4jcraft/Minecraft.Client/Network/PlayerChunkMap.cpp
MatthewBeshay dfb0e3b03e refactor: replace NULL with nullptr across C++ codebase
Excludes vendored C libs (zlib, Miles, DirectXMath, boost, Iggy).
2026-03-30 16:25:52 +11:00

807 lines
29 KiB
C++

#include "../Platform/stdafx.h"
#include "PlayerChunkMap.h"
#include "PlayerConnection.h"
#include "../Level/ServerLevel.h"
#include "ServerChunkCache.h"
#include "../Player/ServerPlayer.h"
#include "../MinecraftServer.h"
#include "../../Minecraft.World/Headers/net.minecraft.network.packet.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.chunk.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.tile.h"
#include "../../Minecraft.World/Util/ArrayWithLength.h"
#include "../../Minecraft.World/Platform/System.h"
#include "PlayerList.h"
PlayerChunkMap::PlayerChunk::PlayerChunk(int x, int z, PlayerChunkMap* pcm)
: pos(x, z) {
// 4J - added initialisers
changes = 0;
changedTiles = shortArray(MAX_CHANGES_BEFORE_RESEND);
xChangeMin = xChangeMax = 0;
yChangeMin = yChangeMax = 0;
zChangeMin = zChangeMax = 0;
parent = pcm; // 4J added
ticksToNextRegionUpdate = 0; // 4J added
prioritised = false; // 4J added
firstInhabitedTime = 0;
parent->getLevel()->cache->create(x, z);
}
PlayerChunkMap::PlayerChunk::~PlayerChunk() { delete changedTiles.data; }
// 4J added - construct an an array of flags that indicate which entities are
// still waiting to have network packets sent out to say that they have been
// removed If there aren't any entities to be flagged, this function does
// nothing. If there *are* entities to be added, uses the removedFound as an
// input to determine if the flag array has already been initialised at all - if
// it has been, then just adds flags to it; if it hasn't, then memsets the
// output flag array and adds to it for this ServerPlayer.
void PlayerChunkMap::flagEntitiesToBeRemoved(unsigned int* flags,
bool* flagToBeRemoved) {
for (AUTO_VAR(it, players.begin()); it != players.end(); it++) {
std::shared_ptr<ServerPlayer> serverPlayer = *it;
serverPlayer->flagEntitiesToBeRemoved(flags, flagToBeRemoved);
}
}
void PlayerChunkMap::PlayerChunk::add(std::shared_ptr<ServerPlayer> player,
bool sendPacket /*= true*/) {
// app.DebugPrintf("--- Adding player to chunk x=%d\tz=%d\n",x, z);
if (find(players.begin(), players.end(), player) != players.end()) {
// 4J-PB - At the start of the game, lots of chunks are added, and we
// can then move into an area that is outside the diameter of our
// starting area, but is inside the area loaded at the start.
app.DebugPrintf(
"--- Adding player to chunk x=%d\t z=%d, but they are already in "
"there!\n",
pos.x, pos.z);
return;
// assert(false);
// 4J - was throw new IllegalStateException("Failed
// to add player. " + player + " already is in chunk " + x + ", " + z);
}
player->seenChunks.insert(pos);
// 4J Added the sendPacket check. See PlayerChunkMap::add for the usage
if (sendPacket)
player->connection->send(std::shared_ptr<ChunkVisibilityPacket>(
new ChunkVisibilityPacket(pos.x, pos.z, true)));
if (players.empty()) {
firstInhabitedTime = parent->level->getGameTime();
}
players.push_back(player);
player->chunksToSend.push_back(pos);
#ifdef _LARGE_WORLDS
parent->getLevel()->cache->dontDrop(pos.x, pos.z); // 4J Added;
#endif
}
void PlayerChunkMap::PlayerChunk::remove(std::shared_ptr<ServerPlayer> player) {
PlayerChunkMap::PlayerChunk* toDelete = nullptr;
// app.DebugPrintf("--- PlayerChunkMap::PlayerChunk::remove
// x=%d\tz=%d\n",x,z);
AUTO_VAR(it, find(players.begin(), players.end(), player));
