Files
Cubed/third_party/asio/include/asio/buffers_iterator.hpp
zhenyan121 30f843ba6b feature: multiplayer (#25)
* build: add asio library

* feat(dev_panel): add Asio to about table

* refactor(gameplay): split Chunk into server/client variants and add networking

* feat(gameplay): add Session class and UUID generation utility

* feat(network): integrate protobuf for player sync and session management

Add Protobuf dependency, define proto messages for player requests, positions, and chunk data. Refactor Session to use strand and async write. Implement player join/exit and position sync in ServerWorld.

* refactor(proto): restructure protobuf definitions and update build system

* feat(protocol): add packet serialization and login handling

Introduce packet header and ID mapping for protobuf messages.
Refactor session and server_world to use new packet wrapper.
Fix missing semicolons in proto files.

* refactor(packet): serialize directly into packet buffer with ByteSizeLong

* feat(world): add player-based chunk loading and UUID support

Restructure world generation to trigger chunk loading based on player
movement. Replace player name with UUID for identification. Implement
chunk request/response protocol. Improve thread management for gen
thread.

* feat(server): add block change packet handling and increase reserved threads

* refactor(server): enhance thread safety and session management

* fix(session): catch std::exception in read_loop and log error

* fix(network-server): stop accept loop on shutdown flag

* fix(gameplay): correct unknown error log condition and missing chunk pos update

* feat(client): add client-side chunk, player, world and network classes

* feat(client-chunk): add greedy meshing, receive_chunk, and biome field

* feat(client_player): add name constructor param, remove chunk transition

* feat(gameplay): integrate network client and thread-safe player pos

* feat(gameplay): add block change sync and coordinate utils

* refactor(server): replace Chunk with ServerChunk

* refactor(gameplay): split world into client and server

Remove monolithic World, Player, Chunk classes. Introduce ClientWorld, ServerWorld, ClientPlayer, and related networked components. Add Abseil dependency for logging and checks. Rename old files to pre_remove_* and update all includes and references accordingly.

* feat(gameplay): add time sync and network improvements

* fix: correct neighbor block indexing and add time update support

* 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.

* refactor(client_world): split pending queue into data and upload queues

* feat(client): add center-based chunk loading priority

* feat(app): add client/server CLI arguments and init guards

* feat(multiplayer): add rendering of other players as colored cubes

* feat(gameplay): add thread pool for asynchronous chunk data processing

* feat(gameplay): add player logout and disconnect handling

* fix(dev_panel): add protobuf to about table libraries

* build: add ZLIB dependency

* refactor(packet): replace zlib with zstd compression and restructure header

Increase header length to 12 bytes, add CompressType and PacketHeader struct, and implement decode_packet_header. Update CMake to find zstd and link against it, adding Findzstd module.

* refactor(network): extract packet header decoding into function

* feat(packet): implement zstd compression and refactor packet decoding

* perf(gameplay): optimize protobuf message allocation with Arena and limit thread pool size

Switch to Arena allocation for protobuf messages to reduce heap allocations. Pass ChunkDataRsp by value to enable move semantics. Cap thread pool size to hardware concurrency with max 4 threads.

* refactor(gameplay): use steady clock and sleep_until for tick loop timing

* refactor(gameplay): rename remote player types and add interpolation

* refactor(server_world): use thread pool for chunk request handling

* refactor(packet): replace if-constexpr chain with explicit template specializations

Refactor `get_packet_id()` by removing the if-constexpr chain and instead
providing explicit specializations for each packet type. This simplifies the
primary template (which now only contains a static assertion) and improves
compile-time dispatch clarity. The `always_false` helper is no longer needed
in the primary template.

* feat(gameplay): add packet to clear all chunks on server rebuild

Add new packet S2C_ClearAllChunks (ID 3005) to notify clients when the server rebuilds its world. Clients respond by clearing their chunk cache and requesting fresh chunks. Shift UPDATE_TIME packet ID to 3006 to accommodate.

