* Improve the level sending mechanism in the game.

Instead of sending a request for each chunk one by one, and in sequence, send all the level data in one block.

I know this is not the best solution since we are working with UDP here, but it's way faster than loading the level chunk by chunk. In a blink of an eye, the level has already loaded.
This commit is contained in:
iProgramInCpp
2023-08-12 23:14:13 +03:00
parent 944eb3ace4
commit 498fe048cd
12 changed files with 246 additions and 10 deletions

View File

@@ -373,6 +373,11 @@ uint8_t* ZlibInflateToMemory(uint8_t* pInput, size_t compressedSize, size_t deco
}
uint8_t* ZlibDeflateToMemory(uint8_t* pInput, size_t sizeBytes, size_t* compressedSizeOut)
{
return ZlibDeflateToMemoryLvl(pInput, sizeBytes, compressedSizeOut, Z_DEFAULT_COMPRESSION);
}
uint8_t* ZlibDeflateToMemoryLvl(uint8_t* pInput, size_t sizeBytes, size_t* compressedSizeOut, int level)
{
z_stream strm;
memset(&strm, 0, sizeof strm);
@@ -384,7 +389,7 @@ uint8_t* ZlibDeflateToMemory(uint8_t* pInput, size_t sizeBytes, size_t* compress
strm.opaque = Z_NULL;
// initialize deflation state machine
ret = deflateInit(&strm, Z_DEFAULT_COMPRESSION);
ret = deflateInit(&strm, level);
if (ret != Z_OK)
return nullptr;
@@ -394,7 +399,7 @@ uint8_t* ZlibDeflateToMemory(uint8_t* pInput, size_t sizeBytes, size_t* compress
uint8_t* pOut = new uint8_t[sizeBytes + ZLIB_PADDING_BYTES];
strm.avail_in = sizeBytes;
strm.next_in = pInput;
strm.avail_in = sizeBytes + ZLIB_PADDING_BYTES;
strm.avail_out = sizeBytes + ZLIB_PADDING_BYTES;
strm.next_out = pOut;
ret = deflate(&strm, Z_FINISH);