if (it == players.end()) {
app.DebugPrintf(
"--- INFO - Removing player from chunk x=%d\t z=%d, but they are "
"not in that chunk!\n",
pos.x, pos.z);
return;
}
players.erase(it);
if (players.size() == 0) {
{
LevelChunk* chunk = parent->level->getChunk(pos.x, pos.z);
updateInhabitedTime(chunk);
AUTO_VAR(it, find(parent->knownChunks.begin(),
parent->knownChunks.end(), this));
if (it != parent->knownChunks.end()) parent->knownChunks.erase(it);
}
int64_t id = (pos.x + 0x7fffffffLL) | ((pos.z + 0x7fffffffLL) << 32);
AUTO_VAR(it, parent->chunks.find(id));
if (it != parent->chunks.end()) {
toDelete = it->second; // Don't delete until the end of the
// function, as this might be this instance
parent->chunks.erase(it);
}
if (changes > 0) {
AUTO_VAR(it, find(parent->changedChunks.begin(),
parent->changedChunks.end(), this));
parent->changedChunks.erase(it);
}
parent->getLevel()->cache->drop(pos.x, pos.z);
}
player->chunksToSend.remove(pos);
// 4J - I don't think there's any point sending these anymore, as we don't
// need to unload chunks with fixed sized maps 4J - We do need to send these
// to unload entities in chunks when players are dead. If we do not and the
// entity is removed while they are dead, that entity will remain in the
// clients world
if (player->connection != nullptr &&
player->seenChunks.find(pos) != player->seenChunks.end()) {
INetworkPlayer* thisNetPlayer = player->connection->getNetworkPlayer();
bool noOtherPlayersFound = true;
if (thisNetPlayer != nullptr) {
for (AUTO_VAR(it, players.begin()); it < players.end(); ++it) {
std::shared_ptr<ServerPlayer> currPlayer = *it;
INetworkPlayer* currNetPlayer =
currPlayer->connection->getNetworkPlayer();
if (currNetPlayer != nullptr &&
currNetPlayer->IsSameSystem(thisNetPlayer) &&
currPlayer->seenChunks.find(pos) !=
currPlayer->seenChunks.end()) {
noOtherPlayersFound = false;
break;
}
}
if (noOtherPlayersFound) {
// wprintf(L"Sending ChunkVisiblity packet false for chunk
// (%d,%d) to player %ls\n", x, z, player->name.c_str() );
player->connection->send(std::shared_ptr<ChunkVisibilityPacket>(
new ChunkVisibilityPacket(pos.x, pos.z, false)));
}
} else {
// app.DebugPrintf("PlayerChunkMap::PlayerChunk::remove - QNetPlayer
// is nullptr\n");
}
}
delete toDelete;
}
void PlayerChunkMap::PlayerChunk::updateInhabitedTime() {
updateInhabitedTime(parent->level->getChunk(pos.x, pos.z));
}
void PlayerChunkMap::PlayerChunk::updateInhabitedTime(LevelChunk* chunk) {
chunk->inhabitedTime += parent->level->getGameTime() - firstInhabitedTime;
firstInhabitedTime = parent->level->getGameTime();
}
void PlayerChunkMap::PlayerChunk::tileChanged(int x, int y, int z) {
if (changes == 0) {
parent->changedChunks.push_back(this);
xChangeMin = xChangeMax = x;
yChangeMin = yChangeMax = y;
zChangeMin = zChangeMax = z;
}
if (xChangeMin > x) xChangeMin = x;
if (xChangeMax < x) xChangeMax = x;
if (yChangeMin > y) yChangeMin = y;
if (yChangeMax < y) yChangeMax = y;
if (zChangeMin > z) zChangeMin = z;
if (zChangeMax < z) zChangeMax = z;
if (changes < MAX_CHANGES_BEFORE_RESEND) {
short id = (short)((x << 12) | (z << 8) | (y));
for (int i = 0; i < changes; i++) {
if (changedTiles[i] == id) return;
}
changedTiles[changes++] = id;
}
}
// 4J added - make sure that any tile updates for the chunk at this location get
// prioritised for sending
void PlayerChunkMap::PlayerChunk::prioritiseTileChanges() {
prioritised = true;
}
void PlayerChunkMap::PlayerChunk::broadcast(std::shared_ptr<Packet> packet) {
std::vector<std::shared_ptr<ServerPlayer> > sentTo;
