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m---------MCServer/Plugins/ChatLog0
m---------MCServer/Plugins/ChunkWorx0
m---------MCServer/Plugins/Core0
m---------MCServer/Plugins/Handy0
m---------MCServer/Plugins/MagicCarpet0
m---------MCServer/Plugins/ProtectionAreas0
m---------lib/polarssl0
-rw-r--r--src/Chunk.cpp2
-rw-r--r--src/ChunkSender.cpp34
-rw-r--r--src/ChunkSender.h18
-rw-r--r--src/ClientHandle.cpp269
-rw-r--r--src/ClientHandle.h11
-rw-r--r--src/Entities/Player.cpp1
-rw-r--r--src/Protocol/Protocol17x.cpp1
-rw-r--r--src/Protocol/Protocol18x.cpp1
-rw-r--r--src/World.cpp9
-rw-r--r--src/World.h4
17 files changed, 242 insertions, 108 deletions
diff --git a/MCServer/Plugins/ChatLog b/MCServer/Plugins/ChatLog
deleted file mode 160000
-Subproject 983d23ca37baa89f7e4dc11d71502d9c059f637
diff --git a/MCServer/Plugins/ChunkWorx b/MCServer/Plugins/ChunkWorx
deleted file mode 160000
-Subproject 894c7e32049e9d2a1e736f7d721aaacd1ae29e5
diff --git a/MCServer/Plugins/Core b/MCServer/Plugins/Core
-Subproject 2dddf205dd5346363207b72ab289f2a2a60c258
+Subproject 3a0e0597b7a24c44bf87ec90beb9be48d0b9970
diff --git a/MCServer/Plugins/Handy b/MCServer/Plugins/Handy
deleted file mode 160000
-Subproject e64a04be39ac7790abcb09de3d4c7d8fc2a2a1e
diff --git a/MCServer/Plugins/MagicCarpet b/MCServer/Plugins/MagicCarpet
deleted file mode 160000
-Subproject 493f2dfa6d39f134e37c4c614cf8d6ffd10c825
diff --git a/MCServer/Plugins/ProtectionAreas b/MCServer/Plugins/ProtectionAreas
-Subproject 624580e5b522ba2799dfe5b5902b4002b1a8da3
+Subproject 7765048fa740b8f119db72a4ccc546504f86b2a
diff --git a/lib/polarssl b/lib/polarssl
-Subproject d6a15321ae51762098e49a976d26efa2493c94f
+Subproject 1ed82759c68f92c4acc7e3f33b850cf9f01c8ab
diff --git a/src/Chunk.cpp b/src/Chunk.cpp
index 7d6d88b26..e4fa9629f 100644
--- a/src/Chunk.cpp
+++ b/src/Chunk.cpp
@@ -1742,7 +1742,7 @@ void cChunk::SetAreaBiome(int a_MinRelX, int a_MaxRelX, int a_MinRelZ, int a_Max
// Re-send the chunk to all clients:
for (cClientHandleList::iterator itr = m_LoadedByClient.begin(); itr != m_LoadedByClient.end(); ++itr)
{
- m_World->ForceSendChunkTo(m_PosX, m_PosZ, (*itr));
+ m_World->ForceSendChunkTo(m_PosX, m_PosZ, cChunkSender::E_CHUNK_PRIORITY_MEDIUM, (*itr));
} // for itr - m_LoadedByClient[]
}
diff --git a/src/ChunkSender.cpp b/src/ChunkSender.cpp
index a3151eb3f..2a953db1f 100644
--- a/src/ChunkSender.cpp
+++ b/src/ChunkSender.cpp
@@ -91,17 +91,22 @@ void cChunkSender::ChunkReady(int a_ChunkX, int a_ChunkZ)
-void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
+void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a_Priority, cClientHandle * a_Client)
{
ASSERT(a_Client != NULL);
{
+ sSendChunk Chunk(a_ChunkX, a_ChunkZ, a_Priority, a_Client);
+
cCSLock Lock(m_CS);
- if (std::find(m_SendChunks.begin(), m_SendChunks.end(), sSendChunk(a_ChunkX, a_ChunkZ, a_Client)) != m_SendChunks.end())
+ if (std::find(m_SendChunks.begin(), m_SendChunks.end(), Chunk) != m_SendChunks.end())
{
// Already queued, bail out
return;
}
- m_SendChunks.push_back(sSendChunk(a_ChunkX, a_ChunkZ, a_Client));
+ m_SendChunks.push_back(Chunk);
+
+ // Sort the list:
+ m_SendChunks.sort();
}
m_evtQueue.Set();
}
@@ -169,7 +174,7 @@ void cChunkSender::Execute(void)
sSendChunk Chunk(m_SendChunks.front());
m_SendChunks.pop_front();
Lock.Unlock();
-
+
SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkZ, Chunk.m_Client);
}
Lock.Lock();
@@ -192,40 +197,37 @@ void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Clien
ASSERT(m_World != NULL);
