// 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)
{
memset(m_BiomeData, biPlains, sizeof(m_BiomeData));
}
cChunkSender::~cChunkSender()
{
Stop();
}
bool cChunkSender::Start(cWorld * a_World)
{
m_World = a_World;
return super::Start();
}
void cChunkSender::Stop(void)
{
m_ShouldTerminate = true;
m_evtQueue.Set();
Wait();
}
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_evtQueue.Set();
}
void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
{
ASSERT(a_Client != NULL);
{
cCSLock Lock(m_CS);
if (std::find(m_SendChunks.begin(), m_SendChunks.end(), sSendChunk(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client)) != m_SendChunks.end())
{
// Already queued, bail out
return;
}
m_SendChunks.push_back(sSendChunk(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client));
}
m_evtQueue.Set();
}
void cChunkSender::RemoveClient(cClientHandle * a_Client)
{
{
cCSLock Lock(m_CS);
for (sSendChunkList::iterator itr = m_SendChunks.begin(); itr != m_SendChunks.end();)
{
if (itr->m_Client == a_Client)
{
itr = m_SendChunks.erase(itr);
continue;
}
++itr;
} // for itr - m_SendChunks[]
m_RemoveCount++;
}
m_evtQueue.Set();
m_evtRemoved.Wait(); // Wait for removal confirmation
}
void cChunkSender::Execute(void)
{
while (!m_ShouldTerminate)
{
cCSLock Lock(m_CS);
while (m_ChunksReady.empty() && m_SendChunks.empty())
{
int RemoveCount = m_RemoveCount;
m_RemoveCount = 0;
cCSUnlock Unlock(Lock);
for (int i = 0; i < RemoveCount; i++)
{
m_evtRemoved.Set(); // Notify that the removed clients are safe to be deleted
}
m_evtQueue.Wait();
if (m_ShouldTerminate)
{
return;
}
} // while (empty)
if (!m_ChunksReady.empty())
{
// Take one from the queue:
cChunkCoords Coords(m_ChunksReady.front());
m_ChunksReady.pop_front();
Lock.Unlock();
SendChunk(Coords.m_ChunkX, Coords.m_ChunkY, Coords.m_ChunkZ, NULL);
}
else
{
// Take one from the queue:
sSendChunk Chunk(m_SendChunks.front());
m_SendChunks.pop_front();
Lock.Unlock();
SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkY, Chunk.m_ChunkZ, Chunk.m_Client);
}
Lock.Lock();
int RemoveCount = m_RemoveCount;
m_RemoveCount = 0;
Lock.Unlock();
for (int i = 0; i < RemoveCount; i++)
{
m_evtRemoved.Set(); // Notify that the removed clients are safe to be deleted
}
} // while (!mShouldTerminate)
}
void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client)
{
ASSERT(m_World != NULL);
// Ask the client if it still wants the chunk:
if (a_Client != NULL)
{
if (!a_Client->WantsSendChunk(a_ChunkX, a_ChunkY, a_ChunkZ))
{
return;
}
}
// Prepare MapChunk packets:
if( !m_World->GetChunkData(a_ChunkX, a_ChunkY, a_ChunkZ, *this) )
{
return;
}
cPacket_PreChunk PreChunk(a_ChunkX, a_ChunkZ, true);
cPacket_MapChunk MapChunk(a_ChunkX, a_ChunkY, a_ChunkZ, m_BlockData, m_BiomeData);
// Send:
if (a_Client == NULL)
{
m_World->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, PreChunk);
m_World->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, MapChunk);
}
else
{
a_Client->Send(PreChunk);
a_Client->Send(MapChunk);
}
// Send entity creation packets:
for (PacketList::iterator itr = m_Packets.begin(); itr != m_Packets.end(); ++itr)
{
if (a_Client == NULL)
{
m_World->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, **itr);
}
else
{
a_Client->Send(**itr);
}
delete *itr;
} // for itr - m_Packets[]
m_Packets.clear();
}
void cChunkSender::BlockEntity(cBlockEntity * a_Entity)
{
cPacket * Packet = a_Entity->GetPacket();
if (Packet != NULL)
{
m_Packets.push_back(Packet);
}
}
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 ;)
}