for (unsigned int i = 0; i < players.size(); i++) {
std::shared_ptr<ServerPlayer> player = players[i];
// 4J - don't send to a player we've already sent this data to that
// shares the same machine. TileUpdatePacket, ChunkTilesUpdatePacket and
// SignUpdatePacket all used to limit themselves to sending once to each
// machine by only sending to the primary player on each machine. This
// was causing trouble for split screen as updates were only coming in
// for the region round this one player. Now these packets can be sent
// to any player, but we try to restrict the network impact this has by
// not resending to the one machine
bool dontSend = false;
if (sentTo.size()) {
INetworkPlayer* thisPlayer = player->connection->getNetworkPlayer();
if (thisPlayer == nullptr) {
dontSend = true;
} else {
for (unsigned int j = 0; j < sentTo.size(); j++) {
std::shared_ptr<ServerPlayer> player2 = sentTo[j];
INetworkPlayer* otherPlayer =
player2->connection->getNetworkPlayer();
if (otherPlayer != nullptr &&
thisPlayer->IsSameSystem(otherPlayer)) {
dontSend = true;
}
}
}
}
if (dontSend) {
continue;
}
// 4J Changed to get the flag index for the player before we send a
// packet. This flag is updated when we queue for send the first
// BlockRegionUpdatePacket for this chunk to that player/players system.
// Therefore there is no need to send tile updates or other updates
// until that has been sent
int flagIndex =
ServerPlayer::getFlagIndexForChunk(pos, parent->dimension);
if (player->seenChunks.find(pos) != player->seenChunks.end() &&
(player->connection->isLocal() ||
g_NetworkManager.SystemFlagGet(
player->connection->getNetworkPlayer(), flagIndex))) {
player->connection->send(packet);
sentTo.push_back(player);
}
}
// Now also check round all the players that are involved in this game. We
// also want to send the packet to them if their system hasn't received it
// already, but they have received the first BlockRegionUpdatePacket for
// this chunk
// Make sure we are only doing this for BlockRegionUpdatePacket,
// ChunkTilesUpdatePacket and TileUpdatePacket. We'll be potentially sending
// to players who aren't on the same level as this packet is intended for,
// and only these 3 packets have so far been updated to be able to encode
// the level so they are robust enough to cope with this
if (!((packet->getId() == 51) || (packet->getId() == 52) ||
(packet->getId() == 53))) {
return;
}
for (int i = 0;
i < parent->level->getServer()->getPlayers()->players.size(); i++) {
std::shared_ptr<ServerPlayer> player =
parent->level->getServer()->getPlayers()->players[i];
// Don't worry about local players, they get all their updates through
// sharing level with the server anyway
if (player->connection == nullptr) continue;
if (player->connection->isLocal()) continue;
// Don't worry about this player if they haven't had this chunk yet
// (this flag will be the same for all players on the same system)
int flagIndex =
ServerPlayer::getFlagIndexForChunk(pos, parent->dimension);
if (!g_NetworkManager.SystemFlagGet(
player->connection->getNetworkPlayer(), flagIndex))
continue;
// From here on the same rules as in the loop above - don't send it if
// we've already sent to the same system
bool dontSend = false;
if (sentTo.size()) {
INetworkPlayer* thisPlayer = player->connection->getNetworkPlayer();
if (thisPlayer == nullptr) {
dontSend = true;
} else {
for (unsigned int j = 0; j < sentTo.size(); j++) {
std::shared_ptr<ServerPlayer> player2 = sentTo[j];
INetworkPlayer* otherPlayer =
player2->connection->getNetworkPlayer();
