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-rw-r--r--src/ClientHandle.cpp131
1 files changed, 116 insertions, 15 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp
index 27d41da1b..3c73296a4 100644
--- a/src/ClientHandle.cpp
+++ b/src/ClientHandle.cpp
@@ -70,6 +70,8 @@ cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance) :
m_OutgoingData(64 KiB),
m_Player(NULL),
m_HasSentDC(false),
+ m_LastStreamedChunkX(0x7fffffff), // bogus chunk coords to force streaming upon login
+ m_LastStreamedChunkZ(0x7fffffff),
m_TimeSinceLastPacket(0),
m_Ping(1000),
m_PingID(1),
@@ -405,44 +407,133 @@ void cClientHandle::StreamNextChunk(void)
{
return;
}
+ ASSERT(m_Player != NULL);
+ int ChunkPosX = m_Player->GetChunkX();
+ int ChunkPosZ = m_Player->GetChunkZ();
+ if ((m_LastStreamedChunkX == ChunkPosX) && (m_LastStreamedChunkZ == ChunkPosZ))
+ {
+ // All chunks are already loaded. Abort loading.
+ return;
+ }
+
+ // Get the look vector and normalize it.
+ Vector3d Position = m_Player->GetEyePosition();
Vector3d LookVector = m_Player->GetLookVector();
LookVector.Normalize();
- Vector3d Position = m_Player->GetEyePosition();
+ // 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 < 6; X++)
+ for (size_t X = 0; X < 7; X++)
{
- for (size_t Z = 0; Z < 6; Z++)
+ for (size_t Z = 0; Z < 7; Z++)
{
- int ChunkX = RangeX + ((X >= 3) ? (2 - X) : X);
- int ChunkZ = RangeZ + ((Z >= 3) ? (2 - Z) : Z);
+ int ChunkX = RangeX + ((X >= 4) ? (3 - X) : X);
+ int ChunkZ = RangeZ + ((Z >= 4) ? (3 - Z) : Z);
cChunkCoords Coords(ChunkX, ChunkZ);
// 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())
+ )
{
- cCSLock Lock(m_CSChunkLists);
- 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;
- }
+ continue;
}
// Unloaded chunk found -> Send it to the client.
+ Lock.Unlock();
StreamChunk(ChunkX, ChunkZ);
return;
}
}
}
+
+ // 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);
+
+ // 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);
+ return;
+ }
+ }
+ }
+
+ // 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);
+ return;
+ }
+ }
+
+ // All chunks are loaded -> Sets the last loaded chunk coordinates to current coordinates
+ m_LastStreamedChunkX = ChunkPosX;
+ m_LastStreamedChunkZ = ChunkPosZ;
}
@@ -537,6 +628,11 @@ void cClientHandle::RemoveFromAllChunks()
cCSLock Lock(m_CSChunkLists);
m_LoadedChunks.clear();
m_ChunksToSend.clear();
+
+ // Also reset the LastStreamedChunk coords to bogus coords,
+ // so that all chunks are streamed in subsequent StreamChunks() call (FS #407)
+ m_LastStreamedChunkX = 0x7fffffff;
+ m_LastStreamedChunkZ = 0x7fffffff;
}
}
@@ -1852,6 +1948,10 @@ 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;
}
@@ -1920,10 +2020,11 @@ void cClientHandle::Tick(float a_Dt)
if ((m_State >= csAuthenticated) && (m_State < csDestroying))
{
+
StreamNextChunk(); // Streams the next chunk
- // Unload all chunks that are out of the view distance (all 2 seconds)
- if ((m_Player->GetWorld()->GetWorldAge() % 40) == 0)
+ // Unload all chunks that are out of the view distance (all 5 seconds)
+ if ((m_Player->GetWorld()->GetWorldAge() % 100) == 0)
{
UnloadOutOfRangeChunks();
}