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+
+// ChunkSender.h
+
+// Interfaces to the cChunkSender class representing the thread that waits for chunks becoming ready (loaded / generated) and sends them to clients
+
+/*
+The whole thing is a thread that runs in a loop, waiting for either:
+ "finished chunks" (ChunkReady()), or
+ "chunks to send" (QueueSendChunkTo() )
+to come to a queue.
+And once they do, it requests the chunk data and sends it all away, either
+ broadcasting (ChunkReady), or
+ sends to a specific client (QueueSendChunkTo)
+Chunk data is queried using the cChunkDataCallback interface.
+It is cached inside the ChunkSender object during the query and then processed after the query ends.
+Note that the data needs to be compressed only *after* the query finishes,
+because the query callbacks run with ChunkMap's CS locked.
+
+A client may remove itself from all direct requests(QueueSendChunkTo()) by calling RemoveClient();
+this ensures that the client's Send() won't be called anymore by ChunkSender.
+Note that it may be called by world's BroadcastToChunk() if the client is still in the chunk.
+*/
+
+
+
+#pragma once
+
+#include "OSSupport/IsThread.h"
+#include "ChunkDef.h"
+
+
+
+
+
+class cWorld;
+class cClientHandle;
+
+
+
+
+
+// fwd:
+class cChunkSender;
+
+
+
+
+
+/// 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) override;
+
+ cChunkSender * m_ChunkSender;
+public:
+ cNotifyChunkSender(cChunkSender * a_ChunkSender) : m_ChunkSender(a_ChunkSender) {}
+
+ void SetChunkSender(cChunkSender * a_ChunkSender)
+ {
+ m_ChunkSender = a_ChunkSender;
+ }
+} ;
+
+
+
+
+
+class cChunkSender:
+ public cIsThread,
+ public cChunkDataSeparateCollector
+{
+ typedef cIsThread super;
+public:
+ cChunkSender(void);
+ ~cChunkSender();
+
+ bool Start(cWorld * a_World);
+
+ void Stop(void);
+
+ /// Notifies that a chunk has become ready and it should be sent to all its clients
+ 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);
+
+ /// Removes the a_Client from all waiting chunk send operations
+ void RemoveClient(cClientHandle * a_Client);
+
+protected:
+
+ /// Used for sending chunks to specific clients
+ struct sSendChunk
+ {
+ int m_ChunkX;
+ int m_ChunkY;
+ int m_ChunkZ;
+ cClientHandle * m_Client;
+
+ sSendChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client) :
+ m_ChunkX(a_ChunkX),
+ m_ChunkY(a_ChunkY),
+ m_ChunkZ(a_ChunkZ),
+ m_Client(a_Client)
+ {
+ }
+
+ bool operator ==(const sSendChunk & a_Other)
+ {
+ return (
+ (a_Other.m_ChunkX == m_ChunkX) &&
+ (a_Other.m_ChunkY == m_ChunkY) &&
+ (a_Other.m_ChunkZ == m_ChunkZ) &&
+ (a_Other.m_Client == m_Client)
+ );
+ }
+ } ;
+ typedef std::list<sSendChunk> sSendChunkList;
+
+ struct sBlockCoord
+ {
+ int m_BlockX;
+ int m_BlockY;
+ int m_BlockZ;
+
+ sBlockCoord(int a_BlockX, int a_BlockY, int a_BlockZ) :
+ m_BlockX(a_BlockX),
+ m_BlockY(a_BlockY),
+ m_BlockZ(a_BlockZ)
+ {
+ }
+ } ;
+
+ typedef std::vector<sBlockCoord> sBlockCoords;
+
+ cWorld * m_World;
+
+ cCriticalSection m_CS;
+ cChunkCoordsList m_ChunksReady;
+ sSendChunkList m_SendChunks;
+ cEvent m_evtQueue; // Set when anything is added to m_ChunksReady
+ cEvent m_evtRemoved; // Set when removed clients are safe to be deleted
+ int m_RemoveCount; // Number of threads waiting for a client removal (m_evtRemoved needs to be set this many times)
+
+ cNotifyChunkSender m_Notify; // Used for chunks that don't have a valid lighting - they will be re-queued after lightcalc
+
+ // Data about the chunk that is being sent:
+ // NOTE that m_BlockData[] is inherited from the cChunkDataCollector
+ unsigned char m_BiomeMap[cChunkDef::Width * cChunkDef::Width];
+ sBlockCoords m_BlockEntities; // Coords of the block entities to send
+ // TODO: sEntityIDs m_Entities; // Entity-IDs of the entities to send
+
+ // cIsThread override:
+ virtual void Execute(void) override;
+
+ // cChunkDataCollector overrides:
+ // (Note that they are called while the ChunkMap's CS is locked - don't do heavy calculations here!)
+ virtual void BiomeData (const cChunkDef::BiomeMap * a_BiomeMap) override;
+ virtual void Entity (cEntity * a_Entity) override;
+ virtual void BlockEntity (cBlockEntity * a_Entity) override;
+
+ /// Sends the specified chunk to a_Client, or to all chunk clients if a_Client == NULL
+ void SendChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client);
+} ;
+
+
+
+