mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-05-10 15:59:39 +00:00
move entity spawning logic back to Player
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parent
d7a7ab5102
commit
c1a483a36d
@ -977,12 +977,27 @@ class Player extends Human implements CommandSender, ChunkLoader, ChunkListener,
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assert(isset($this->usedChunks[World::chunkHash($x, $z)]));
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$this->usedChunks[World::chunkHash($x, $z)] = true;
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$spawn = $this->spawnChunkLoadCount++ === $this->spawnThreshold;
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$this->networkSession->startUsingChunk($x, $z, $spawn);
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$this->networkSession->startUsingChunk($x, $z, function(int $chunkX, int $chunkZ) : void{
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if($this->spawned){
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$this->spawnEntitiesOnChunk($chunkX, $chunkZ);
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}elseif($this->spawnChunkLoadCount++ === $this->spawnThreshold){
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$this->spawned = true;
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if($spawn){
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//TODO: not sure this should be here
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$this->spawned = true;
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foreach($this->usedChunks as $chunkHash => $_){
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World::getXZ($chunkHash, $_x, $_z);
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$this->spawnEntitiesOnChunk($_x, $_z);
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}
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$this->networkSession->onTerrainReady();
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}
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});
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}
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protected function spawnEntitiesOnChunk(int $chunkX, int $chunkZ) : void{
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foreach($this->world->getChunkEntities($chunkX, $chunkZ) as $entity){
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if($entity !== $this and !$entity->isClosed() and !$entity->isFlaggedForDespawn()){
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$entity->spawnTo($this);
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}
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}
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}
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@ -69,6 +69,7 @@ use pocketmine\PlayerInfo;
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use pocketmine\Server;
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use pocketmine\timings\Timings;
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use pocketmine\utils\BinaryDataException;
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use pocketmine\utils\Utils;
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use pocketmine\world\Position;
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use function bin2hex;
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use function count;
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@ -760,28 +761,26 @@ class NetworkSession{
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return $this->sendDataPacket($pk);
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}
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public function startUsingChunk(int $chunkX, int $chunkZ, bool $spawn = false) : void{
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/**
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* Instructs the networksession to start using the chunk at the given coordinates. This may occur asynchronously.
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* @param int $chunkX
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* @param int $chunkZ
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* @param \Closure $onCompletion To be called when chunk sending has completed.
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*/
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public function startUsingChunk(int $chunkX, int $chunkZ, \Closure $onCompletion) : void{
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Utils::validateCallableSignature(function(int $chunkX, int $chunkZ){}, $onCompletion);
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ChunkCache::getInstance($this->player->getWorld())->request($chunkX, $chunkZ)->onResolve(
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//this callback may be called synchronously or asynchronously, depending on whether the promise is resolved yet
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function(CompressBatchPromise $promise) use($chunkX, $chunkZ, $spawn){
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function(CompressBatchPromise $promise) use($chunkX, $chunkZ, $onCompletion){
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if(!$this->isConnected()){
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return;
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}
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$this->player->world->timings->syncChunkSendTimer->startTiming();
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try{
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$this->queueCompressed($promise);
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foreach($this->player->getWorld()->getChunkEntities($chunkX, $chunkZ) as $entity){
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if($entity !== $this->player and !$entity->isClosed() and !$entity->isFlaggedForDespawn()){
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$entity->spawnTo($this->player);
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}
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}
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if($spawn){
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//TODO: potential race condition during chunk sending could cause this to be called too early
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$this->onTerrainReady();
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}
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$onCompletion($chunkX, $chunkZ);
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}finally{
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$this->player->world->timings->syncChunkSendTimer->stopTiming();
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}
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