// Ask the client if it still wants the chunk:
- if (a_Client != NULL)
+ if ((a_Client != NULL) && !a_Client->WantsSendChunk(a_ChunkX, a_ChunkZ))
{
- if (!a_Client->WantsSendChunk(a_ChunkX, a_ChunkZ))
- {
- return;
- }
+ return;
}
-
+
// If the chunk has no clients, no need to packetize it:
if (!m_World->HasChunkAnyClients(a_ChunkX, a_ChunkZ))
{
return;
}
-
+
// 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, &m_Notify);
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);
-
+
// Send:
if (a_Client == NULL)
{
@@ -235,7 +237,7 @@ void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Clien
{
a_Client->SendChunkData(a_ChunkX, a_ChunkZ, Data);
}
-
+
// Send block-entity packets:
for (sBlockCoords::iterator itr = m_BlockEntities.begin(); itr != m_BlockEntities.end(); ++itr)
{
@@ -249,7 +251,7 @@ void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Clien
}
} // for itr - m_Packets[]
m_BlockEntities.clear();
-
+
// TODO: Send entity spawn packets
}
diff --git a/src/ChunkSender.h b/src/ChunkSender.h
index a0e9087a9..3a1e1f5ea 100644
--- a/src/ChunkSender.h
+++ b/src/ChunkSender.h
@@ -75,6 +75,13 @@ class cChunkSender:
public:
cChunkSender(void);
~cChunkSender();
+
+ enum eChunkPriority
+ {
+ E_CHUNK_PRIORITY_HIGH = 0,
+ E_CHUNK_PRIORITY_MEDIUM = 1,
+ E_CHUNK_PRIORITY_LOW = 2,
+ };
bool Start(cWorld * a_World);
@@ -84,7 +91,7 @@ public:
void ChunkReady(int a_ChunkX, int a_ChunkZ);
/// Queues a chunk to be sent to a specific client
- void QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
+ void QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, eChunkPriority a_Priority, cClientHandle * a_Client);
/// Removes the a_Client from all waiting chunk send operations
void RemoveClient(cClientHandle * a_Client);
@@ -96,11 +103,13 @@ protected:
{
int m_ChunkX;
int m_ChunkZ;
+ eChunkPriority m_Priority;
cClientHandle * m_Client;
- sSendChunk(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client) :
+ sSendChunk(int a_ChunkX, int a_ChunkZ, eChunkPriority a_Priority, cClientHandle * a_Client) :
m_ChunkX(a_ChunkX),
m_ChunkZ(a_ChunkZ),
+ m_Priority(a_Priority),
m_Client(a_Client)
{
}
@@ -113,6 +122,11 @@ protected:
(a_Other.m_Client == m_Client)
);
}
+
+ bool operator < (const sSendChunk & a_Other)
+ {
+ return (m_Priority < a_Other.m_Priority);
+ }
} ;
typedef std::list<sSendChunk> sSendChunkList;
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);
}
diff --git a/src/ClientHandle.h b/src/ClientHandle.h
index 80cf16963..082ed2fcc 100644
--- a/src/ClientHandle.h
+++ b/src/ClientHandle.h
@@ -21,6 +21,7 @@
#include "Enchantments.h"
#include "UI/SlotArea.h"
#include "json/json.h"
+#include "ChunkSender.h"
@@ -113,7 +114,11 @@ public:
/** Authenticates the specified user, called by cAuthenticator */
void Authenticate(const AString & a_Name, const AString & a_UUID, const Json::Value & a_Properties);
- void StreamChunks(void);
+ /** This function sends a new unloaded chunk to the player. Returns true if all chunks are loaded. */
+ bool StreamNextChunk();
+
+ /** Remove all loaded chunks that are no longer in range */
+ void UnloadOutOfRangeChunks(void);
// Removes the client from all chunks. Used when switching worlds or destroying the player
void RemoveFromAllChunks(void);
@@ -359,7 +364,7 @@ private:
cPlayer * m_Player;
bool m_HasSentDC; ///< True if a D/C packet has been sent in either direction
-
+
// Chunk position when the last StreamChunks() was called; used to avoid re-streaming while in the same chunk
int m_LastStreamedChunkX;
int m_LastStreamedChunkZ;