if (otherPlayer != nullptr &&
thisPlayer->IsSameSystem(otherPlayer)) {
dontSend = true;
}
}
}
}
if (!dontSend) {
player->connection->send(packet);
sentTo.push_back(player);
}
}
}
bool PlayerChunkMap::PlayerChunk::broadcastChanges(bool allowRegionUpdate) {
bool didRegionUpdate = false;
ServerLevel* level = parent->getLevel();
if (ticksToNextRegionUpdate > 0) ticksToNextRegionUpdate--;
if (changes == 0) {
prioritised = false;
return false;
}
if (changes == 1) {
int x = pos.x * 16 + xChangeMin;
int y = yChangeMin;
int z = pos.z * 16 + zChangeMin;
broadcast(std::shared_ptr<TileUpdatePacket>(
new TileUpdatePacket(x, y, z, level)));
if (level->isEntityTile(x, y, z)) {
broadcast(level->getTileEntity(x, y, z));
}
} else if (changes == MAX_CHANGES_BEFORE_RESEND) {
// 4J added, to allow limiting of region update packets created
if (!prioritised) {
if (!allowRegionUpdate || (ticksToNextRegionUpdate > 0)) {
return false;
}
}
yChangeMin = yChangeMin / 2 * 2;
yChangeMax = (yChangeMax / 2 + 1) * 2;
int xp = xChangeMin + pos.x * 16;
int yp = yChangeMin;
int zp = zChangeMin + pos.z * 16;
int xs = xChangeMax - xChangeMin + 1;
int ys = yChangeMax - yChangeMin + 2;
int zs = zChangeMax - zChangeMin + 1;
// Fix for buf #95007 : TCR #001 BAS Game Stability: TU12: Code:
// Compliance: More than 192 dropped items causes game to freeze or
// crash. Block region update packets can only encode ys in a range of 1
// - 256
if (ys > 256) ys = 256;
broadcast(std::shared_ptr<BlockRegionUpdatePacket>(
new BlockRegionUpdatePacket(xp, yp, zp, xs, ys, zs, level)));
std::vector<std::shared_ptr<TileEntity> >* tes =
level->getTileEntitiesInRegion(xp, yp, zp, xp + xs, yp + ys,
zp + zs);
for (unsigned int i = 0; i < tes->size(); i++) {
broadcast(tes->at(i));
}
delete tes;
ticksToNextRegionUpdate = MIN_TICKS_BETWEEN_REGION_UPDATE;
didRegionUpdate = true;
} else {
// 4J As we only get here if changes is less than
// MAX_CHANGES_BEFORE_RESEND (10) we only need to send a byte value in
// the packet
broadcast(
std::shared_ptr<ChunkTilesUpdatePacket>(new ChunkTilesUpdatePacket(
pos.x, pos.z, changedTiles, (uint8_t)changes, level)));
for (int i = 0; i < changes; i++) {
int x = pos.x * 16 + ((changedTiles[i] >> 12) & 15);
int y = ((changedTiles[i]) & 255);
int z = pos.z * 16 + ((changedTiles[i] >> 8) & 15);
if (level->isEntityTile(x, y, z)) {
// System.out.println("Sending!");
broadcast(level->getTileEntity(x, y, z));
}
}
}
changes = 0;
prioritised = false;
return didRegionUpdate;
}
void PlayerChunkMap::PlayerChunk::broadcast(std::shared_ptr<TileEntity> te) {
if (te != nullptr) {
std::shared_ptr<Packet> p = te->getUpdatePacket();
if (p != nullptr) {
broadcast(p);
}
}
}
PlayerChunkMap::PlayerChunkMap(ServerLevel* level, int dimension, int radius) {
assert(radius <= MAX_VIEW_DISTANCE);
assert(radius >= MIN_VIEW_DISTANCE);
this->radius = radius;
this->level = level;
this->dimension = dimension;
lastInhabitedUpdate = 0;
}
PlayerChunkMap::~PlayerChunkMap() {
for (AUTO_VAR(it, chunks.begin()); it != chunks.end(); it++) {
delete it->second;
}
}
ServerLevel* PlayerChunkMap::getLevel() { return level; }
void PlayerChunkMap::tick() {
int64_t time = level->getGameTime();
if (time - lastInhabitedUpdate > Level::TICKS_PER_DAY / 3) {
lastInhabitedUpdate = time;
for (int i = 0; i < knownChunks.size(); i++) {
PlayerChunk* chunk = knownChunks.at(i);
// 4J Stu - Going to let our changeChunks handler below deal with
// this
// chunk.broadcastChanges();
chunk->updateInhabitedTime();
}
}
// 4J - some changes here so that we only send one region update per tick.
