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Refactor change recording; don't regen FOV on non-FOV changes.
[plomrogue2] / plomrogue / game.py
index a3a636def40ba816c7dd658465f47bb2a59d4a54..ba7c285c83a1c49d32ae0ca96aafaf869f2ca59c 100755 (executable)
@@ -118,7 +118,7 @@ class Game(GameBase):
         from plomrogue.misc import Terrain
         super().__init__(*args, **kwargs)
         self.changed = True
-        self.changed_tiles = []
+        self.changed_tiles = {'fov': [], 'other': []}
         self.io = GameIO(self, save_file)
         self.tasks = {}
         self.thing_types = {}
@@ -214,7 +214,9 @@ class Game(GameBase):
         if t.carrying:
             t.uncarry()
         self.things.remove(t)
-        self.record_fov_change(t.position)
+        self.record_change(t.position, 'other')
+        if t.blocking:
+            self.record_change(t.position, 'fov')
 
     def add_thing(self, type_, position, id_=0):
         t_old = None
@@ -225,7 +227,9 @@ class Game(GameBase):
             self.things[self.things.index(t_old)] = t
         else:
             self.things += [t]
-        self.record_fov_change(t.position)
+        self.record_change(t.position, 'other')
+        if t.blocking:
+            self.record_change(t.position, 'fov')
         return t
 
     def send_gamestate(self, connection_id=None):
@@ -240,14 +244,18 @@ class Game(GameBase):
             c_ids = [c_id for c_id in self.sessions]
         # Only recalc FOVs for players with ._fov = None
         player_fovs = []
-        player_fov_ids = []
+        player_ids_send_fov = []
+        player_ids_send_other = []
         for c_id in c_ids:
             player = self.get_player(c_id)
-            if player._fov:
-                continue
-            player.prepare_multiprocessible_fov_stencil()
-            player_fovs += [player._fov]
-            player_fov_ids += [player.id_]
+            if not player._fov:
+                player.prepare_multiprocessible_fov_stencil()
+                player_fovs += [player._fov]
+                player_ids_send_fov += [player.id_]
+            if not (player._seen_things
+                    and player._seen_annotation_positions
+                    and 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:
@@ -258,28 +266,23 @@ class Game(GameBase):
         elif len(player_fovs) <= single_core_until:
             for fov in player_fovs:
                 new_fovs += [fov.init_terrain()]
-        for i in range(len(player_fov_ids)):
-            id_ = player_fov_ids[i]
+        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)
-            if player.id_ in player_fov_ids:
+            self.io.send('PLAYERS_HAT_CHARS ' + quote(player.get_cookie_chars()),
+                         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_fov_ids:
-                # FIXME: Many of the following updates are triggered by technically
-                # inappropriate calls to game.record_fov_change, since they depict
-                # states that might change independent of FOV changes.  They are
-                # collected here as a shortcut, but a cleaner way would be to
-                # differentiate the changes somehow.
-                self.io.send('PSEUDO_FOV_WIPE', c_id)
-                self.io.send('PLAYERS_HAT_CHARS ' + quote(player.get_cookie_chars()),
-                             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'
@@ -306,25 +309,23 @@ class Game(GameBase):
                     # 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 big_yx in self.portals:
-                    for little_yx in [little_yx for little_yx in self.portals[big_yx]
-                                      if player.fov_test(big_yx, little_yx)]:
-                        target_yx = player.fov_stencil.target_yx(big_yx, little_yx)
-                        portal = self.portals[big_yx][little_yx]
-                        self.io.send('PORTAL %s %s' % (target_yx, quote(portal)), c_id)
-                for big_yx in self.annotations:
-                    for little_yx in [little_yx for little_yx in self.annotations[big_yx]
-                                      if player.fov_test(big_yx, little_yx)]:
-                        target_yx = player.fov_stencil.target_yx(big_yx, little_yx)
-                        annotation = self.annotations[big_yx][little_yx]
-                        self.io.send('ANNOTATION %s %s' % (target_yx,
-                                                           quote(annotation)), 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_fov_change(self, position):
+    def record_change(self, position, type_):
         big_yx, little_yx = position
-        self.changed_tiles += [self.map_geometry.undouble_yxyx(big_yx,
-                                                               little_yx)]
+        self.changed_tiles[type_] += [self.map_geometry.undouble_yxyx(big_yx,
+                                                                      little_yx)]
         self.changed = True
 
     def run_tick(self):
@@ -362,7 +363,10 @@ class Game(GameBase):
             # re-calculating players' FOVs, so don't send it out too often
             if self.last_send_gamestate < \
                datetime.datetime.now() -self.send_gamestate_interval:
-                if len(self.changed_tiles) > 0:
+                n_changes = 0
+                for type_ in self.changed_tiles:
+                    n_changes += len(self.changed_tiles[type_])
+                if n_changes > 0:
                     for t in [t for t in self.things if t.type_ == 'Player']:
                         fov_radius = 12  # TODO: un-hardcode
                         absolute_position =\
@@ -373,18 +377,19 @@ class Game(GameBase):
                         x_range_start = absolute_position.x - fov_radius
                         x_range_end = absolute_position.x + fov_radius
                         # TODO: refactor with SourcedMap.inside?
-                        for position in self.changed_tiles:
-                            if position.y < y_range_start\
-                               or position.y > y_range_end:
-                                continue
-                            if position.x < x_range_start\
-                               or position.x > x_range_end:
-                                continue
-                            t.invalidate_map_view()
-                            break
+                        for type_ in self.changed_tiles:
+                            for position in self.changed_tiles[type_]:
+                                if position.y < y_range_start\
+                                   or position.y > y_range_end:
+                                    continue
+                                if position.x < x_range_start\
+                                   or position.x > x_range_end:
+                                    continue
+                                t.invalidate(type_)
+                                break
                 self.send_gamestate()
                 self.changed = False
-                self.changed_tiles = []
+                self.changed_tiles = {'fov': [], 'other': []}
                 self.save()
                 self.last_send_gamestate = datetime.datetime.now()