PlayerChunkSender.java

net.minecraft.server.network.PlayerChunkSender

信息

  • 全限定名:net.minecraft.server.network.PlayerChunkSender
  • 类型:public class
  • 包:net.minecraft.server.network
  • 源码路径:src/main/java/net/minecraft/server/network/PlayerChunkSender.java
  • 起始行号:L23
  • 职责:

    TODO

字段/常量

  • LOGGER

    • 类型: Logger
    • 修饰符: private static final
    • 源码定位: L24
    • 说明:

      TODO

  • MIN_CHUNKS_PER_TICK

    • 类型: float
    • 修饰符: public static final
    • 源码定位: L25
    • 说明:

      TODO

  • MAX_CHUNKS_PER_TICK

    • 类型: float
    • 修饰符: public static final
    • 源码定位: L26
    • 说明:

      TODO

  • START_CHUNKS_PER_TICK

    • 类型: float
    • 修饰符: private static final
    • 源码定位: L27
    • 说明:

      TODO

  • MAX_UNACKNOWLEDGED_BATCHES

    • 类型: int
    • 修饰符: private static final
    • 源码定位: L28
    • 说明:

      TODO

  • pendingChunks

    • 类型: LongSet
    • 修饰符: private final
    • 源码定位: L29
    • 说明:

      TODO

  • memoryConnection

    • 类型: boolean
    • 修饰符: private final
    • 源码定位: L30
    • 说明:

      TODO

  • desiredChunksPerTick

    • 类型: float
    • 修饰符: private
    • 源码定位: L31
    • 说明:

      TODO

  • batchQuota

    • 类型: float
    • 修饰符: private
    • 源码定位: L32
    • 说明:

      TODO

  • unacknowledgedBatches

    • 类型: int
    • 修饰符: private
    • 源码定位: L33
    • 说明:

      TODO

  • maxUnacknowledgedBatches

    • 类型: int
    • 修饰符: private
    • 源码定位: L34
    • 说明:

      TODO

内部类/嵌套类型

构造器

public PlayerChunkSender(boolean memoryConnection) @ L36

  • 构造器名:PlayerChunkSender
  • 源码定位:L36
  • 修饰符:public

参数:

  • memoryConnection: boolean

说明:

TODO

方法

下面的方法块按源码顺序生成。

public void markChunkPendingToSend(LevelChunk chunk) @ L40

  • 方法名:markChunkPendingToSend
  • 源码定位:L40
  • 返回类型:void
  • 修饰符:public

参数:

  • chunk: LevelChunk

说明:

TODO

public void dropChunk(ServerPlayer player, ChunkPos pos) @ L44

  • 方法名:dropChunk
  • 源码定位:L44
  • 返回类型:void
  • 修饰符:public

参数:

  • player: ServerPlayer
  • pos: ChunkPos

说明:

TODO

public void sendNextChunks(ServerPlayer player) @ L50

  • 方法名:sendNextChunks
  • 源码定位:L50
  • 返回类型:void
  • 修饰符:public

参数:

  • player: ServerPlayer

说明:

TODO

private static void sendChunk(ServerGamePacketListenerImpl connection, ServerLevel level, LevelChunk chunk) @ L76

  • 方法名:sendChunk
  • 源码定位:L76
  • 返回类型:void
  • 修饰符:private static

参数:

  • connection: ServerGamePacketListenerImpl
  • level: ServerLevel
  • chunk: LevelChunk

说明:

TODO

private List<LevelChunk> collectChunksToSend(ChunkMap chunkMap, ChunkPos playerPos) @ L86

  • 方法名:collectChunksToSend
  • 源码定位:L86
  • 返回类型:List
  • 修饰符:private

参数:

  • chunkMap: ChunkMap
  • playerPos: ChunkPos

说明:

TODO

public void onChunkBatchReceivedByClient(float desiredChunksPerTick) @ L114

  • 方法名:onChunkBatchReceivedByClient
  • 源码定位:L114
  • 返回类型:void
  • 修饰符:public

参数:

  • desiredChunksPerTick: float

说明:

TODO

public boolean isPending(long pos) @ L124

  • 方法名:isPending
  • 源码定位:L124
  • 返回类型:boolean
  • 修饰符:public

参数:

  • pos: long

说明:

