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feat(gameplay): optimize chunk request with player chunk tracking
Add `update_player_chunk()` method to `ClientPlayer` that triggers a chunk request when the player moves more than 2 chunks away from the last recorded chunk. Introduce an atomic `m_requesting_chunk` flag in `ClientWorld` to prevent concurrent requests. Rename `m_player_chunk_pos` to `m_last_chunk_pos` for clarity.
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@@ -80,7 +80,8 @@ asio::awaitable<void> NetworkClient::read_loop() {
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} break;
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case to_num(PacketEnum::CHUNK_DATA_RSP): {
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ChunkDataRsp rsp;
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Logger::info("Client: Receive Chunk Data rsp");
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Logger::info("Client: Receive Chunk Data rsp, size {}mb",
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body_data.size() / 1024.0f / 1024);
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if (rsp.ParseFromArray(body_data.data(), body_data.size())) {
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m_world.receive_chunk(rsp);
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}
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