#include "Server.hpp"
#include "../app/init.hpp"
+#include "../geometry/distance.hpp"
#include "../io/WorldSave.hpp"
#include "../model/Model.hpp"
#include "../world/ChunkIndex.hpp"
, spawns()
, confirm_wait(0)
, entity_updates()
+, entity_updates_skipped(0)
, player_update_state()
, player_update_pack(0)
, player_update_timer(1500)
// they're the same
if (CanDespawn(*global_iter)) {
SendDespawn(*local_iter);
- } else {
+ } else if (SendingUpdates()) {
// update
QueueUpdate(*local_iter);
}
++confirm_wait;
}
+bool ClientConnection::SendingUpdates() const noexcept {
+ return entity_updates_skipped >= NetStat().SuggestedPacketSkip();
+}
+
void ClientConnection::QueueUpdate(SpawnStatus &status) {
// don't send updates while spawn not ack'd or despawn sent
if (status.spawn_pack == -1 && status.despawn_pack == -1) {
}
void ClientConnection::SendUpdates() {
+ if (!SendingUpdates()) {
+ entity_updates.clear();
+ ++entity_updates_skipped;
+ return;
+ }
auto base = PlayerChunks().Base();
auto pack = Prepare<Packet::EntityUpdate>();
pack.WriteChunkBase(base);
Send(Packet::EntityUpdate::GetSize(entity_pos));
}
entity_updates.clear();
+ entity_updates_skipped = 0;
}
void ClientConnection::CheckPlayerFix() {
void ClientConnection::CheckChunkQueue() {
if (PlayerChunks().Base() != old_base) {
- Chunk::Pos begin = PlayerChunks().CoordsBegin();
- Chunk::Pos end = PlayerChunks().CoordsEnd();
- for (Chunk::Pos pos = begin; pos.z < end.z; ++pos.z) {
+ ExactLocation::Coarse begin = PlayerChunks().CoordsBegin();
+ ExactLocation::Coarse end = PlayerChunks().CoordsEnd();
+ for (ExactLocation::Coarse pos = begin; pos.z < end.z; ++pos.z) {
for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
if (manhattan_radius(pos - old_base) > PlayerChunks().Extent()) {
old_base = PlayerChunks().Base();
sort(chunk_queue.begin(), chunk_queue.end(), QueueCompare(old_base));
}
+ // if we have packet skip enabled and just pushed an entity
+ // update, don't also send chunk data
+ if (NetStat().SuggestedPacketSkip() > 0 && entity_updates_skipped == 0) {
+ return;
+ }
if (transmitter.Transmitting()) {
transmitter.Transmit();
return;
int count = 0;
constexpr int max = 64;
while (count < max && !chunk_queue.empty()) {
- Chunk::Pos pos = chunk_queue.front();
+ ExactLocation::Coarse pos = chunk_queue.front();
chunk_queue.pop_front();
if (PlayerChunks().InRange(pos)) {
Chunk *chunk = PlayerChunks().Get(pos);
PlayerEntity().Ref();
old_base = PlayerChunks().Base();
- Chunk::Pos begin = PlayerChunks().CoordsBegin();
- Chunk::Pos end = PlayerChunks().CoordsEnd();
- for (Chunk::Pos pos = begin; pos.z < end.z; ++pos.z) {
+ ExactLocation::Coarse begin = PlayerChunks().CoordsBegin();
+ ExactLocation::Coarse end = PlayerChunks().CoordsEnd();
+ for (ExactLocation::Coarse pos = begin; pos.z < end.z; ++pos.z) {
for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
chunk_queue.push_back(pos);
pack.ReadMessage(msg);
if (type == 1 && HasPlayer()) {
- server.DistributeMessage(1, PlayerEntity().ID(), msg);
+ server.DispatchMessage(input->GetPlayer(), msg);
}
}
, world(world)
, spawn_index(world.Chunks().MakeIndex(wc.spawn, 3))
, save(save)
-, player_model(nullptr) {
+, player_model(nullptr)
+, cli(world) {
serv_sock = SDLNet_UDP_Open(conf.port);
if (!serv_sock) {
throw NetError("SDLNet_UDP_Open");
}
}
+void Server::DispatchMessage(Player &player, const string &msg) {
+ if (msg.empty()) {
+ return;
+ }
+ if (msg[0] == '/' && msg.size() > 1 && msg[1] != '/') {
+ cli.Execute(player, msg.substr(1));
+ } else {
+ DistributeMessage(1, player.GetEntity().ID(), msg);
+ }
+}
+
void Server::DistributeMessage(uint8_t type, uint32_t ref, const string &msg) {
auto pack = Packet::Make<Packet::Message>(serv_pack);
pack.WriteType(type);