* feat(dev_panel): split world tab; add chunk request logging and fix flag reset

* feat(tools): add RecentQueue to replace std::deque in server_world

* feat(gameplay): add task ID to chunk requests to discard stale responses

* refactor(block): move block source to gameplay directory

* feat(toml): add shared TOML utilities and handle ip.toml

* feat: add player name configuration and rename config file

- Add --player command-line argument and 'player' field in Arguments struct
- Rename ip.toml to server.toml and corresponding internal variable to 'server'
- Fix block.cpp source path in CMakeLists.txt

* build(cmake): modularize build configuration

* fix: build fail on windows

* refactor(renderer): rename Logger level enum value DEBUG to L_DEBUG

* refactor(world): rework chunk state machine and player chunk tracking

Introduce ChunkState enum and ChunkEntity struct to manage chunk lifecycle. Store chunks as shared_ptr to avoid move operations during generation. Add clear_unused_chunks to remove chunks not referenced by any player. Implement deferred chunk request queue for safe processing after generation completes. Update player chunk set during required chunk computation. Improve thread safety with mutexes on chunk and player maps. Fix m_gening flag not reset after generation and add assertions for correctness. Change need_gen to require a player UUID, removing std::optional. Add chunk_size query method for debugging.

* fix(server): ensure chunk is ready before sending or setting block

* refactor(server_world): separate gen and net thread pools

Introduce a second thread pool for network operations and a `ThreadPoolKind` enum to distinguish between gen and net pools. Rename `pool_threads()` to `gen_pool_threads()`, add `change_pool_threads()` overload that accepts the pool kind, and update the dev panel to use the gen pool. Adjust logging and initialization to handle both pools.

* feat(client_world): implement server exit acknowledgment with timeout

* feat(gameplay): implement server stop and client exit handling

Add server_stop flag to LogoutRsp protocol. Modify client_world to check for server stop or own logout to set exit flag. Add ServerWorld::stop() to broadcast stop and cleanly shut down. Refactor chunk ownership to unique_ptr. Remove name parameter from get_look_block_pos.

* fix(app): correct port validation and remove redundant TOML helper

* fix: address unused parameter warnings and missing port assignment

* refactor(gameplay): remove old pre_remove chunk, player, and world files

* refactor(server): replace chunk set with flat_hash_set and add ref count

- Replace std::unordered_set with absl::flat_hash_set for chunk position sets.
- Add ref_count field to ChunkEntity and implement update_ref_count().
- Remove clear_unused_chunks() and use ref counting for chunk lifetime.
- Add get_chunk_pos_set() accessors to ServerPlayer.

* fix(client-world): delay chunk request to wait for server central chunk generation

* refactor(gameplay): migrate chunk storage to tbb::concurrent_hash_map

* refactor(server_world): replace future-based chunk generation with queue

Remove `std::future` per-chunk tracking and poll_finished_chunks().
Instead, generation tasks push completed chunks to a concurrent queue
consumed during update. This eliminates wait_all_chunk_tasks() and
simplifies synchronization.

* refactor(client_world): use concurrent data structures for chunk management

Replace std::shared_mutex and std::unordered_set with tbb::concurrent_hash_map for chunk storage, tbb::concurrent_queue for pending uploads, and absl::flat_hash_set for player chunk positions. This improves thread safety and reduces locking overhead. Refactor receive_chunk and request_chunk to work with the new concurrent model.

* build(windows): add Nvidia and AMD GPU high performance exports

* fix(ci): update header file pattern in clang-format check

* style(clang-format): comment out AlignPPAndNotPP option

* chore: enable AlignPPAndNotPP in clang-format and pin clang version in CI

* ci(workflow): update format check to use LLVM 22

* ci(format-check): install clang-format-22

* perf(world): cull distant players from updates and rendering

Add distance2 utility function. On client, skip rendering other players if distance squared exceeds rendering distance. On server, only send player position and block change updates to players in relevant chunks.

* refactor(math_tools): convert free functions to inline in header

* refactor(dev_panel): remove seed editing and server rebuild world, move client rebuild

- Remove text editing for perlin seed and filter function
- Remove ServerWorld::rebuild_world() method and its atomic flag
- Move 'Rebuild World' button to client world tab
- Remove unused perlin_noise_input_buffer

* fix(server_world): floor block position coordinates in handle_block_change

* refactor(gameplay): pass new_chunks vector as parameter instead of member variable

* perf(client): improve chunk rendering performance with snapshots and threaded generation

* feat(tools): add PriorityThreadPool with priority scheduling

Implement PriorityThreadPool supporting task priorities and FIFO ordering for same priority.
Update ClientWorld to use the new pool with explicit priority for chunk operations.
Fix ThreadPool stop logic with atomic exchange and remove unnecessary lambda capture.

* feat(networking): add priority and sequence ordering to packet send queues

* feat(server-world): use priority thread pool for chunk generation

Introduce PriorityThreadPool to process chunk generation tasks with priorities based on their distance from the player. Closer chunks receive higher priority, improving responsiveness.

