--- deliantra/server/socket/request.C 2007/03/12 02:07:43 1.72 +++ deliantra/server/socket/request.C 2007/03/14 01:19:10 1.74 @@ -685,49 +685,13 @@ } /** - * A lot like the old AskSmooth (in fact, now called by AskSmooth). - * Basically, it makes no sense to wait for the client to request a - * a piece of data from us that we know the client wants. So - * if we know the client wants it, might as well push it to the - * client. - */ -static void -SendSmooth (client *ns, uint16 face) -{ - uint16 smoothface; - - /* If we can't find a face, return and set it so we won't try to send this - * again. - */ - if (!FindSmooth (face, &smoothface)) - { - - LOG (llevError, "could not findsmooth for %d.\n", face); - ns->faces_sent[face] |= NS_FACESENT_SMOOTH; - return; - } - - if (!(ns->faces_sent[smoothface] & NS_FACESENT_FACE)) - esrv_send_face (ns, smoothface, 0); - - ns->faces_sent[face] |= NS_FACESENT_SMOOTH; - - packet sl ("smooth"); - - sl << uint16 (face) - << uint16 (smoothface); - - ns->send_packet (sl); -} - -/** * Tells client the picture it has to use * to smooth a picture number given as argument. */ void AskSmooth (char *buf, int len, client *ns) { - SendSmooth (ns, atoi (buf)); + ns->send_face (atoi (buf)); } /** @@ -1109,48 +1073,6 @@ SET_FLAG (pl->ob, FLAG_CLIENT_SENT); } -/** - * Need to send an animation sequence to the client. - * We will send appropriate face commands to the client if we haven't - * sent them the face yet (this can become quite costly in terms of - * how much we are sending - on the other hand, this should only happen - * when the player logs in and picks stuff up. - */ -void -esrv_send_animation (client * ns, short anim_num) -{ - /* Do some checking on the anim_num we got. Note that the animations - * are added in contigous order, so if the number is in the valid - * range, it must be a valid animation. - */ - if (anim_num < 0 || anim_num > num_animations) - { - LOG (llevError, "esrv_send_anim (%d) out of bounds??\n", anim_num); - return; - } - - packet sl ("anim"); - - sl << uint16 (anim_num) - << uint16 (0); /* flags - not used right now */ - - /* Build up the list of faces. Also, send any information (ie, the - * the face itself) down to the client. - */ - for (int i = 0; i < animations[anim_num].num_animations; i++) - { - if (!(ns->faces_sent[animations[anim_num].faces[i]] & NS_FACESENT_FACE)) - esrv_send_face (ns, animations[anim_num].faces[i], 0); - - sl << uint16 (animations[anim_num].faces[i]); /* flags - not used right now */ - } - - ns->send_packet (sl); - - ns->anims_sent[anim_num] = 1; -} - - /****************************************************************************** * * Start of map related commands. @@ -1219,8 +1141,12 @@ if (ns.lastmap.cells[sx][sy].faces[layer] != face_num) { ns.lastmap.cells[sx][sy].faces[layer] = face_num; - if (!(ns.faces_sent[face_num] & NS_FACESENT_FACE)) - esrv_send_face (&ns, face_num, 0); + + if (!ns.faces_sent[face_num]) + if (ob) + ns.send_faces (ob); + else + ns.send_face (face_num); sl << uint16 (face_num); return 1; @@ -1251,22 +1177,12 @@ static inline int update_smooth (packet &sl, client &ns, maptile *mp, int mx, int my, int sx, int sy, int layer) { - object *ob; - int smoothlevel; /* old face_num; */ - - ob = GET_MAP_FACE_OBJ (mp, mx, my, layer); + object *ob = GET_MAP_FACE_OBJ (mp, mx, my, layer); /* If there is no object for this space, or if the face for the object * is the blank face, set the smoothlevel to zero. */ - if (!ob || ob->face == blank_face) - smoothlevel = 0; - else - { - smoothlevel = ob->smoothlevel; - if (smoothlevel && !(ns.faces_sent[ob->face] & NS_FACESENT_SMOOTH)) - SendSmooth (&ns, ob->face); - } /* else not already head object or blank face */ + int smoothlevel = ob && ob->face != blank_face ? ob->smoothlevel : 0; /* We've gotten what face we want to use for the object. Now see if * if it has changed since we last sent it to the client. @@ -1614,8 +1530,7 @@ lastcell.faces[0] = pl->face; mask |= 0x1; - if (!(socket.faces_sent[pl->face] & NS_FACESENT_FACE)) - esrv_send_face (&socket, pl->face, 0); + socket.send_faces (pl); sl << uint16 (pl->face); }