// The chunks themselves also limit their resend rate to once every
// MIN_TICKS_BETWEEN_REGION_UPDATE ticks
bool regionUpdateSent = false;
for (unsigned int i = 0; i < changedChunks.size();) {
regionUpdateSent |=
changedChunks[i]->broadcastChanges(!regionUpdateSent);
// Changes will be 0 if the chunk actually sent something, in which case
// we can delete it from this array
if (changedChunks[i]->changes == 0) {
changedChunks[i] = changedChunks.back();
changedChunks.pop_back();
} else {
// Limiting of some kind means we didn't send this chunk so move
// onto the next
i++;
}
}
for (unsigned int i = 0; i < players.size(); i++) {
tickAddRequests(players[i]);
}
// 4J Stu - Added 1.1 but not relevant to us as we never no 0 players
// anyway, and don't think we should be dropping stuff
// if (players.isEmpty()) {
// ServerLevel level = server.getLevel(this.dimension);
// Dimension dimension = level.dimension;
// if (!dimension.mayRespawn()) {
// level.cache.dropAll();
// }
//}
}
bool PlayerChunkMap::hasChunk(int x, int z) {
int64_t id = (x + 0x7fffffffLL) | ((z + 0x7fffffffLL) << 32);
return chunks.find(id) != chunks.end();
}
PlayerChunkMap::PlayerChunk* PlayerChunkMap::getChunk(int x, int z,
bool create) {
int64_t id = (x + 0x7fffffffLL) | ((z + 0x7fffffffLL) << 32);
AUTO_VAR(it, chunks.find(id));
PlayerChunk* chunk = nullptr;
if (it != chunks.end()) {
chunk = it->second;
} else if (create) {
chunk = new PlayerChunk(x, z, this);
chunks[id] = chunk;
knownChunks.push_back(chunk);
}
return chunk;
}
// 4J - added. If a chunk exists, add a player to it straight away. If it
// doesn't exist, queue a request for it to be created.
void PlayerChunkMap::getChunkAndAddPlayer(
int x, int z, std::shared_ptr<ServerPlayer> player) {
int64_t id = (x + 0x7fffffffLL) | ((z + 0x7fffffffLL) << 32);
AUTO_VAR(it, chunks.find(id));
if (it != chunks.end()) {
it->second->add(player);
} else {
addRequests.push_back(PlayerChunkAddRequest(x, z, player));
}
}
// 4J - added. If the chunk and player are in the queue to be added, remove from
// there. Otherwise attempt to remove from main chunk map.
void PlayerChunkMap::getChunkAndRemovePlayer(
int x, int z, std::shared_ptr<ServerPlayer> player) {
for (AUTO_VAR(it, addRequests.begin()); it != addRequests.end(); it++) {
if ((it->x == x) && (it->z == z) && (it->player == player)) {
addRequests.erase(it);
return;
}
}
int64_t id = (x + 0x7fffffffLL) | ((z + 0x7fffffffLL) << 32);
AUTO_VAR(it, chunks.find(id));
if (it != chunks.end()) {
it->second->remove(player);
}
}
// 4J - added - actually create & add player to a playerchunk, if there is one
// queued for this player.
