Struct veloren_server::chunk_serialize::ChunkSendEntry
source · pub struct ChunkSendEntry {
pub(crate) entity: Entity,
pub(crate) chunk_key: Vec2<i32>,
}
Expand description
Sending a chunk to the user works the following way:
A system like msg::terrain
terrain
or terrain_sync
either decide to
trigger chunk generation, or if the chunk already exists
push a ChunkSendQueue
to the eventbus.
The chunk_serialize
system will coordinate serializing via a SlowJob
outside of the tick. On the next tick, the chunk_send
system will pick up
finished chunks.
Deferring allows us to remove code duplication and maybe serialize ONCE, send to MULTIPLE clients TODO: store a urgent flag and seperate even more, 5 ticks vs 5 seconds
Fields§
§entity: Entity
§chunk_key: Vec2<i32>
Trait Implementations§
source§impl Debug for ChunkSendEntry
impl Debug for ChunkSendEntry
source§impl PartialEq for ChunkSendEntry
impl PartialEq for ChunkSendEntry
source§fn eq(&self, other: &ChunkSendEntry) -> bool
fn eq(&self, other: &ChunkSendEntry) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Eq for ChunkSendEntry
impl StructuralPartialEq for ChunkSendEntry
Auto Trait Implementations§
impl Freeze for ChunkSendEntry
impl RefUnwindSafe for ChunkSendEntry
impl Send for ChunkSendEntry
impl Sync for ChunkSendEntry
impl Unpin for ChunkSendEntry
impl UnwindSafe for ChunkSendEntry
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