Only send part of large grids in vision radius

main
Cameron Murphy Reikes 2 years ago
parent 4ed024a025
commit a58ac048ab

@ -12,4 +12,8 @@
</LocalDebuggerCommandArguments>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LocalDebuggerCommandArguments>--host</LocalDebuggerCommandArguments>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
</Project>

@ -291,6 +291,17 @@ void create_player(GameState* gs, Entity* e)
cpShapeSetFilter(e->shape, PLAYER_SHAPE_FILTER);
}
void box_add_to_boxes(GameState* gs, Entity* grid, Entity* box_to_add)
{
box_to_add->next_box = get_id(gs, get_entity(gs, grid->boxes));
box_to_add->prev_box = get_id(gs, grid);
if (get_entity(gs, box_to_add->next_box) != NULL)
{
get_entity(gs, box_to_add->next_box)->prev_box = get_id(gs, box_to_add);
}
grid->boxes = get_id(gs, box_to_add);
}
// box must be passed as a parameter as the box added to chipmunk uses this pointer in its
// user data. pos is in local coordinates. Adds the box to the grid's chain of boxes
void box_create(GameState* gs, Entity* new_box, Entity* grid, V2 pos)
@ -305,13 +316,7 @@ void box_create(GameState* gs, Entity* new_box, Entity* grid, V2 pos)
cpShapeSetFilter(new_box->shape, cpShapeFilterNew(CP_NO_GROUP, BOXES, CP_ALL_CATEGORIES));
new_box->next_box = get_id(gs, get_entity(gs, grid->boxes));
new_box->prev_box = get_id(gs, grid);
if (get_entity(gs, new_box->next_box) != NULL)
{
get_entity(gs, new_box->next_box)->prev_box = get_id(gs, new_box);
}
grid->boxes = get_id(gs, new_box);
box_add_to_boxes(gs, grid, new_box);
}
// removes boxes from grid, then ensures that the rule that grids must not have
@ -902,24 +907,22 @@ void ser_server_to_client(SerState* ser, ServerToClient* s)
}
if (e->is_grid)
{
bool this_grid_is_visible = false;
bool serialized_grid_yet = false;
// serialize boxes always after bodies, so that by the time the boxes
// are loaded in the parent body is loaded in and can be referenced.
BOXES_ITER(gs, cur, e)
{
bool this_box_in_range = (ser->for_player == NULL || (ser->for_player != NULL && V2distsqr(entity_pos(ser->for_player), entity_pos(cur)) < VISION_RADIUS * VISION_RADIUS));
if (cur->always_visible) this_box_in_range = true;
if (!this_grid_is_visible && this_box_in_range)
{
SER_ENTITY(); // serializes the grid the box is visible in
this_grid_is_visible = true;
break;
}
}
if (this_grid_is_visible)
if (this_box_in_range)
{
BOXES_ITER(gs, cur, e)
if (!serialized_grid_yet)
{
serialized_grid_yet = true;
SER_ENTITY();
}
// serialize this box
EntityID cur_id = get_id(gs, cur);
assert(cur_id.index < gs->max_entities);
SER_VAR(&entities_done);
@ -938,6 +941,7 @@ void ser_server_to_client(SerState* ser, ServerToClient* s)
}
else
{
Entity* last_grid = NULL;
while (true)
{
bool entities_done = false;
@ -953,13 +957,27 @@ void ser_server_to_client(SerState* ser, ServerToClient* s)
unsigned int possible_next_index = (unsigned int)(next_index + 1);
gs->cur_next_entity = gs->cur_next_entity < possible_next_index ? possible_next_index : gs->cur_next_entity;
ser_entity(ser, gs, e);
if (e->is_box)
{
assert(last_grid != NULL);
assert(last_grid == get_entity(gs, e->shape_parent_entity));
e->prev_box = (EntityID){ 0 };
e->next_box = (EntityID){ 0 };
box_add_to_boxes(gs, last_grid, e);
}
if (e->is_grid) {
e->boxes = (EntityID){ 0 };
last_grid = e;
}
}
for (size_t i = 0; i < gs->cur_next_entity; i++)
{
Entity* e = &gs->entities[i];
if (!e->exists)
{
if(e->generation == 0)
if (e->generation == 0)
e->generation = 1; // 0 generation reference is invalid, means null
e->next_free_entity = gs->free_list;
gs->free_list = get_id(gs, e);
@ -986,7 +1004,7 @@ void into_bytes(struct ServerToClient* msg, char* bytes, size_t* out_len, size_t
if (for_this_player == NULL) // @Robust jank
{
ser.save_or_load_from_disk = true;
}
}
ser.write_varnames = write_varnames;
#ifdef WRITE_VARNAMES
@ -1188,7 +1206,7 @@ EntityID create_spacestation(GameState* gs)
return get_id(gs, grid);
}
void exit_seat(GameState *gs, Entity *seat_in, Entity *player)
void exit_seat(GameState* gs, Entity* seat_in, Entity* player)
{
V2 pilot_seat_exit_spot = V2add(entity_pos(seat_in), V2scale(box_facing_vector(seat_in), BOX_SIZE));
cpBodySetPosition(player->body, v2_to_cp(pilot_seat_exit_spot));

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