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// ChunkSender.cpp
// Interfaces to the cChunkSender class representing the thread that waits for chunks becoming ready (loaded / generated) and sends them to clients
#include "Globals.h"
#include "ChunkSender.h"
#include "World.h"
#include "BlockEntities/BlockEntity.h"
#include "ClientHandle.h"
#include "Chunk.h"
////////////////////////////////////////////////////////////////////////////////
// cNotifyChunkSender:
/** Callback that can be used to notify chunk sender upon another chunkcoord notification */
class cNotifyChunkSender :
public cChunkCoordCallback
{
virtual void Call(cChunkCoords a_Coords, bool a_IsSuccess) override
{
cChunkSender & ChunkSender = m_ChunkSender;
m_World.DoWithChunk(
a_Coords.m_ChunkX, a_Coords.m_ChunkZ,
[&ChunkSender] (cChunk & a_Chunk) -> bool
{
ChunkSender.QueueSendChunkTo(a_Chunk.GetPosX(), a_Chunk.GetPosZ(), cChunkSender::Priority::High, a_Chunk.GetAllClients());
return true;
}
);
}
cChunkSender & m_ChunkSender;
cWorld & m_World;
public:
cNotifyChunkSender(cChunkSender & a_ChunkSender, cWorld & a_World):
m_ChunkSender(a_ChunkSender),
m_World(a_World)
{
}
};
////////////////////////////////////////////////////////////////////////////////
// cChunkSender:
cChunkSender::cChunkSender(cWorld & a_World) :
Super("Chunk Sender"),
m_World(a_World),
m_Serializer(m_World.GetDimension())
{
}
cChunkSender::~cChunkSender()
{
Stop();
}
void cChunkSender::Stop(void)
{
m_ShouldTerminate = true;
m_evtQueue.Set();
Super::Stop();
}
void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, Priority a_Priority, cClientHandle * a_Client)
{
ASSERT(a_Client != nullptr);
{
cChunkCoords Chunk{a_ChunkX, a_ChunkZ};
cCSLock Lock(m_CS);
auto iter = m_ChunkInfo.find(Chunk);
if (iter != m_ChunkInfo.end())
{
auto & info = iter->second;
if (info.m_Priority < a_Priority) // Was the chunk's priority boosted?
{
m_SendChunks.push(sChunkQueue{a_Priority, Chunk});
info.m_Priority = a_Priority;
}
info.m_Clients.insert(a_Client->shared_from_this());
}
else
{
m_SendChunks.push(sChunkQueue{a_Priority, Chunk});
auto info = sSendChunk{Chunk, a_Priority};
info.m_Clients.insert(a_Client->shared_from_this());
m_ChunkInfo.emplace(Chunk, info);
}
}
m_evtQueue.Set();
}
void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkZ, Priority a_Priority, cChunkClientHandles a_Clients)
{
{
cChunkCoords Chunk{a_ChunkX, a_ChunkZ};
cCSLock Lock(m_CS);
auto iter = m_ChunkInfo.find(Chunk);
if (iter != m_ChunkInfo.end())
{
auto & info = iter->second;
if (info.m_Priority < a_Priority) // Was the chunk's priority boosted?
{
m_SendChunks.push(sChunkQueue{a_Priority, Chunk});
info.m_Priority = a_Priority;
}
for (const auto & Client : a_Clients)
{
info.m_Clients.insert(Client->shared_from_this());
}
}
else
{
m_SendChunks.push(sChunkQueue{a_Priority, Chunk});
auto info = sSendChunk{Chunk, a_Priority};
for (const auto & Client : a_Clients)
{
info.m_Clients.insert(Client->shared_from_this());
}
m_ChunkInfo.emplace(Chunk, info);
}
}
m_evtQueue.Set();
}
void cChunkSender::Execute(void)
{
while (!m_ShouldTerminate)
{
m_evtQueue.Wait();
{
cCSLock Lock(m_CS);
while (!m_SendChunks.empty())
{
// Take one from the queue:
auto Chunk = m_SendChunks.top().m_Chunk;
m_SendChunks.pop();
auto itr = m_ChunkInfo.find(Chunk);
if (itr == m_ChunkInfo.end())
{
continue;
}
auto clients = std::move(itr->second.m_Clients);
m_ChunkInfo.erase(itr);
cCSUnlock Unlock(Lock);
SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkZ, clients);
}
}
} // while (!m_ShouldTerminate)
}
void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkZ, const WeakClients & a_Clients)
{
// Contains strong pointers to clienthandles.
std::vector<std::shared_ptr<cClientHandle>> Clients;
// Ask the client if it still wants the chunk:
for (const auto & WeakClient : a_Clients)
{
auto Client = WeakClient.lock();
if ((Client != nullptr) && Client->WantsSendChunk(a_ChunkX, a_ChunkZ))
{
Clients.push_back(std::move(Client));
}
}
// Bail early if every requester disconnected:
if (Clients.empty())
{
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, std::make_unique<cNotifyChunkSender>(*this, m_World));
return;
}
// Query and prepare chunk data:
if (!m_World.GetChunkData({a_ChunkX, a_ChunkZ}, *this))
{
return;
}
// Send:
m_Serializer.SendToClients(a_ChunkX, a_ChunkZ, m_BlockData, m_LightData, m_BiomeMap, Clients);
for (const auto & Client : Clients)
{
// Send block-entity packets:
for (const auto & Pos : m_BlockEntities)
{
m_World.SendBlockEntity(Pos.x, Pos.y, Pos.z, *Client);
} // for itr - m_Packets[]
// Send entity packets:
for (const auto EntityID : m_EntityIDs)
{
m_World.DoWithEntityByID(EntityID, [Client](cEntity & a_Entity)
{
/*
// DEBUG:
LOGD("cChunkSender: Entity #%d (%s) at [%f, %f, %f] spawning for player \"%s\"",
a_Entity.GetUniqueID(), a_Entity.GetClass(),
a_Entity.GetPosition().x, a_Entity.GetPosition().y, a_Entity.GetPosition().z,
Client->GetUsername().c_str()
);
*/
/* This check looks highly suspect.
Its purpose is to check the client still has a valid player object associated,
since the player destroys itself when the client is destroyed.
It's done within the world lock to ensure correctness.
A better way involves fixing chunk sending (GH #3696) to obviate calling SpawnOn from this thread in the first place. */
if (!Client->IsDestroyed())
{
a_Entity.SpawnOn(*Client);
}
return true;
});
}
}
m_BlockEntities.clear();
m_EntityIDs.clear();
}
void cChunkSender::BlockEntity(cBlockEntity * a_Entity)
{
m_BlockEntities.push_back(a_Entity->GetPos());
}
void cChunkSender::Entity(cEntity * a_Entity)
{
m_EntityIDs.push_back(a_Entity->GetUniqueID());
}
void cChunkSender::BiomeMap(const cChunkDef::BiomeMap & a_BiomeMap)
{
for (size_t i = 0; i < ARRAYCOUNT(m_BiomeMap); i++)
{
if (a_BiomeMap[i] < 255)
{
// Normal MC biome, copy as-is:
m_BiomeMap[i] = static_cast<unsigned char>(a_BiomeMap[i]);
}
else
{
// TODO: MCS-specific biome, need to map to some basic MC biome:
ASSERT(!"Unimplemented MCS-specific biome");
}
} // for i - m_BiomeMap[]
}
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