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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.
83 lines
1.8 KiB
C++
83 lines
1.8 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "NetEventCallback.hpp"
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void NetEventCallback::levelGenerated(Level* level)
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{
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}
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void NetEventCallback::onConnect(const RakNet::RakNetGUID& guid)
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{
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}
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void NetEventCallback::onUnableToConnect()
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{
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}
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void NetEventCallback::onNewClient(const RakNet::RakNetGUID& guid)
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{
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}
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void NetEventCallback::onDisconnect(const RakNet::RakNetGUID& guid)
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{
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}
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void NetEventCallback::handle(const RakNet::RakNetGUID& guid, LoginPacket* packet)
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{
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}
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void NetEventCallback::handle(const RakNet::RakNetGUID& guid, MessagePacket* packet)
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{
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}
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void NetEventCallback::handle(const RakNet::RakNetGUID& guid, StartGamePacket* packet)
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{
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}
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void NetEventCallback::handle(const RakNet::RakNetGUID& guid, AddPlayerPacket* packet)
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{
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}
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void NetEventCallback::handle(const RakNet::RakNetGUID& guid, RemoveEntityPacket* packet)
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{
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}
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void NetEventCallback::handle(const RakNet::RakNetGUID& guid, MovePlayerPacket* packet)
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{
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}
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void NetEventCallback::handle(const RakNet::RakNetGUID& guid, PlaceBlockPacket* packet)
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{
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}
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void NetEventCallback::handle(const RakNet::RakNetGUID& guid, RemoveBlockPacket* packet)
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{
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}
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void NetEventCallback::handle(const RakNet::RakNetGUID& guid, UpdateBlockPacket* packet)
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{
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}
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void NetEventCallback::handle(const RakNet::RakNetGUID& guid, RequestChunkPacket* packet)
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{
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}
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void NetEventCallback::handle(const RakNet::RakNetGUID& guid, ChunkDataPacket* packet)
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{
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}
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void NetEventCallback::handle(const RakNet::RakNetGUID& guid, PlayerEquipmentPacket* packet)
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{
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}
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void NetEventCallback::handle(const RakNet::RakNetGUID& guid, LevelDataPacket* packet)
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{
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}
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