Files
voxelforge/core/include/vf/ChunkSync.h
T

47 lines
1.5 KiB
C++

#pragma once
#include <cstddef>
#include <set>
#include <unordered_map>
#include "Chunk.h"
#include "Math.h"
#include "Protocol.h"
#include "World.h"
namespace vf {
// Server side of chunk replication: records which block slots in each chunk
// changed since the last flush and turns them into wire packets.
class ServerChunkSync {
public:
void markDirty(const Vec3i& chunkCoord, int x, int y, int z);
void markDirtyIndex(const Vec3i& chunkCoord, int localIndex);
std::size_t dirtyCount(const Vec3i& chunkCoord) const;
bool anyDirty() const;
void clear(const Vec3i& chunkCoord);
void clearAll() { dirty.clear(); }
// A full chunk snapshot for the initial send; false when the chunk is absent.
bool buildFull(const World& world, const Vec3i& chunkCoord, ChunkData& out) const;
// An incremental update from the dirty set; false when nothing is dirty.
bool buildDelta(const World& world, const Vec3i& chunkCoord, MultiBlockChange& out) const;
// Whether a full resend is cheaper than a per-block delta at this dirty size.
bool shouldResendFull(const Vec3i& chunkCoord, std::size_t threshold) const;
private:
std::unordered_map<Vec3i, std::set<int>, Vec3iHash> dirty;
};
// Client side: applies received packets into a local world mirror.
class ClientChunkSync {
public:
void applyFull(const ChunkData& packet, World& world);
void applyDelta(const MultiBlockChange& packet, World& world);
void applyBlockChange(const BlockChange& packet, World& world);
};
} // namespace vf