* refactor(client): extract AABB creation and add collision check on block place

Make ClientPlayer::get_aabb and ClientWorld::get_block_aabb static.
Change player size to static constexpr M_SIZE.
Use shared_mutex for concurrent reads of other players.
Check for collision with other players before placing a block.

* feat(build): add build-time version system via CMake configure_file

* ci(release): add release build workflow for windows
2026-07-02 14:51:34 +08:00

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//
// buffers_iterator.hpp
// ~~~~~~~~~~~~~~~~~~~~
//
// Copyright (c) 2003-2026 Christopher M. Kohlhoff (chris at kohlhoff dot com)
//
// Distributed under the Boost Software License, Version 1.0. (See accompanying
// file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
//
#ifndef ASIO_BUFFERS_ITERATOR_HPP
#define ASIO_BUFFERS_ITERATOR_HPP
#if defined(_MSC_VER) && (_MSC_VER >= 1200)
# pragma once
#endif // defined(_MSC_VER) && (_MSC_VER >= 1200)
#include "asio/detail/config.hpp"
#include <cstddef>
#include <iterator>
#include "asio/buffer.hpp"
#include "asio/detail/assert.hpp"
#include "asio/detail/type_traits.hpp"
#include "asio/detail/push_options.hpp"
namespace asio {
ASIO_INLINE_NAMESPACE_BEGIN
namespace detail
{
template <bool IsMutable>
struct buffers_iterator_types_helper;
template <>
struct buffers_iterator_types_helper<false>
{
typedef const_buffer buffer_type;
template <typename ByteType>
struct byte_type
{
typedef add_const_t<ByteType> type;
};
};
template <>
struct buffers_iterator_types_helper<true>
{
typedef mutable_buffer buffer_type;
template <typename ByteType>
struct byte_type
{
typedef ByteType type;
};
};
template <typename BufferSequence, typename ByteType>
struct buffers_iterator_types
{
enum
{
is_mutable = is_convertible<
typename BufferSequence::value_type,
mutable_buffer>::value
};
typedef buffers_iterator_types_helper<is_mutable> helper;
typedef typename helper::buffer_type buffer_type;
typedef typename helper::template byte_type<ByteType>::type byte_type;
typedef typename BufferSequence::const_iterator const_iterator;
};
template <typename ByteType>
struct buffers_iterator_types<mutable_buffer, ByteType>
{
typedef mutable_buffer buffer_type;
typedef ByteType byte_type;
typedef const mutable_buffer* const_iterator;
};
template <typename ByteType>
struct buffers_iterator_types<const_buffer, ByteType>
{
typedef const_buffer buffer_type;
typedef add_const_t<ByteType> byte_type;
typedef const const_buffer* const_iterator;
};
} // namespace detail
/// A random access iterator over the bytes in a buffer sequence.
template <typename BufferSequence, typename ByteType = char>
class buffers_iterator
{
private:
typedef typename detail::buffers_iterator_types<
BufferSequence, ByteType>::buffer_type buffer_type;
typedef typename detail::buffers_iterator_types<BufferSequence,
ByteType>::const_iterator buffer_sequence_iterator_type;
public:
/// The type used for the distance between two iterators.
typedef std::ptrdiff_t difference_type;
/// The type of the value pointed to by the iterator.
typedef ByteType value_type;
#if defined(GENERATING_DOCUMENTATION)
/// The type of the result of applying operator->() to the iterator.
/**
* If the buffer sequence stores buffer objects that are convertible to
* mutable_buffer, this is a pointer to a non-const ByteType. Otherwise, a
* pointer to a const ByteType.
*/
typedef const_or_non_const_ByteType* pointer;
#else // defined(GENERATING_DOCUMENTATION)
typedef typename detail::buffers_iterator_types<
BufferSequence, ByteType>::byte_type* pointer;
#endif // defined(GENERATING_DOCUMENTATION)
#if defined(GENERATING_DOCUMENTATION)
/// The type of the result of applying operator*() to the iterator.
/**
* If the buffer sequence stores buffer objects that are convertible to
* mutable_buffer, this is a reference to a non-const ByteType. Otherwise, a
* reference to a const ByteType.
*/
typedef const_or_non_const_ByteType& reference;
#else // defined(GENERATING_DOCUMENTATION)
typedef typename detail::buffers_iterator_types<