void PlayerChunkMap::tickAddRequests(std::shared_ptr<ServerPlayer> player) {
if (addRequests.size()) {
// Find the nearest chunk request to the player
int px = (int)player->x;
int pz = (int)player->z;
int minDistSq = -1;
AUTO_VAR(itNearest, addRequests.end());
for (AUTO_VAR(it, addRequests.begin()); it != addRequests.end(); it++) {
if (it->player == player) {
int xm = (it->x * 16) + 8;
int zm = (it->z * 16) + 8;
int distSq = (xm - px) * (xm - px) + (zm - pz) * (zm - pz);
if ((minDistSq == -1) || (distSq < minDistSq)) {
minDistSq = distSq;
itNearest = it;
}
}
}
// If we found one at all, then do this one
if (itNearest != addRequests.end()) {
getChunk(itNearest->x, itNearest->z, true)->add(itNearest->player);
addRequests.erase(itNearest);
}
}
}
void PlayerChunkMap::broadcastTileUpdate(std::shared_ptr<Packet> packet, int x,
int y, int z) {
int xc = x >> 4;
int zc = z >> 4;
PlayerChunk* chunk = getChunk(xc, zc, false);
if (chunk != nullptr) {
chunk->broadcast(packet);
}
}
void PlayerChunkMap::tileChanged(int x, int y, int z) {
int xc = x >> 4;
int zc = z >> 4;
PlayerChunk* chunk = getChunk(xc, zc, false);
if (chunk != nullptr) {
chunk->tileChanged(x & 15, y, z & 15);
}
}
bool PlayerChunkMap::isTrackingTile(int x, int y, int z) {
int xc = x >> 4;
int zc = z >> 4;
PlayerChunk* chunk = getChunk(xc, zc, false);
if (chunk) return true;
return false;
}
// 4J added - make sure that any tile updates for the chunk at this location get
// prioritised for sending
void PlayerChunkMap::prioritiseTileChanges(int x, int y, int z) {
int xc = x >> 4;
int zc = z >> 4;
PlayerChunk* chunk = getChunk(xc, zc, false);
if (chunk != nullptr) {
chunk->prioritiseTileChanges();
}
}
void PlayerChunkMap::add(std::shared_ptr<ServerPlayer> player) {
static int direction[4][2] = {{1, 0}, {0, 1}, {-1, 0}, {0, -1}};
int xc = (int)player->x >> 4;
int zc = (int)player->z >> 4;
player->lastMoveX = player->x;
player->lastMoveZ = player->z;
// for (int x = xc - radius; x <= xc + radius; x++)
// for (int z = zc - radius; z <= zc + radius; z++) {
// getChunk(x, z, true).add(player);
// }
// CraftBukkit start
int facing = 0;
int size = radius;
int dx = 0;
int dz = 0;
// Origin
getChunk(xc, zc, true)->add(player, false);
// 4J Added so we send an area packet rather than one visibility packet per
// chunk
int minX, maxX, minZ, maxZ;
minX = maxX = xc;
minZ = maxZ = zc;
// 4J - added so that we don't fully create/send every chunk at this stage.
// Particularly since moving on to large worlds, where we can be adding 1024
// chunks here of which a large % might need to be fully created, this can
// take a long time. Instead use the getChunkAndAddPlayer for anything but
// the central region of chunks, which adds them to a queue of chunks which
// are added one per tick per player.
const int maxLegSizeToAddNow = 14;
// All but the last leg
for (int legSize = 1; legSize <= size * 2; legSize++) {
for (int leg = 0; leg < 2; leg++) {
int* dir = direction[facing++ % 4];
for (int k = 0; k < legSize; k++) {
dx += dir[0];
dz += dir[1];
int targetX, targetZ;
targetX = xc + dx;
targetZ = zc + dz;
if ((legSize < maxLegSizeToAddNow) ||
((legSize == maxLegSizeToAddNow) &&
((leg == 0) || (k < (legSize - 1))))) {
if (targetX > maxX) maxX = targetX;
if (targetX < minX) minX = targetX;
if (targetZ > maxZ) maxZ = targetZ;
if (targetZ < minZ) minZ = targetZ;
getChunk(targetX, targetZ, true)->add(player, false);
} else {
getChunkAndAddPlayer(targetX, targetZ, player);
}
}
}
}
// Final leg
facing %= 4;
for (int k = 0; k < size * 2; k++) {
dx += direction[facing][0];
dz += direction[facing][1];
int targetX, targetZ;
targetX = xc + dx;
targetZ = zc + dz;
if ((size * 2) <= maxLegSizeToAddNow) {
if (targetX > maxX) maxX = targetX;
if (targetX < minX) minX = targetX;
if (targetZ > maxZ) maxZ = targetZ;
if (targetZ < minZ) minZ = targetZ;
getChunk(targetX, targetZ, true)->add(player, false);
} else {
getChunkAndAddPlayer(targetX, targetZ, player);
