Refined culling logic, added periodic query
This commit is contained in:
+40
-27
@@ -185,7 +185,27 @@ void World::Update() {
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return;
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}
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//TODO: (1) regular query interval
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//TODO: (0) regular query interval
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if (Clock::now() - queryTime > std::chrono::seconds(3)) {
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queryTime = Clock::now();
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//query the world state (room)
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CharacterPacket characterPacket;
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memset(&characterPacket, 0, MAX_PACKET_SIZE);
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characterPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS;
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characterPacket.roomIndex = roomIndex;
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network.SendTo(Channels::SERVER, &characterPacket);
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CreaturePacket creaturePacket;
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creaturePacket.type = SerialPacketType::QUERY_CREATURE_EXISTS;
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creaturePacket.roomIndex = roomIndex;
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network.SendTo(Channels::SERVER, &creaturePacket);
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BarrierPacket barrierPacket;
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barrierPacket.type = SerialPacketType::QUERY_BARRIER_EXISTS;
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barrierPacket.roomIndex = roomIndex;
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network.SendTo(Channels::SERVER, &barrierPacket);
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}
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//cull creatures
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for (std::map<int, BaseCreature>::iterator it = creatureMap.begin(); it != creatureMap.end(); /* */) {
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if ( (localCharacter->GetOrigin() - it->second.GetOrigin()).Length() > INFLUENCE_RADIUS) {
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@@ -196,7 +216,10 @@ void World::Update() {
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}
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}
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//TODO: cull barriers
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//cull barriers
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barrierMgr.UnloadIf([&](std::pair<const int, BaseBarrier const&> barrierIt) -> bool {
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return (localCharacter->GetOrigin() - barrierIt.second.GetOrigin()).Length() > INFLUENCE_RADIUS;
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});
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//get the collidable boxes
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std::list<BoundingBox> boxList = GenerateCollisionGrid(localCharacter, tileSheet.GetTileW(), tileSheet.GetTileH());
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@@ -727,6 +750,9 @@ void World::hCharacterCreate(CharacterPacket* const argPacket) {
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if (character->GetOwner() == accountIndex) {
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localCharacter = static_cast<LocalCharacter*>(character);
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//reset queries
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queryTime = Clock::now() - std::chrono::seconds(4); //back 4 seconds to trigger automatically
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//focus the camera on this character's sprite
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camera.marginX = (camera.width / 2 - localCharacter->GetSprite()->GetClipW() / 2);
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camera.marginY = (camera.height/ 2 - localCharacter->GetSprite()->GetClipH() / 2);
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@@ -734,23 +760,6 @@ void World::hCharacterCreate(CharacterPacket* const argPacket) {
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//focus on this character's info
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characterIndex = argPacket->characterIndex;
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roomIndex = argPacket->roomIndex;
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//query the world state (room)
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CharacterPacket characterPacket;
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memset(&characterPacket, 0, MAX_PACKET_SIZE);
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characterPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS;
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characterPacket.roomIndex = roomIndex;
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network.SendTo(Channels::SERVER, &characterPacket);
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CreaturePacket creaturePacket;
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creaturePacket.type = SerialPacketType::QUERY_CREATURE_EXISTS;
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creaturePacket.roomIndex = roomIndex;
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network.SendTo(Channels::SERVER, &creaturePacket);
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BarrierPacket barrierPacket;
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barrierPacket.type = SerialPacketType::QUERY_BARRIER_EXISTS;
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barrierPacket.roomIndex = roomIndex;
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network.SendTo(Channels::SERVER, &barrierPacket);
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}
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//debug
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@@ -791,12 +800,12 @@ void World::hCharacterUnload(CharacterPacket* const argPacket) {
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void World::hQueryCharacterExists(CharacterPacket* const argPacket) {
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//prevent a double message about this player's character
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//TODO: why is this commented out?
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// if (argPacket->accountIndex == accountIndex) {
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// return;
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// }
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if (argPacket->accountIndex == accountIndex) {
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return;
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}
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//ignore characters in a different room (sub-optimal)
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if (argPacket->roomIndex != roomIndex) {
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if (argPacket->roomIndex != roomIndex || (localCharacter->GetOrigin() - argPacket->origin).Length() > INFLUENCE_RADIUS) {
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return;
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}
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@@ -913,10 +922,12 @@ void World::hCreatureUnload(CreaturePacket* const argPacket) {
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}
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void World::hQueryCreatureExists(CreaturePacket* const argPacket) {
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std::cout << "Creature Query" << std::endl;
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if (!localCharacter) {
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return;
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}
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//ignore creatures in a different room (sub-optimal)
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if (argPacket->roomIndex != roomIndex) {
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if (argPacket->roomIndex != roomIndex || (localCharacter->GetOrigin() - argPacket->origin).Length() > INFLUENCE_RADIUS) {
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return;
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}
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@@ -1021,10 +1032,12 @@ void World::hBarrierUnload(BarrierPacket* const argPacket) {
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}
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void World::hQueryBarrierExists(BarrierPacket* const argPacket) {
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std::cout << "Barrier Query" << std::endl;
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if (!localCharacter) {
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return;
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}
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//ignore barriers in a different room (sub-optimal)
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if (argPacket->roomIndex != roomIndex) {
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if (argPacket->roomIndex != roomIndex || (localCharacter->GetOrigin() - argPacket->origin).Length() > INFLUENCE_RADIUS) {
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return;
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}
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