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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.
*/
#pragma once
#include "cIsThread.h"
#include "cChunk.h"
#include "packets/cPacket.h"
class cWorld;
class cClientHandle;
class cChunkSender:
public cIsThread,
public cChunkDataCallback
{
typedef cIsThread super;
public:
cChunkSender(void);
~cChunkSender();
bool Start(cWorld * a_World);
/// Notifies that a chunk has become ready and it should be sent to all its clients
void ChunkReady(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
/// Queues a chunk to be sent to a specific client
void QueueSendChunkTo(int a_ChunkX, int a_ChunkY, 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)
{
}
};
typedef std::list<sSendChunk> sSendChunkList;
cWorld * m_World;
cCriticalSection m_CS;
cChunkCoordsList m_ChunksReady;
sSendChunkList m_SendChunks;
cEvent m_Event; // Set when anything is added to m_ChunksReady
// Data about the chunk that is being sent:
char m_BlockData[cChunk::c_BlockDataSize];
PacketList m_Packets; // Accumulator for the entity-packets to send
// cIsThread override:
virtual void Execute(void) override;
// cChunkDataCallback overrides:
// (Note that they are called while the ChunkMap's CS is locked - don't do heavy calculations here!)
virtual void BlockData(const char * a_Data) 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);
} ;
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