feat(Core/Compression): Move packets compression from map to network thread (#18602)

* feat(Code/Compression): Move packets compression from map to network thread.

* Code style fix

* Remove unicode letter
This commit is contained in:
Anton Popovichenko
2024-03-28 12:57:29 +01:00
committed by GitHub
parent 3ff8de2086
commit 73340b94e3
14 changed files with 122 additions and 118 deletions

View File

@@ -644,7 +644,7 @@ bool Map::AddToMap(MotionTransport* obj, bool /*checkTransport*/)
UpdateData data;
obj->BuildCreateUpdateBlockForPlayer(&data, itr->GetSource());
WorldPacket packet;
data.BuildPacket(&packet);
data.BuildPacket(packet);
itr->GetSource()->SendDirectMessage(&packet);
}
}
@@ -971,7 +971,7 @@ void Map::RemoveFromMap(MotionTransport* obj, bool remove)
UpdateData data;
obj->BuildOutOfRangeUpdateBlock(&data);
WorldPacket packet;
data.BuildPacket(&packet);
data.BuildPacket(packet);
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
if (itr->GetSource()->GetTransport() != obj)
itr->GetSource()->SendDirectMessage(&packet);
@@ -2536,7 +2536,7 @@ void Map::SendInitSelf(Player* player)
player->BuildCreateUpdateBlockForPlayer(&data, player);
// build and send self update packet before sending to player his own auras
data.BuildPacket(&packet);
data.BuildPacket(packet);
player->SendDirectMessage(&packet);
// send to player his own auras (this is needed here for timely initialization of some fields on client)
@@ -2552,7 +2552,7 @@ void Map::SendInitSelf(Player* player)
if (player != (*itr) && player->HaveAtClient(*itr))
(*itr)->BuildCreateUpdateBlockForPlayer(&data, player);
data.BuildPacket(&packet);
data.BuildPacket(packet);
player->SendDirectMessage(&packet);
}
@@ -2565,7 +2565,7 @@ void Map::SendInitTransports(Player* player)
(*itr)->BuildCreateUpdateBlockForPlayer(&transData, player);
WorldPacket packet;
transData.BuildPacket(&packet);
transData.BuildPacket(packet);
player->GetSession()->SendPacket(&packet);
}
@@ -2590,7 +2590,7 @@ void Map::SendRemoveTransports(Player* player)
}
WorldPacket packet;
transData.BuildPacket(&packet);
transData.BuildPacket(packet);
player->GetSession()->SendPacket(&packet);
}
@@ -2621,7 +2621,7 @@ void Map::SendObjectUpdates()
WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
for (UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
{
iter->second.BuildPacket(&packet);
iter->second.BuildPacket(packet);
iter->first->GetSession()->SendPacket(&packet);
packet.clear(); // clean the string
}