BufferSequence, ByteType>::byte_type& reference;
#endif // defined(GENERATING_DOCUMENTATION)
/// The iterator category.
typedef std::random_access_iterator_tag iterator_category;
/// Default constructor. Creates an iterator in an undefined state.
buffers_iterator()
: current_buffer_(),
current_buffer_position_(0),
begin_(),
current_(),
end_(),
position_(0)
{
}
/// Construct an iterator representing the beginning of the buffers' data.
static buffers_iterator begin(const BufferSequence& buffers)
#if defined(__GNUC__) && (__GNUC__ == 4) && (__GNUC_MINOR__ == 3)
__attribute__ ((__noinline__))
#endif // defined(__GNUC__) && (__GNUC__ == 4) && (__GNUC_MINOR__ == 3)
{
buffers_iterator new_iter;
new_iter.begin_ = asio::buffer_sequence_begin(buffers);
new_iter.current_ = asio::buffer_sequence_begin(buffers);
new_iter.end_ = asio::buffer_sequence_end(buffers);
while (new_iter.current_ != new_iter.end_)
{
new_iter.current_buffer_ = *new_iter.current_;
if (new_iter.current_buffer_.size() > 0)
break;
++new_iter.current_;
}
return new_iter;
}
/// Construct an iterator representing the end of the buffers' data.
static buffers_iterator end(const BufferSequence& buffers)
#if defined(__GNUC__) && (__GNUC__ == 4) && (__GNUC_MINOR__ == 3)
__attribute__ ((__noinline__))
#endif // defined(__GNUC__) && (__GNUC__ == 4) && (__GNUC_MINOR__ == 3)
{
buffers_iterator new_iter;
new_iter.begin_ = asio::buffer_sequence_begin(buffers);
new_iter.current_ = asio::buffer_sequence_begin(buffers);
new_iter.end_ = asio::buffer_sequence_end(buffers);
while (new_iter.current_ != new_iter.end_)
{
buffer_type buffer = *new_iter.current_;
new_iter.position_ += buffer.size();
++new_iter.current_;
}
return new_iter;
}
/// Dereference an iterator.
reference operator*() const
{
return dereference();
}
/// Dereference an iterator.
pointer operator->() const
{
return &dereference();
}
/// Access an individual element.
reference operator[](std::ptrdiff_t difference) const
{
buffers_iterator tmp(*this);
tmp.advance(difference);
return *tmp;
}
/// Increment operator (prefix).
buffers_iterator& operator++()
{
increment();
return *this;
}
/// Increment operator (postfix).
buffers_iterator operator++(int)
{
buffers_iterator tmp(*this);
++*this;
return tmp;
}
/// Decrement operator (prefix).
buffers_iterator& operator--()
{
decrement();
return *this;
}
/// Decrement operator (postfix).
buffers_iterator operator--(int)
{
buffers_iterator tmp(*this);
--*this;
return tmp;
}
/// Addition operator.
buffers_iterator& operator+=(std::ptrdiff_t difference)
{
advance(difference);
return *this;
}
/// Subtraction operator.
buffers_iterator& operator-=(std::ptrdiff_t difference)
{
advance(-difference);
return *this;
}
/// Addition operator.
friend buffers_iterator operator+(const buffers_iterator& iter,
std::ptrdiff_t difference)
{
buffers_iterator tmp(iter);
tmp.advance(difference);
return tmp;
}
/// Addition operator.
friend buffers_iterator operator+(std::ptrdiff_t difference,
const buffers_iterator& iter)
{
buffers_iterator tmp(iter);
tmp.advance(difference);
return tmp;
}
/// Subtraction operator.
friend buffers_iterator operator-(const buffers_iterator& iter,
std::ptrdiff_t difference)
{
buffers_iterator tmp(iter);
tmp.advance(-difference);
return tmp;
}
/// Subtraction operator.
friend std::ptrdiff_t operator-(const buffers_iterator& a,
const buffers_iterator& b)
{
return b.distance_to(a);
}
/// Test two iterators for equality.
friend bool operator==(const buffers_iterator& a, const buffers_iterator& b)
{
return a.equal(b);
}
/// Test two iterators for inequality.
friend bool operator!=(const buffers_iterator& a, const buffers_iterator& b)
{
return !a.equal(b);
}
/// Compare two iterators.
friend bool operator<(const buffers_iterator& a, const buffers_iterator& b)
{
return a.distance_to(b) > 0;
}
/// Compare two iterators.
friend bool operator<=(const buffers_iterator& a, const buffers_iterator& b)
{
return !(b < a);
}
/// Compare two iterators.
friend bool operator>(const buffers_iterator& a, const buffers_iterator& b)
{
return b < a;
}
/// Compare two iterators.
