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https://git.neolegacy.dev/neoStudiosLCE/neoLegacy.git
synced 2026-06-26 09:56:21 +00:00
fix: remove round robin chunk cache (#114)
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@@ -15,8 +15,8 @@ MultiPlayerChunkCache::MultiPlayerChunkCache(Level *level)
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XZSIZE = level->dimension->getXZSize(); // 4J Added
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XZOFFSET = XZSIZE/2; // 4J Added
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m_XZSize = XZSIZE;
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hasData = new bool[LEVEL_MIN_WIDTH * LEVEL_MIN_WIDTH];
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memset(hasData, 0, sizeof(bool) * LEVEL_MIN_WIDTH * LEVEL_MIN_WIDTH);
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hasData = new bool[XZSIZE * XZSIZE];
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memset(hasData, 0, sizeof(bool) * XZSIZE * XZSIZE);
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emptyChunk = new EmptyLevelChunk(level, byteArray(16 * 16 * Level::maxBuildHeight), 0, 0);
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@@ -93,8 +93,8 @@ MultiPlayerChunkCache::MultiPlayerChunkCache(Level *level)
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this->level = level;
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this->cache = new LevelChunk *[LEVEL_MIN_WIDTH * LEVEL_MIN_WIDTH];
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memset(this->cache, 0, sizeof(LevelChunk*) * LEVEL_MIN_WIDTH * LEVEL_MIN_WIDTH);
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this->cache = new LevelChunk *[XZSIZE * XZSIZE];
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memset(this->cache, 0, sizeof(LevelChunk*) * XZSIZE * XZSIZE);
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InitializeCriticalSectionAndSpinCount(&m_csLoadCreate,4000);
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}
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@@ -129,11 +129,10 @@ bool MultiPlayerChunkCache::reallyHasChunk(int x, int z)
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// Check we're in range of the stored level - if we aren't, then consider that we do have that chunk as we'll be able to use the water chunk there
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if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return true;
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if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return true;
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int idx = wrapCoord(x, LEVEL_MIN_WIDTH) * LEVEL_MIN_WIDTH + wrapCoord(z, LEVEL_MIN_WIDTH);
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int idx = ix * XZSIZE + iz;
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LevelChunk *chunk = cache[idx];
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if (chunk == nullptr || chunk->x != x || chunk->z != z)
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if (chunk == nullptr)
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{
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return false;
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}
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@@ -147,10 +146,10 @@ void MultiPlayerChunkCache::drop(const int x, const int z)
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if ((ix < 0) || (ix >= XZSIZE)) return;
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if ((iz < 0) || (iz >= XZSIZE)) return;
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int idx = wrapCoord(x, LEVEL_MIN_WIDTH) * LEVEL_MIN_WIDTH + wrapCoord(z, LEVEL_MIN_WIDTH);
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int idx = ix * XZSIZE + iz;
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LevelChunk* chunk = cache[idx];
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if (chunk != nullptr && !chunk->isEmpty() && chunk->x == x && chunk->z == z)
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if (chunk != nullptr && !chunk->isEmpty())
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{
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// Drop entities in the chunks, especially for the case when a player is dead
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// as they will not get the RemoveEntity packet if an entity is removed.
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@@ -170,12 +169,12 @@ LevelChunk *MultiPlayerChunkCache::create(int x, int z)
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// Check we're in range of the stored level
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if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return ( waterChunk ? waterChunk : emptyChunk );
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if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return ( waterChunk ? waterChunk : emptyChunk );
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int idx = wrapCoord(x, LEVEL_MIN_WIDTH) * LEVEL_MIN_WIDTH + wrapCoord(z, LEVEL_MIN_WIDTH);
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int idx = ix * XZSIZE + iz;
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LevelChunk *chunk = cache[idx];
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LevelChunk *lastChunk = chunk;
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if( chunk == nullptr || chunk->x != x || chunk->z != z )
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if( chunk == nullptr )
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{
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EnterCriticalSection(&m_csLoadCreate);
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@@ -254,10 +253,10 @@ LevelChunk *MultiPlayerChunkCache::getChunk(int x, int z)
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// Check we're in range of the stored level
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if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return ( waterChunk ? waterChunk : emptyChunk );
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if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return ( waterChunk ? waterChunk : emptyChunk );
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int idx = wrapCoord(x, LEVEL_MIN_WIDTH) * LEVEL_MIN_WIDTH + wrapCoord(z, LEVEL_MIN_WIDTH);
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int idx = ix * XZSIZE + iz;
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LevelChunk *chunk = cache[idx];
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if( chunk == nullptr || chunk->x != x || chunk->z != z )
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if( chunk == nullptr )
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{
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return emptyChunk;
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}
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@@ -316,6 +315,6 @@ void MultiPlayerChunkCache::dataReceived(int x, int z)
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// Check we're in range of the stored level
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if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return;
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if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return;
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int idx = wrapCoord(x, LEVEL_MIN_WIDTH) * LEVEL_MIN_WIDTH + wrapCoord(z, LEVEL_MIN_WIDTH);
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int idx = ix * XZSIZE + iz;
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hasData[idx] = true;
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}
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