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// 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 "World.h"
#include "BlockEntities/BlockEntity.h"
#include "Protocol/ChunkDataSerializer.h"
#include "ClientHandle.h"
#include "Chunk.h"
////////////////////////////////////////////////////////////////////////////////
// cNotifyChunkSender:
/** Callback that can be used to notify chunk sender upon another chunkcoord notification */
class cNotifyChunkSender :
public cChunkCoordCallback
{
virtual void Call(int a_ChunkX, int a_ChunkZ, bool a_IsSuccess) override
{
cChunkSender & ChunkSender = m_ChunkSender;
m_World.DoWithChunk(
a_ChunkX, a_ChunkZ,
[&ChunkSender] (cChunk & a_Chunk) -> bool
{
ChunkSender.QueueSendChunkTo(a_Chunk.GetPosX(), a_Chunk.GetPosZ(), cChunkSender::E_CHUNK_PRIORITY_MIDHIGH, a_Chunk.GetAllClients());
return true;
}
);
}
cChunkSender & m_ChunkSender;
cWorld & m_World;
public:
cNotifyChunkSender(cChunkSender & a_ChunkSender, cWorld & a_World):
m_ChunkSender(a_ChunkSender),
m_World(a_World)
{
}
};
////////////////////////////////////////////////////////////////////////////////
// cChunkSender:
cChunkSender::cChunkSender(cWorld & a_World) :
super("ChunkSender"),
m_World(a_World)
{
}
cChunkSender::~cChunkSender()
{
Stop();
}
bool cChunkSender::Start()
{
m_ShouldTerminate = false;
return super::Start();
}
void cChunkSender::Stop(void)
{
m_ShouldTerminate = true;
m_evtQueue.Set();
Wait();
}
void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a_Priority, cClientHandle * a_Client)
{
ASSERT(a_Client != nullptr);
{
cChunkCoords Chunk{a_ChunkX, a_ChunkZ};
cCSLock Lock(m_CS);
auto iter = m_ChunkInfo.find(Chunk);
if (iter != m_ChunkInfo.end())
{
auto & info = iter->second;
if (info.m_Priority > a_Priority)
{
m_SendChunks.push(sChunkQueue{a_Priority, Chunk});
info.m_Priority = a_Priority;
}
info.m_Clients.insert(a_Client);
}
else
{
m_SendChunks.push(sChunkQueue{a_Priority, Chunk});
auto info = sSendChunk{Chunk, a_Priority};
info.m_Clients.insert(a_Client);
m_ChunkInfo.emplace(Chunk, info);
}
}
m_evtQueue.Set();
}
void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a_Priority, std::list<cClientHandle *> a_Clients)
{
{
cChunkCoords Chunk{a_ChunkX, a_ChunkZ};
cCSLock Lock(m_CS);
auto iter = m_ChunkInfo.find(Chunk);
if (iter != m_ChunkInfo.end())
{
auto & info = iter->second;
if (info.m_Priority > a_Priority)
{
m_SendChunks.push(sChunkQueue{a_Priority, Chunk});
info.m_Priority = a_Priority;
}
info.m_Clients.insert(a_Clients.begin(), a_Clients.end());
}
else
{
m_SendChunks.push(sChunkQueue{a_Priority, Chunk});
auto info = sSendChunk{Chunk, a_Priority};
info.m_Clients.insert(a_Clients.begin(), a_Clients.end());
m_ChunkInfo.emplace(Chunk, info);
}
}
m_evtQueue.Set();
}
void cChunkSender::RemoveClient(cClientHandle * a_Client)
{
{
cCSLock Lock(m_CS);
for (auto && pair : m_ChunkInfo)
{
auto && clients = pair.second.m_Clients;
clients.erase(a_Client); // nop for sets that do not contain a_Client
}
}
m_evtQueue.Set();
m_evtRemoved.Wait(); // Wait for all remaining instances of a_Client to be processed (Execute() makes a copy of m_ChunkInfo)
}
void cChunkSender::Execute(void)
{
while (!m_ShouldTerminate)
{
m_evtQueue.Wait();
{
cCSLock Lock(m_CS);
while (!m_SendChunks.empty())
{
// Take one from the queue:
auto Chunk = m_SendChunks.top().m_Chunk;
m_SendChunks.pop();
auto itr = m_ChunkInfo.find(Chunk);
if (itr == m_ChunkInfo.end())
{
continue;
}
std::unordered_set<cClientHandle *> clients;
std::swap(itr->second.m_Clients, clients);
m_ChunkInfo.erase(itr);
cCSUnlock Unlock(Lock);
SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkZ, clients);
}
}
m_evtRemoved.SetAll(); // Notify all waiting threads that all clients are processed and thus safe to destroy
} // while (!m_ShouldTerminate)
}
void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkZ, std::unordered_set<cClientHandle *> a_Clients)
{
// Ask the client if it still wants the chunk:
for (auto itr = a_Clients.begin(); itr != a_Clients.end();)
{
if (!(*itr)->WantsSendChunk(a_ChunkX, a_ChunkZ))
{
itr = a_Clients.erase(itr);
}
else
{
itr++;
}
}
// If the chunk is not valid, do nothing - whoever needs it has queued it for loading / generating
if (!m_World.IsChunkValid(a_ChunkX, a_ChunkZ))
{
return;
}
// If the chunk is not lighted, queue it for relighting and get notified when it's ready:
if (!m_World.IsChunkLighted(a_ChunkX, a_ChunkZ))
{
m_World.QueueLightChunk(a_ChunkX, a_ChunkZ, cpp14::make_unique<cNotifyChunkSender>(*this, m_World));
return;
}
// Query and prepare chunk data:
if (!m_World.GetChunkData(a_ChunkX, a_ChunkZ, *this))
{
return;
}
cChunkDataSerializer Data(m_BlockTypes, m_BlockMetas, m_BlockLight, m_BlockSkyLight, m_BiomeMap);
for (const auto client : a_Clients)
{
// Send:
client->SendChunkData(a_ChunkX, a_ChunkZ, Data);
// Send block-entity packets:
for (const auto & Pos : m_BlockEntities)
{
m_World.SendBlockEntity(Pos.x, Pos.y, Pos.z, *client);
} // for itr - m_Packets[]
}
m_BlockEntities.clear();
// TODO: Send entity spawn packets
}
void cChunkSender::BlockEntity(cBlockEntity * a_Entity)
{
m_BlockEntities.push_back(a_Entity->GetPos());
}
void cChunkSender::Entity(cEntity *)
{
// Nothing needed yet, perhaps in the future when we save entities into chunks we'd like to send them upon load, too ;)
}
void cChunkSender::BiomeData(const cChunkDef::BiomeMap * a_BiomeMap)
{
for (size_t i = 0; i < ARRAYCOUNT(m_BiomeMap); i++)
{
if ((*a_BiomeMap)[i] < 255)
{
// Normal MC biome, copy as-is:
m_BiomeMap[i] = static_cast<unsigned char>((*a_BiomeMap)[i]);
}
else
{
// TODO: MCS-specific biome, need to map to some basic MC biome:
ASSERT(!"Unimplemented MCS-specific biome");
}
} // for i - m_BiomeMap[]
}
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