}
}
// CraftBukkit end
player->connection->send(std::shared_ptr<ChunkVisibilityAreaPacket>(
new ChunkVisibilityAreaPacket(minX, maxX, minZ, maxZ)));
#ifdef _LARGE_WORLDS
getLevel()->cache->dontDrop(xc, zc);
#endif
players.push_back(player);
}
void PlayerChunkMap::remove(std::shared_ptr<ServerPlayer> player) {
int xc = ((int)player->lastMoveX) >> 4;
int zc = ((int)player->lastMoveZ) >> 4;
for (int x = xc - radius; x <= xc + radius; x++)
for (int z = zc - radius; z <= zc + radius; z++) {
PlayerChunk* playerChunk = getChunk(x, z, false);
if (playerChunk != nullptr) playerChunk->remove(player);
}
AUTO_VAR(it, find(players.begin(), players.end(), player));
if (players.size() > 0 && it != players.end())
players.erase(find(players.begin(), players.end(), player));
// 4J - added - also remove any queued requests to be added to playerchunks
// here
for (AUTO_VAR(it, addRequests.begin()); it != addRequests.end();) {
if (it->player == player) {
it = addRequests.erase(it);
} else {
++it;
}
}
}
bool PlayerChunkMap::chunkInRange(int x, int z, int xc, int zc) {
// If the distance between x and xc
int xd = x - xc;
int zd = z - zc;
if (xd < -radius || xd > radius) return false;
if (zd < -radius || zd > radius) return false;
return true;
}
// 4J - have changed this so that we queue requests to add the player to chunks
// if they need to be created, so that we aren't creating potentially 20 chunks
// per player per tick
void PlayerChunkMap::move(std::shared_ptr<ServerPlayer> player) {
int xc = ((int)player->x) >> 4;
int zc = ((int)player->z) >> 4;
double _xd = player->lastMoveX - player->x;
double _zd = player->lastMoveZ - player->z;
double dist = _xd * _xd + _zd * _zd;
if (dist < 8 * 8) return;
int last_xc = ((int)player->lastMoveX) >> 4;
int last_zc = ((int)player->lastMoveZ) >> 4;
int xd = xc - last_xc;
int zd = zc - last_zc;
if (xd == 0 && zd == 0) return;
for (int x = xc - radius; x <= xc + radius; x++)
for (int z = zc - radius; z <= zc + radius; z++) {
if (!chunkInRange(x, z, last_xc, last_zc)) {
// 4J - changed from separate getChunk & add so we can wrap
// these operations up and queue
getChunkAndAddPlayer(x, z, player);
}
if (!chunkInRange(x - xd, z - zd, xc, zc)) {
// 4J - changed from separate getChunk & remove so we can wrap
// these operations up and queue
getChunkAndRemovePlayer(x - xd, z - zd, player);
}
}
player->lastMoveX = player->x;
player->lastMoveZ = player->z;
}
int PlayerChunkMap::getMaxRange() { return radius * 16 - 16; }
bool PlayerChunkMap::isPlayerIn(std::shared_ptr<ServerPlayer> player,
int xChunk, int zChunk) {
PlayerChunk* chunk = getChunk(xChunk, zChunk, false);
if (chunk == nullptr) {
return false;
} else {
AUTO_VAR(it1,
find(chunk->players.begin(), chunk->players.end(), player));
AUTO_VAR(it2, find(player->chunksToSend.begin(),
player->chunksToSend.end(), chunk->pos));
return it1 != chunk->players.end() && it2 == player->chunksToSend.end();
}
// return chunk == nullptr ? false : chunk->players->contains(player) &&
// !player->chunksToSend->contains(chunk->pos);
}
int PlayerChunkMap::convertChunkRangeToBlock(int radius) {
return radius * 16 - 16;
}
// AP added for Vita so the range can be increased once the level starts
void PlayerChunkMap::setRadius(int newRadius) {
if (radius != newRadius) {
PlayerList* players = level->getServer()->getPlayerList();
for (int i = 0; i < players->players.size(); i += 1) {
std::shared_ptr<ServerPlayer> player = players->players[i];
if (player->level == level) {
int xc = ((int)player->x) >> 4;
int zc = ((int)player->z) >> 4;
for (int x = xc - newRadius; x <= xc + newRadius; x++)
for (int z = zc - newRadius; z <= zc + newRadius; z++) {
// check if this chunk is outside the old radius area
if (x < xc - radius || x > xc + radius ||
z < zc - radius || z > zc + radius) {
getChunkAndAddPlayer(x, z, player);
}
}
}
}
assert(radius <= MAX_VIEW_DISTANCE);
assert(radius >= MIN_VIEW_DISTANCE);
this->radius = newRadius;
}
}