- self.io.send('TURN ' + str(self.turn))
- for c_id in self.sessions:
- player = self.get_thing(self.sessions[c_id], create_unfound = False)
- visible_terrain = player.fov_stencil_map(self.map)
- self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
- self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
- self.map_geometry.size,
- quote(visible_terrain)), c_id)
- visible_control = player.fov_stencil_map(self.map_control)
- self.io.send('MAP_CONTROL %s' % quote(visible_control), c_id)
- for t in [t for t in self.things
- if player.fov_stencil[t.position] == '.']:
- self.io.send('THING_POS %s %s' % (t.id_, t.position), c_id)
- if hasattr(t, 'nickname'):
- self.io.send('THING_NAME %s %s' % (t.id_,
- quote(t.nickname)), c_id)
- for yx in [yx for yx in self.portals
- if player.fov_stencil[yx] == '.']:
- self.io.send('PORTAL %s %s' % (yx, quote(self.portals[yx])), c_id)
- self.io.send('GAME_STATE_COMPLETE')
+ # TODO: limit to connection_id if provided
+ from plomrogue.mapping import FovMap
+ import multiprocessing
+ if connection_id:
+ c_ids = [connection_id]
+ else:
+ c_ids = [c_id for c_id in self.sessions]
+ # Only recalc FOVs for players with ._fov = None
+ player_fovs = []
+ player_ids_send_fov = []
+ player_ids_send_other = []
+ for c_id in c_ids:
+ player = self.get_player(c_id)
+ if not player._fov:
+ player.prepare_multiprocessible_fov_stencil()
+ player_fovs += [player._fov]
+ player_ids_send_fov += [player.id_]
+ if None in (player._seen_things,
+ player._seen_annotation_positions,
+ player._seen_portal_positions):
+ player_ids_send_other += [player.id_]
+ new_fovs = []
+ single_core_until = 16 # since multiprocess has its own overhead
+ if len(player_fovs) > single_core_until:
+ pool = multiprocessing.Pool()
+ new_fovs = pool.map(FovMap.init_terrain, [fov for fov in player_fovs])
+ pool.close()
+ pool.join()
+ elif len(player_fovs) <= single_core_until:
+ for fov in player_fovs:
+ new_fovs += [fov.init_terrain()]
+ for i in range(len(player_ids_send_fov)):
+ id_ = player_ids_send_fov[i]
+ player = self.get_thing(id_)
+ player._fov = new_fovs[i]
+ for c_id in c_ids:
+ self.io.send('TURN ' + str(self.turn), c_id)
+ player = self.get_player(c_id)
+ self.io.send('PLAYERS_HAT_CHARS ' + quote(player.get_cookie_chars()),
+ c_id)
+ self.io.send('BLADDER_PRESSURE %s' % player.need_for_toilet, c_id)
+ if player.id_ in player_ids_send_fov:
+ self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
+ self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
+ player.fov_stencil.geometry.size,
+ quote(player.visible_terrain)), c_id)
+ self.io.send('MAP_CONTROL %s' % quote(player.visible_control), c_id)
+ if player.id_ in player_ids_send_other:
+ self.io.send('OTHER_WIPE', c_id)
+ for t in player.seen_things:
+ target_yx = player.fov_stencil.target_yx(*t.position)
+ self.io.send('THING %s %s %s %s %s %s'
+ % (target_yx, t.type_, quote(t.protection), t.id_,
+ int(t.portable), int(t.commandable)),
+ c_id)
+ if hasattr(t, 'name'):
+ self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
+ if t.type_ == 'Player' and t.name in self.hats:
+ hat = self.hats[t.name]
+ self.io.send('THING_HAT %s %s' % (t.id_, quote(hat)), c_id)
+ face = self.get_face(t)
+ if face:
+ self.io.send('THING_FACE %s %s' % (t.id_, quote(face)), c_id)
+ if hasattr(t, 'thing_char'):
+ self.io.send('THING_CHAR %s %s' % (t.id_,
+ quote(t.thing_char)), c_id)
+ if hasattr(t, 'installable') and not t.portable:
+ self.io.send('THING_INSTALLED %s' % (t.id_), c_id)
+ if hasattr(t, 'design'):
+ self.io.send('THING_HAT %s %s' % (t.id_,
+ quote(t.design)), c_id)
+ for t in [t for t in player.seen_things if t.carrying]:
+ # send this last so all carryable things are already created
+ self.io.send('THING_CARRYING %s %s' % (t.id_, t.carrying.id_),
+ c_id)
+ for position in player.seen_portal_positions:
+ target_yx = player.fov_stencil.target_yx(position[0],
+ position[1])
+ portal = self.portals[position[0]][position[1]]
+ self.io.send('PORTAL %s %s' % (target_yx, quote(portal)), c_id)
+ for position in player.seen_annotation_positions:
+ target_yx = player.fov_stencil.target_yx(position[0],
+ position[1])
+ annotation = self.annotations[position[0]][position[1]]
+ self.io.send('ANNOTATION %s %s' % (target_yx,
+ quote(annotation)), c_id)
+ self.io.send('GAME_STATE_COMPLETE', c_id)
+
+ def record_change(self, position, type_):
+ big_yx, little_yx = position
+ self.changed_tiles[type_] += [self.map_geometry.undouble_yxyx(big_yx,
+ little_yx)]
+ self.changed = True
+
+ def login(self, nick, connection_id):
+ for t in [t for t in self.things
+ if t.type_ == 'Player' and t.name == nick]:
+ self.io.send('GAME_ERROR ' + quote('name already in use'),
+ connection_id)
+ return
+ t = self.add_thing('Player', self.spawn_point)
+ t.name = nick
+ t.thing_char = self.get_next_player_char()
+ self.sessions[connection_id] = {
+ 'thing_id': t.id_,
+ 'status': 'player'
+ }
+ self.io.send('PLAYER_ID %s' % t.id_, connection_id)
+ self.io.send('LOGIN_OK', connection_id)
+ self.io.send('CHAT ' + quote(t.name + ' entered the map.'))
+ for s in [s for s in self.things
+ if s.type_ == 'SpawnPoint' and s.name == t.name]:
+ t.position = s.position
+ break