TODO

代码

public class PlayerChunkSender {
    private static final Logger LOGGER = LogUtils.getLogger();
    public static final float MIN_CHUNKS_PER_TICK = 0.01F;
    public static final float MAX_CHUNKS_PER_TICK = 64.0F;
    private static final float START_CHUNKS_PER_TICK = 9.0F;
    private static final int MAX_UNACKNOWLEDGED_BATCHES = 10;
    private final LongSet pendingChunks = new LongOpenHashSet();
    private final boolean memoryConnection;
    private float desiredChunksPerTick = 9.0F;
    private float batchQuota;
    private int unacknowledgedBatches;
    private int maxUnacknowledgedBatches = 1;
 
    public PlayerChunkSender(boolean memoryConnection) {
        this.memoryConnection = memoryConnection;
    }
 
    public void markChunkPendingToSend(LevelChunk chunk) {
        this.pendingChunks.add(chunk.getPos().pack());
    }
 
    public void dropChunk(ServerPlayer player, ChunkPos pos) {
        if (!this.pendingChunks.remove(pos.pack()) && player.isAlive()) {
            player.connection.send(new ClientboundForgetLevelChunkPacket(pos));
        }
    }
 
    public void sendNextChunks(ServerPlayer player) {
        if (this.unacknowledgedBatches < this.maxUnacknowledgedBatches) {
            float maxBatchSize = Math.max(1.0F, this.desiredChunksPerTick);
            this.batchQuota = Math.min(this.batchQuota + this.desiredChunksPerTick, maxBatchSize);
            if (!(this.batchQuota < 1.0F)) {
                if (!this.pendingChunks.isEmpty()) {
                    ServerLevel level = player.level();
                    ChunkMap chunkMap = level.getChunkSource().chunkMap;
                    List<LevelChunk> chunksToSend = this.collectChunksToSend(chunkMap, player.chunkPosition());
                    if (!chunksToSend.isEmpty()) {
                        ServerGamePacketListenerImpl connection = player.connection;
                        this.unacknowledgedBatches++;
                        connection.send(ClientboundChunkBatchStartPacket.INSTANCE);
 
                        for (LevelChunk chunk : chunksToSend) {
                            sendChunk(connection, level, chunk);
                        }
 
                        connection.send(new ClientboundChunkBatchFinishedPacket(chunksToSend.size()));
                        this.batchQuota = this.batchQuota - chunksToSend.size();
                    }
                }
            }
        }
    }
 
    private static void sendChunk(ServerGamePacketListenerImpl connection, ServerLevel level, LevelChunk chunk) {
        connection.send(new ClientboundLevelChunkWithLightPacket(chunk, level.getLightEngine(), null, null));
        ChunkPos pos = chunk.getPos();
        if (SharedConstants.DEBUG_VERBOSE_SERVER_EVENTS) {
            LOGGER.debug("SEN {}", pos);
        }
 
        level.debugSynchronizers().startTrackingChunk(connection.player, chunk.getPos());
    }
 
    private List<LevelChunk> collectChunksToSend(ChunkMap chunkMap, ChunkPos playerPos) {
        int maxBatchSize = Mth.floor(this.batchQuota);
        List<LevelChunk> chunks;
        if (!this.memoryConnection && this.pendingChunks.size() > maxBatchSize) {
            chunks = this.pendingChunks
                .stream()
                .collect(Comparators.least(maxBatchSize, Comparator.comparingInt(playerPos::distanceSquared)))
                .stream()
                .mapToLong(Long::longValue)
                .mapToObj(chunkMap::getChunkToSend)
                .filter(Objects::nonNull)
                .toList();
        } else {
            chunks = this.pendingChunks
                .longStream()
                .mapToObj(chunkMap::getChunkToSend)
                .filter(Objects::nonNull)
                .sorted(Comparator.comparingInt(chunkx -> playerPos.distanceSquared(chunkx.getPos())))
                .toList();
        }
 
        for (LevelChunk chunk : chunks) {
            this.pendingChunks.remove(chunk.getPos().pack());
        }
 
        return chunks;
    }
 
    public void onChunkBatchReceivedByClient(float desiredChunksPerTick) {
        this.unacknowledgedBatches--;
        this.desiredChunksPerTick = Double.isNaN(desiredChunksPerTick) ? 0.01F : Mth.clamp(desiredChunksPerTick, 0.01F, 64.0F);
        if (this.unacknowledgedBatches == 0) {
            this.batchQuota = 1.0F;
        }
 
        this.maxUnacknowledgedBatches = 10;
    }
 
    public boolean isPending(long pos) {
        return this.pendingChunks.contains(pos);
    }
}

引用的其他类