Struct veloren_server::chunk_serialize::ChunkSendEntry

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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

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§entity: Entity§chunk_key: Vec2<i32>

Trait Implementations§

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impl Debug for ChunkSendEntry

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for ChunkSendEntry

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fn eq(&self, other: &ChunkSendEntry) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Eq for ChunkSendEntry

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impl StructuralPartialEq for ChunkSendEntry

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