friend bool operator>=(const buffers_iterator& a, const buffers_iterator& b)
{
return !(a < b);
}
private:
// Dereference the iterator.
reference dereference() const
{
return static_cast<pointer>(
current_buffer_.data())[current_buffer_position_];
}
// Compare two iterators for equality.
bool equal(const buffers_iterator& other) const
{
return position_ == other.position_;
}
// Increment the iterator.
void increment()
{
ASIO_ASSERT(current_ != end_ && "iterator out of bounds");
++position_;
// Check if the increment can be satisfied by the current buffer.
++current_buffer_position_;
if (current_buffer_position_ != current_buffer_.size())
return;
// Find the next non-empty buffer.
++current_;
current_buffer_position_ = 0;
while (current_ != end_)
{
current_buffer_ = *current_;
if (current_buffer_.size() > 0)
return;
++current_;
}
}
// Decrement the iterator.
void decrement()
{
ASIO_ASSERT(position_ > 0 && "iterator out of bounds");
--position_;
// Check if the decrement can be satisfied by the current buffer.
if (current_buffer_position_ != 0)
{
--current_buffer_position_;
return;
}
// Find the previous non-empty buffer.
buffer_sequence_iterator_type iter = current_;
while (iter != begin_)
{
--iter;
buffer_type buffer = *iter;
std::size_t buffer_size = buffer.size();
if (buffer_size > 0)
{
current_ = iter;
current_buffer_ = buffer;
current_buffer_position_ = buffer_size - 1;
return;
}
}
}
// Advance the iterator by the specified distance.
void advance(std::ptrdiff_t n)
{
if (n > 0)
{
ASIO_ASSERT(current_ != end_ && "iterator out of bounds");
for (;;)
{
std::ptrdiff_t current_buffer_balance
= current_buffer_.size() - current_buffer_position_;
// Check if the advance can be satisfied by the current buffer.
if (current_buffer_balance > n)
{
position_ += n;
current_buffer_position_ += n;
return;
}
// Update position.
n -= current_buffer_balance;
position_ += current_buffer_balance;
// Move to next buffer. If it is empty then it will be skipped on the
// next iteration of this loop.
if (++current_ == end_)
{
ASIO_ASSERT(n == 0 && "iterator out of bounds");
current_buffer_ = buffer_type();
current_buffer_position_ = 0;
return;
}
current_buffer_ = *current_;
current_buffer_position_ = 0;
}
}
else if (n < 0)
{
std::size_t abs_n = -n;
ASIO_ASSERT(position_ >= abs_n && "iterator out of bounds");
for (;;)
{
// Check if the advance can be satisfied by the current buffer.
if (current_buffer_position_ >= abs_n)
{
position_ -= abs_n;
current_buffer_position_ -= abs_n;
return;
}
// Update position.
abs_n -= current_buffer_position_;
position_ -= current_buffer_position_;
// Check if we've reached the beginning of the buffers.
if (current_ == begin_)
{
ASIO_ASSERT(abs_n == 0 && "iterator out of bounds");
current_buffer_position_ = 0;
return;
}
// Find the previous non-empty buffer.
buffer_sequence_iterator_type iter = current_;
while (iter != begin_)
{
--iter;
buffer_type buffer = *iter;
std::size_t buffer_size = buffer.size();
if (buffer_size > 0)
{
current_ = iter;
current_buffer_ = buffer;
current_buffer_position_ = buffer_size;
break;
}
}
}
}
}
// Determine the distance between two iterators.
std::ptrdiff_t distance_to(const buffers_iterator& other) const
{
return other.position_ - position_;
}
buffer_type current_buffer_;
std::size_t current_buffer_position_;
buffer_sequence_iterator_type begin_;
buffer_sequence_iterator_type current_;
buffer_sequence_iterator_type end_;
std::size_t position_;
};
/// Construct an iterator representing the beginning of the buffers' data.
template <typename BufferSequence>
inline buffers_iterator<BufferSequence> buffers_begin(
const BufferSequence& buffers)
{
return buffers_iterator<BufferSequence>::begin(buffers);
}
/// Construct an iterator representing the end of the buffers' data.
template <typename BufferSequence>
inline buffers_iterator<BufferSequence> buffers_end(
const BufferSequence& buffers)
{
return buffers_iterator<BufferSequence>::end(buffers);
}
ASIO_INLINE_NAMESPACE_END
} // namespace asio
#include "asio/detail/pop_options.hpp"
#endif // ASIO_BUFFERS_ITERATOR_HPP