From 92c59963f82f81aa3202657e7fdbb2592924ede3 Mon Sep 17 00:00:00 2001 From: "cedeel@gmail.com" Date: Thu, 14 Jun 2012 13:06:06 +0000 Subject: Attempt to bring sanity to newlines across systems. git-svn-id: http://mc-server.googlecode.com/svn/trunk@606 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/ChunkSender.cpp | 600 ++++++++++++++++++++++++------------------------- 1 file changed, 300 insertions(+), 300 deletions(-) (limited to 'source/ChunkSender.cpp') diff --git a/source/ChunkSender.cpp b/source/ChunkSender.cpp index 8c65eece6..1f16a6b72 100644 --- a/source/ChunkSender.cpp +++ b/source/ChunkSender.cpp @@ -1,300 +1,300 @@ - -// 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 "cWorld.h" -#include "packets/cPacket_MapChunk.h" -#include "packets/cPacket_PreChunk.h" -#include "cBlockEntity.h" - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cNotifyChunkSender: - -void cNotifyChunkSender::Call(int a_ChunkX, int a_ChunkZ) -{ - m_ChunkSender->ChunkReady(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cChunkSender: - -cChunkSender::cChunkSender(void) : - super("ChunkSender"), - m_World(NULL), - m_Notify(NULL) -{ - m_Notify.SetChunkSender(this); -} - - - - - -cChunkSender::~cChunkSender() -{ - Stop(); -} - - - - - -bool cChunkSender::Start(cWorld * a_World) -{ - m_World = a_World; - return super::Start(); -} - - - - - -void cChunkSender::Stop(void) -{ - m_ShouldTerminate = true; - m_evtQueue.Set(); - Wait(); -} - - - - - -void cChunkSender::ChunkReady(int a_ChunkX, int a_ChunkY, int a_ChunkZ) -{ - // This is probably never gonna be called twice for the same chunk, and if it is, we don't mind, so we don't check - { - cCSLock Lock(m_CS); - m_ChunksReady.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); - } - m_evtQueue.Set(); -} - - - - - -void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client) -{ - ASSERT(a_Client != NULL); - { - cCSLock Lock(m_CS); - if (std::find(m_SendChunks.begin(), m_SendChunks.end(), sSendChunk(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client)) != m_SendChunks.end()) - { - // Already queued, bail out - return; - } - m_SendChunks.push_back(sSendChunk(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client)); - } - m_evtQueue.Set(); -} - - - - - -void cChunkSender::RemoveClient(cClientHandle * a_Client) -{ - { - cCSLock Lock(m_CS); - for (sSendChunkList::iterator itr = m_SendChunks.begin(); itr != m_SendChunks.end();) - { - if (itr->m_Client == a_Client) - { - itr = m_SendChunks.erase(itr); - continue; - } - ++itr; - } // for itr - m_SendChunks[] - m_RemoveCount++; - } - m_evtQueue.Set(); - m_evtRemoved.Wait(); // Wait for removal confirmation -} - - - - - -void cChunkSender::Execute(void) -{ - while (!m_ShouldTerminate) - { - cCSLock Lock(m_CS); - while (m_ChunksReady.empty() && m_SendChunks.empty()) - { - int RemoveCount = m_RemoveCount; - m_RemoveCount = 0; - cCSUnlock Unlock(Lock); - for (int i = 0; i < RemoveCount; i++) - { - m_evtRemoved.Set(); // Notify that the removed clients are safe to be deleted - } - m_evtQueue.Wait(); - if (m_ShouldTerminate) - { - return; - } - } // while (empty) - - if (!m_ChunksReady.empty()) - { - // Take one from the queue: - cChunkCoords Coords(m_ChunksReady.front()); - m_ChunksReady.pop_front(); - Lock.Unlock(); - - SendChunk(Coords.m_ChunkX, Coords.m_ChunkY, Coords.m_ChunkZ, NULL); - } - else - { - // Take one from the queue: - sSendChunk Chunk(m_SendChunks.front()); - m_SendChunks.pop_front(); - Lock.Unlock(); - - SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkY, Chunk.m_ChunkZ, Chunk.m_Client); - } - Lock.Lock(); - int RemoveCount = m_RemoveCount; - m_RemoveCount = 0; - Lock.Unlock(); - for (int i = 0; i < RemoveCount; i++) - { - m_evtRemoved.Set(); // Notify that the removed clients are safe to be deleted - } - } // while (!mShouldTerminate) -} - - - - - -void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client) -{ - ASSERT(m_World != NULL); - - // Ask the client if it still wants the chunk: - if (a_Client != NULL) - { - if (!a_Client->WantsSendChunk(a_ChunkX, a_ChunkY, a_ChunkZ)) - { - return; - } - } - - // If the chunk has no clients, no need to packetize it: - if (!m_World->HasChunkAnyClients(a_ChunkX, a_ChunkY, 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_ChunkY, 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, &m_Notify); - return; - } - - // Prepare MapChunk packets: - if( !m_World->GetChunkData(a_ChunkX, a_ChunkY, a_ChunkZ, *this) ) - { - return; - } - cPacket_PreChunk PreChunk(a_ChunkX, a_ChunkZ, true); - cPacket_MapChunk MapChunk(a_ChunkX, a_ChunkY, a_ChunkZ, m_BlockData, m_BiomeMap); - - // Send: - if (a_Client == NULL) - { - m_World->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, PreChunk); - m_World->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, MapChunk); - } - else - { - a_Client->Send(PreChunk); - a_Client->Send(MapChunk); - } - - // Send entity creation packets: - for (PacketList::iterator itr = m_Packets.begin(); itr != m_Packets.end(); ++itr) - { - if (a_Client == NULL) - { - m_World->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, **itr); - } - else - { - a_Client->Send(**itr); - } - delete *itr; - } // for itr - m_Packets[] - m_Packets.clear(); -} - - - - - -void cChunkSender::BlockEntity(cBlockEntity * a_Entity) -{ - cPacket * Packet = a_Entity->GetPacket(); - if (Packet != NULL) - { - m_Packets.push_back(Packet); - } -} - - - - -void cChunkSender::Entity(cEntity * a_Entity) -{ - // Nothing needed yet, perhaps in the future when we save entities into chunks we'd like to send them upon load, too ;) -} - - - - - -void cChunkSender::BiomeData(const cChunkDef::BiomeMap * a_BiomeMap) -{ - for (int i = 0; i < ARRAYCOUNT(m_BiomeMap); i++) - { - if ((*a_BiomeMap)[i] < 255) - { - // Normal MC biome, copy as-is: - m_BiomeMap[i] = (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[] -} - - - - + +// 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 "cWorld.h" +#include "packets/cPacket_MapChunk.h" +#include "packets/cPacket_PreChunk.h" +#include "cBlockEntity.h" + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cNotifyChunkSender: + +void cNotifyChunkSender::Call(int a_ChunkX, int a_ChunkZ) +{ + m_ChunkSender->ChunkReady(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cChunkSender: + +cChunkSender::cChunkSender(void) : + super("ChunkSender"), + m_World(NULL), + m_Notify(NULL) +{ + m_Notify.SetChunkSender(this); +} + + + + + +cChunkSender::~cChunkSender() +{ + Stop(); +} + + + + + +bool cChunkSender::Start(cWorld * a_World) +{ + m_World = a_World; + return super::Start(); +} + + + + + +void cChunkSender::Stop(void) +{ + m_ShouldTerminate = true; + m_evtQueue.Set(); + Wait(); +} + + + + + +void cChunkSender::ChunkReady(int a_ChunkX, int a_ChunkY, int a_ChunkZ) +{ + // This is probably never gonna be called twice for the same chunk, and if it is, we don't mind, so we don't check + { + cCSLock Lock(m_CS); + m_ChunksReady.