Improved chunk loading and order refresh times

This commit is contained in:
Shoghi Cervantes 2014-10-16 20:21:06 +02:00
parent 163a37ee23
commit 7760559be1

View File

@ -105,7 +105,6 @@ use pocketmine\scheduler\CallbackTask;
use pocketmine\tile\Sign;
use pocketmine\tile\Spawnable;
use pocketmine\tile\Tile;
use pocketmine\utils\ReversePriorityQueue;
use pocketmine\utils\TextFormat;
use pocketmine\utils\TextWrapper;
@ -168,8 +167,7 @@ class Player extends Human implements CommandSender, InventoryHolder, IPlayer{
public $usedChunks = [];
protected $loadQueue = [];
protected $chunkACK = [];
/** @var \pocketmine\scheduler\TaskHandler */
protected $chunkLoadTask;
protected $nextChunkOrderRun = 5;
/** @var Player[] */
protected $hiddenPlayers = [];
@ -594,47 +592,37 @@ class Player extends Human implements CommandSender, InventoryHolder, IPlayer{
$this->chunkACK[$cnt] = Level::chunkHash($x, $z);
}
/**
* Sends, if available, the next ordered chunk to the client
*
* WARNING: Do not use this, it's only for internal use.
* Changes to this function won't be recorded on the version.
*
*/
public function sendNextChunk(){
if($this->connected === false or !isset($this->chunkLoadTask)){
return;
protected function sendNextChunk(){
if($this->connected === false){
return false;
}
if(count($this->loadQueue) === 0){
$this->chunkLoadTask->setNextRun($this->chunkLoadTask->getNextRun() + 30);
}else{
$count = 0;;
foreach($this->loadQueue as $index => $distance){
if($count >= $this->chunksPerTick){
$count = 0;
foreach($this->loadQueue as $index => $distance){
if($count >= $this->chunksPerTick){
break;
}
++$count;
$X = null;
$Z = null;
Level::getXZ($index, $X, $Z);
if(!$this->level->isChunkPopulated($X, $Z)){
$this->level->generateChunk($X, $Z);
if($this->spawned === true){
continue;
}else{
break;
}
++$count;
$X = null;
$Z = null;
Level::getXZ($index, $X, $Z);
if(!$this->level->isChunkPopulated($X, $Z)){
$this->level->generateChunk($X, $Z);
if($this->spawned === true){
continue;
}else{
break;
}
}
unset($this->loadQueue[$index]);
$this->usedChunks[$index] = [false, 0];
$this->level->useChunk($X, $Z, $this);
$this->level->requestChunk($X, $Z, $this, LevelProvider::ORDER_ZXY);
}
unset($this->loadQueue[$index]);
$this->usedChunks[$index] = [false, 0];
$this->level->useChunk($X, $Z, $this);
$this->level->requestChunk($X, $Z, $this, LevelProvider::ORDER_ZXY);
}
if(count($this->usedChunks) < 16 and $this->spawned === true){
$this->blocked = true;
}elseif($this->spawned === true){
@ -650,7 +638,7 @@ class Player extends Human implements CommandSender, InventoryHolder, IPlayer{
}
if($spawned < 56){
return;
return true;
}
$this->spawned = true;
@ -686,18 +674,13 @@ class Player extends Human implements CommandSender, InventoryHolder, IPlayer{
}
}
/**
*
* WARNING: Do not use this, it's only for internal use.
* Changes to this function won't be recorded on the version.
*
* @return bool
*/
public function orderChunks(){
protected function orderChunks(){
if($this->connected === false){
return false;
}
$this->nextChunkOrderRun = 100;
$radiusSquared = $this->viewDistance;
$radius = ceil(sqrt($radiusSquared));
$side = ceil($radius / 2);
@ -1068,10 +1051,11 @@ class Player extends Human implements CommandSender, InventoryHolder, IPlayer{
return -1;
}
public function processMovement(){
protected function processMovement($currentTick){
if($this->dead or !$this->spawned or !($this->newPosition instanceof Vector3)){
return;
}
$oldPos = new Vector3($this->x, $this->y, $this->z);
$distance = $oldPos->distance($this->newPosition);
@ -1171,6 +1155,9 @@ class Player extends Human implements CommandSender, InventoryHolder, IPlayer{
$this->forceMovement = new Vector3($from->x, $from->y, $from->z);
}else{
$this->forceMovement = null;
if($this->nextChunkOrderRun > 4){
$this->nextChunkOrderRun = 4;
}
}
}
@ -1179,7 +1166,7 @@ class Player extends Human implements CommandSender, InventoryHolder, IPlayer{
}
public function onUpdate($currentTick){
if($this->spawned === false or $this->dead === true){
if($this->dead === true){
return true;
}
@ -1187,54 +1174,30 @@ class Player extends Human implements CommandSender, InventoryHolder, IPlayer{
$this->lastUpdate = $currentTick;
$this->processMovement();
if($this->spawned){
$this->processMovement($currentTick);