@@ -445,7 +450,7 @@ private:
bool CheckBlockInteractionsRate(void);
/** Adds a single chunk to be streamed to the client; used by StreamChunks() */
- void StreamChunk(int a_ChunkX, int a_ChunkZ);
+ void StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority);
/** Handles the DIG_STARTED dig packet: */
void HandleBlockDigStarted (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta);
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index 6bd0a3d20..7ead84556 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -235,7 +235,6 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
CanMove = false;
TeleportToCoords(m_LastPos.x, m_LastPos.y, m_LastPos.z);
}
- m_ClientHandle->StreamChunks();
}
if (CanMove)
diff --git a/src/Protocol/Protocol17x.cpp b/src/Protocol/Protocol17x.cpp
index 204691ede..9c3bac128 100644
--- a/src/Protocol/Protocol17x.cpp
+++ b/src/Protocol/Protocol17x.cpp
@@ -1901,6 +1901,7 @@ void cProtocol172::HandlePacketClientSettings(cByteBuffer & a_ByteBuffer)
HANDLE_READ(a_ByteBuffer, ReadByte, Byte, ShowCape);
m_Client->SetLocale(Locale);
+ m_Client->SetViewDistance(ViewDistance);
// TODO: Do anything with the other values.
}
diff --git a/src/Protocol/Protocol18x.cpp b/src/Protocol/Protocol18x.cpp
index c9118c239..b6f0618c0 100644
--- a/src/Protocol/Protocol18x.cpp
+++ b/src/Protocol/Protocol18x.cpp
@@ -2160,6 +2160,7 @@ void cProtocol180::HandlePacketClientSettings(cByteBuffer & a_ByteBuffer)
HANDLE_READ(a_ByteBuffer, ReadChar, char, SkinFlags);
m_Client->SetLocale(Locale);
+ m_Client->SetViewDistance(ViewDistance);
// TODO: Handle other values
}
diff --git a/src/World.cpp b/src/World.cpp
index 1f9361386..1df4c9167 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -2857,19 +2857,19 @@ void cWorld::RemoveClientFromChunks(cClientHandle * a_Client)
-void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
+void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client)
{
- m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Client);
+ m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Priority, a_Client);
}
-void cWorld::ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
+void cWorld::ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client)
{
a_Client->AddWantedChunk(a_ChunkX, a_ChunkZ);
- m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Client);
+ m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Priority, a_Client);
}
@@ -3498,7 +3498,6 @@ void cWorld::AddQueuedPlayers(void)
cClientHandle * Client = (*itr)->GetClientHandle();
if (Client != NULL)
{
- Client->StreamChunks();
Client->SendPlayerMoveLook();
Client->SendHealth();
Client->SendWholeInventory(*(*itr)->GetWindow());
diff --git a/src/World.h b/src/World.h
index bb43d7fba..79a417349 100644
--- a/src/World.h
+++ b/src/World.h
@@ -359,11 +359,11 @@ public:
/** Sends the chunk to the client specified, if the client doesn't have the chunk yet.
If chunk not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid + lighted). */
- void SendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
+ void SendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client);
/** Sends the chunk to the client specified, even if the client already has the chunk.
If the chunk's not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid + lighted). */
- void ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
+ void ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client);
/** Removes client from ChunkSender's queue of chunks to be sent */
void RemoveClientFromChunkSender(cClientHandle * a_Client);