstat (limited to 'src/ClientHandle.cpp')
-rw-r--r-- | src/ClientHandle.cpp | 269 |
1 files changed, 191 insertions, 78 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp index f15d845ef..ec1bebe8d 100644 --- a/src/ClientHandle.cpp +++ b/src/ClientHandle.cpp @@ -405,53 +405,186 @@ 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 != NULL); - 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 (size_t Range = 0; Range < (size_t)m_ViewDistance; Range++) + { + Vector3d Vector = Position + LookVector * cChunkDef::Width * Range; + + // Get the chunk from the x/z coords. + int RangeX, RangeZ = 0; + cChunkDef::BlockToChunk((int)std::floor(Vector.x), (int)std::floor(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, cChunkSender::E_CHUNK_PRIORITY_HIGH); + return false; + } + } + } + + // Medium priority: Load the chunks that are behind the player + LookVector = m_Player->GetLookVector() * -1; + for (size_t Range = 0; Range < 3; Range++) + { + Vector3d Vector = Position + LookVector * cChunkDef::Width * Range; + + // Get the chunk from the x/z coords. + int RangeX, RangeZ = 0; + cChunkDef::BlockToChunk((int)std::floor(Vector.x), (int)std::floor(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, 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 != NULL); + 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); } @@ -459,52 +592,21 @@ 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) { @@ -522,7 +624,7 @@ 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); } } @@ -545,7 +647,7 @@ 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; @@ -1871,10 +1973,11 @@ 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; } @@ -1920,7 +2023,7 @@ 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)) { @@ -1941,6 +2044,26 @@ 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) { @@ -1977,7 +2100,7 @@ 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); @@ -2765,18 +2888,8 @@ 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); } |