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); + } + m_evtQueue.Set(); +} + + + + + +void cChunkSender::QueueSendChunkTo(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client) +{ + ASSERT(a_Client != NULL); + { + cCSLock Lock(m_CS); + if (std::find(m_SendChunks.begin(), m_SendChunks.end(), sSendChunk(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client)) != m_SendChunks.end()) + { + // Already queued, bail out + return; + } + m_SendChunks.push_back(sSendChunk(a_ChunkX, a_ChunkY, a_ChunkZ, a_Client)); + } + m_evtQueue.Set(); +} + + + + + +void cChunkSender::RemoveClient(cClientHandle * a_Client) +{ + { + cCSLock Lock(m_CS); + for (sSendChunkList::iterator itr = m_SendChunks.begin(); itr != m_SendChunks.end();) + { + if (itr->m_Client == a_Client) + { + itr = m_SendChunks.erase(itr); + continue; + } + ++itr; + } // for itr - m_SendChunks[] + m_RemoveCount++; + } + m_evtQueue.Set(); + m_evtRemoved.Wait(); // Wait for removal confirmation +} + + + + + +void cChunkSender::Execute(void) +{ + while (!m_ShouldTerminate) + { + cCSLock Lock(m_CS); + while (m_ChunksReady.empty() && m_SendChunks.empty()) + { + int RemoveCount = m_RemoveCount; + m_RemoveCount = 0; + cCSUnlock Unlock(Lock); + for (int i = 0; i < RemoveCount; i++) + { + m_evtRemoved.Set(); // Notify that the removed clients are safe to be deleted + } + m_evtQueue.Wait(); + if (m_ShouldTerminate) + { + return; + } + } // while (empty) + + if (!m_ChunksReady.empty()) + { + // Take one from the queue: + cChunkCoords Coords(m_ChunksReady.front()); + m_ChunksReady.pop_front(); + Lock.Unlock(); + + SendChunk(Coords.m_ChunkX, Coords.m_ChunkY, Coords.m_ChunkZ, NULL); + } + else + { + // Take one from the queue: + sSendChunk Chunk(m_SendChunks.front()); + m_SendChunks.pop_front(); + Lock.Unlock(); + + SendChunk(Chunk.m_ChunkX, Chunk.m_ChunkY, Chunk.m_ChunkZ, Chunk.m_Client); + } + Lock.Lock(); + int RemoveCount = m_RemoveCount; + m_RemoveCount = 0; + Lock.Unlock(); + for (int i = 0; i < RemoveCount; i++) + { + m_evtRemoved.Set(); // Notify that the removed clients are safe to be deleted + } + } // while (!mShouldTerminate) +} + + + + + +void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, cClientHandle * a_Client) +{ + ASSERT(m_World != NULL); + + // Ask the client if it still wants the chunk: + if (a_Client != NULL) + { + if (!a_Client->WantsSendChunk(a_ChunkX, a_ChunkY, a_ChunkZ)) + { + return; + } + } + + // If the chunk has no clients, no need to packetize it: + if (!m_World->HasChunkAnyClients(a_ChunkX, a_ChunkY, 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_ChunkY, 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, &m_Notify); + return; + } + + // Prepare MapChunk packets: + if( !m_World->GetChunkData(a_ChunkX, a_ChunkY, a_ChunkZ, *this) ) + { + return; + } + cPacket_PreChunk PreChunk(a_ChunkX, a_ChunkZ, true); + cPacket_MapChunk MapChunk(a_ChunkX, a_ChunkY, a_ChunkZ, m_BlockData, m_BiomeMap); + + // Send: + if (a_Client == NULL) + { + m_World->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, PreChunk); + m_World->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, MapChunk); + } + else + { + a_Client->Send(PreChunk); + a_Client->Send(MapChunk); + } + + // Send entity creation packets: + for (PacketList::iterator itr = m_Packets.begin(); itr != m_Packets.end(); ++itr) + { + if (a_Client == NULL) + { + m_World->BroadcastToChunk(a_ChunkX, a_ChunkY, a_ChunkZ, **itr); + } + else + { + a_Client->Send(**itr); + } + delete *itr; + } // for itr - m_Packets[] + m_Packets.clear(); +} + + + + + +void cChunkSender::BlockEntity(cBlockEntity * a_Entity) +{ + cPacket * Packet = a_Entity->GetPacket(); + if (Packet != NULL) + { + m_Packets.push_back(Packet); + } +} + + + + +void cChunkSender::Entity(cEntity * a_Entity) +{ + // Nothing needed yet, perhaps in the future when we save entities into chunks we'd like to send them upon load, too ;) +} + + + + + +void cChunkSender::BiomeData(const cChunkDef::BiomeMap * a_BiomeMap) +{ + for (int i = 0; i < ARRAYCOUNT(m_BiomeMap); i++) + { + if ((*a_BiomeMap)[i] < 255) + { + // Normal MC biome, copy as-is: + m_BiomeMap[i] = (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[] +} + + + + -- cgit v1.2.3