示例#1
0
        public override void ClientDo(ServerConnectionWorker connectionWork)
        {
            Chunk chunk = World.world.GetChunk(pos.x, pos.y, pos.z);

            if (chunk != null)
            {
                chunk.UpdateSign(sign);
            }
        }
示例#2
0
        private void NetGeneratorWorker()
        {
            NetPriorityChunk netPriorityChunk = DeNetGeneratorQueue();

            if (netPriorityChunk != null)
            {
                Chunk chunk = netPriorityChunk.netChunk.chunk;
                if (!netPriorityChunk.netChunk.chunkData.isExist)
                {
                    WorldPos pos = chunk.worldPos;
                    if (World.world.GetChunk(pos.x, pos.y, pos.z) == null)
                    {
                        return;
                    }
                    if (!chunk.isTerrainDataPrepared)
                    {
                        _terrainControlGenerator.Generate(chunk);
                        if (WorldConfig.Instance.CaveEnable)
                        {
                            _cavesGenerator.generate(chunk);
                        }
                        chunk.isTerrainDataPrepared = true;
                        chunk.isUpdate = true;
                        //这里是地形数据在本机上产生时,需要发送到服务器上
                        EventManager.SendEvent(EventMacro.CHUNK_DATA_GENERATE_FINISH, chunk);
                    }
                }
                //如果服务器上已经有最新的数据,拿到最新的数据更改
                if (netPriorityChunk.netChunk.chunkData.hasChangeData)
                {
                    ClientChangedChunkData changedData = netPriorityChunk.netChunk.chunkData.changedData;
                    chunk.UpdateSign(changedData.sign);
                    if (changedData.list.Count > 0)
                    {
                        for (int i = 0; i < changedData.list.Count; i++)
                        {
                            ClientChangedBlock changedBlock = changedData.list[i];
                            chunk.UpdateClientChangedBlock(changedBlock);
                        }
                        ReculateChunkLightAndAround(chunk);
                    }
                }
                CheckAroundChunkAndGeneratorPopulation(chunk, true);
            }

            ////////////////////////////////////////////////////
            //收到服务器同步的大块更改数据
            refreshNetArea();
        }