$this->entityBaseTick(1);
$this->entityBaseTick(1);
if($this->onGround){
$this->inAirTicks = 0;
}else{
if($this->inAirTicks > 100 and $this->isSurvival() and !$this->isSleeping() and $this->spawned and !$this->server->getAllowFlight()){
$this->kick("Flying is not enabled on this server");
return false;
if($this->onGround){
$this->inAirTicks = 0;
}else{
++$this->inAirTicks;
}
}
foreach($this->level->getNearbyEntities($this->boundingBox->grow(1, 0.5, 1), $this) as $entity){
if(($currentTick - $entity->lastUpdate) > 1){
$entity->scheduleUpdate();
}
if($entity instanceof Arrow and $entity->onGround){
if($entity->dead !== true){
$item = Item::get(Item::ARROW, 0, 1);
if($this->isSurvival() and !$this->inventory->canAddItem($item)){
continue;
}
$this->server->getPluginManager()->callEvent($ev = new InventoryPickupItemEvent($this->inventory, $item));
if($ev->isCancelled()){
continue;
}
$pk = new TakeItemEntityPacket;
$pk->eid = 0;
$pk->target = $entity->getID();
$this->dataPacket($pk);
$pk = new TakeItemEntityPacket;
$pk->eid = $this->getID();
$pk->target = $entity->getID();
Server::broadcastPacket($entity->getViewers(), $pk);
$this->inventory->addItem(clone $item);
$entity->kill();
if($this->inAirTicks > 100 and $this->isSurvival() and !$this->isSleeping() and $this->spawned and !$this->server->getAllowFlight()){
$this->kick("Flying is not enabled on this server");
return false;
}else{
++$this->inAirTicks;
}
}elseif($entity instanceof DroppedItem){
if($entity->dead !== true and $entity->getPickupDelay() <= 0){
$item = $entity->getItem();
}
if($item instanceof Item){
foreach($this->level->getNearbyEntities($this->boundingBox->grow(1, 0.5, 1), $this) as $entity){
if(($currentTick - $entity->lastUpdate) > 1){
$entity->scheduleUpdate();
}
if($entity instanceof Arrow and $entity->onGround){
if($entity->dead !== true){
$item = Item::get(Item::ARROW, 0, 1);
if($this->isSurvival() and !$this->inventory->canAddItem($item)){
continue;
}
@ -1244,15 +1207,6 @@ class Player extends Human implements CommandSender, InventoryHolder, IPlayer{
continue;
}
switch($item->getID()){
case Item::WOOD:
$this->awardAchievement("mineWood");
break;
case Item::DIAMOND:
$this->awardAchievement("diamond");
break;
}
$pk = new TakeItemEntityPacket;
$pk->eid = 0;
$pk->target = $entity->getID();
@ -1264,10 +1218,53 @@ class Player extends Human implements CommandSender, InventoryHolder, IPlayer{
$this->inventory->addItem(clone $item);
$entity->kill();
}
}elseif($entity instanceof DroppedItem){
if($entity->dead !== true and $entity->getPickupDelay() <= 0){
$item = $entity->getItem();
if($item instanceof Item){
if($this->isSurvival() and !$this->inventory->canAddItem($item)){
continue;
}
$this->server->getPluginManager()->callEvent($ev = new InventoryPickupItemEvent($this->inventory, $item));
if($ev->isCancelled()){
continue;
}
switch($item->getID()){
case Item::WOOD:
$this->awardAchievement("mineWood");
break;
case Item::DIAMOND:
$this->awardAchievement("diamond");
break;
}
$pk = new TakeItemEntityPacket;
$pk->eid = 0;
$pk->target = $entity->getID();
$this->dataPacket($pk);
$pk = new TakeItemEntityPacket;
$pk->eid = $this->getID();
$pk->target = $entity->getID();
Server::broadcastPacket($entity->getViewers(), $pk);
$this->inventory->addItem(clone $item);
$entity->kill();
}
}
}
}
}
if($this->nextChunkOrderRun-- <= 0){
$this->orderChunks();
}
if(count($this->loadQueue) > 0){
$this->sendNextChunk();
}
$this->timings->stopTiming();
return true;
@ -1463,10 +1460,7 @@ class Player extends Human implements CommandSender, InventoryHolder, IPlayer{
$this->orderChunks();
$this->tasks[] = $this->server->getScheduler()->scheduleDelayedRepeatingTask(new CallbackTask([$this, "orderChunks"]), 10, 40);
$this->sendNextChunk();
$this->tasks[] = $this->chunkLoadTask = $this->server->getScheduler()->scheduleRepeatingTask(new CallbackTask([$this, "sendNextChunk"]), 1);
break;
case ProtocolInfo::ROTATE_HEAD_PACKET:
if($this->spawned === false or $this->dead === true){
@ -2525,7 +2519,6 @@ class Player extends Human implements CommandSender, InventoryHolder, IPlayer{
$this->airTicks = 300;
$this->fallDistance = 0;
$this->orderChunks();
$this->chunkLoadTask->setNextRun(0);
$this->forceMovement = $pos;
$this->newPosition = $pos;