From 5a6b86180e0144a5671c747b838d14992c21afae Mon Sep 17 00:00:00 2001 From: Howaner Date: Mon, 6 Oct 2014 17:38:17 +0200 Subject: Better StreamNextChunk() method --- src/ClientHandle.cpp | 131 +++++++++++++++++++++++++++++++++++++++++++++------ src/ClientHandle.h | 4 ++ 2 files changed, 120 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(); } diff --git a/src/ClientHandle.h b/src/ClientHandle.h index 897fb8705..018c537c6 100644 --- a/src/ClientHandle.h +++ b/src/ClientHandle.h @@ -357,6 +357,10 @@ private: 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; + /** Seconds since the last packet data was received (updated in Tick(), reset in DataReceived()) */ float m_TimeSinceLastPacket; -- cgit v1.2.3