X-Git-Url: https://plomlompom.com/repos/berlin_corona.txt?a=blobdiff_plain;f=plomrogue%2Fgame.py;h=e1c92cf21cd477080ccff2b3cffba660a200b7dc;hb=74c0ec0247f058b977996f9e1e2d696f3d2d162b;hp=31c9f2f61b83f3ceaf50cac640c81417c2e0dcc1;hpb=571e36aae0c760cc008ef04c5ab2f7308eefa8f6;p=plomrogue2 diff --git a/plomrogue/game.py b/plomrogue/game.py index 31c9f2f..e1c92cf 100755 --- a/plomrogue/game.py +++ b/plomrogue/game.py @@ -234,10 +234,12 @@ class Game(GameBase): """Send out game state data relevant to clients.""" # TODO: limit to connection_id if provided - self.io.send('TURN ' + str(self.turn)) from plomrogue.mapping import FovMap import multiprocessing - c_ids = [c_id for c_id in self.sessions] + 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_fov_ids = [] @@ -249,7 +251,7 @@ class Game(GameBase): player_fovs += [player._fov] player_fov_ids += [player.id_] new_fovs = [] - single_core_until = 8 # since multiprocess has its own overhead + 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]) @@ -263,53 +265,67 @@ class Game(GameBase): 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('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) - for t in [t for t in self.things if player.fov_test(*t.position)]: - 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, 'carrying') and t.carrying: + if player.id_ in player_fov_ids: + 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) + 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) - if hasattr(t, 'installable') and not t.portable: - self.io.send('THING_INSTALLED %s' % (t.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) - self.io.send('GAME_STATE_COMPLETE') + 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) + self.io.send('GAME_STATE_COMPLETE', c_id) def record_fov_change(self, position): big_yx, little_yx = position self.changed_tiles += [self.map_geometry.undouble_yxyx(big_yx, little_yx)] + self.changed = True def run_tick(self): to_delete = [] @@ -327,7 +343,7 @@ class Game(GameBase): to_delete += [connection_id] for connection_id in to_delete: del self.sessions[connection_id] - self.changed = True + # self.changed = True already handled by remove_thing for t in [t for t in self.things]: if t in self.things: try: @@ -356,6 +372,7 @@ class Game(GameBase): y_range_end = absolute_position.y + fov_radius 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: