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Fix chunk loading delay
Former-commit-id: b287ab5be22ae6e4d0b10b5010e592a7a514cacb
This commit is contained in:
@ -137,6 +137,13 @@ impl Client {
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&mut self.state
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&mut self.state
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}
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}
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/// Remove all cached terrain
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#[allow(dead_code)]
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pub fn reset_terrain(&mut self) {
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self.state.terrain_mut().clear();
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self.pending_chunks.clear();
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}
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/// Get the player's entity.
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/// Get the player's entity.
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#[allow(dead_code)]
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#[allow(dead_code)]
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pub fn entity(&self) -> EcsEntity {
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pub fn entity(&self) -> EcsEntity {
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@ -394,7 +401,7 @@ impl Client {
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self.pending_state_request = false;
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self.pending_state_request = false;
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}
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}
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ServerMsg::ForceState(state) => {
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ServerMsg::ForceState(state) => {
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self.client_state = Some(dbg!(state));
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self.client_state = Some(state);
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}
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}
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ServerMsg::Disconnect => {
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ServerMsg::Disconnect => {
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self.client_state = None;
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self.client_state = None;
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@ -45,7 +45,7 @@ impl PlayState for CharSelectionState {
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fn play(&mut self, _: Direction, global_state: &mut GlobalState) -> PlayStateResult {
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fn play(&mut self, _: Direction, global_state: &mut GlobalState) -> PlayStateResult {
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// Set up an fps clock.
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// Set up an fps clock.
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let mut clock = Clock::new();
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let mut clock = Clock::new();
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self.client.borrow_mut().state_mut().terrain_mut().clear();
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self.client.borrow_mut().reset_terrain();
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while self.client.borrow().is_request_pending()
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while self.client.borrow().is_request_pending()
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|| self.client.borrow().get_client_state() == Some(ClientState::Registered)
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|| self.client.borrow().get_client_state() == Some(ClientState::Registered)
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@ -115,7 +115,7 @@ impl PlayState for SessionState {
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// Set up an fps clock.
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// Set up an fps clock.
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let mut clock = Clock::new();
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let mut clock = Clock::new();
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self.client.borrow_mut().state_mut().terrain_mut().clear();
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self.client.borrow_mut().reset_terrain();
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// Load a few chunks. TODO: Remove this.
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// Load a few chunks. TODO: Remove this.
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/*
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/*
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