home · contact · privacy
Don't set game.changed where no new send_gamestate would be necessitated.
[plomrogue2] / plomrogue / game.py
index 3c927dbb7dc92e2718b08185f71e496f469694e1..ff761556e0da3f4299411ad0ae27051db7957a3f 100755 (executable)
@@ -203,7 +203,23 @@ class Game(GameBase):
         """Send out game state data relevant to clients."""
 
         self.io.send('TURN ' + str(self.turn))
-        for c_id in self.sessions:
+        from plomrogue.mapping import FovMap
+        import multiprocessing
+        pool = multiprocessing.Pool()
+        players = []
+        c_ids = [c_id for c_id in self.sessions]
+        for c_id in c_ids:
+            players += [self.get_player(c_id)]
+        player_fovs = []
+        for player in players:
+            player.prepare_multiprocessible_fov_stencil()
+            player_fovs += [player._fov]
+        new_fovs = pool.map(FovMap.init_terrain, [fov for fov in player_fovs])
+        for i in range(len(players)):
+            players[i]._fov = new_fovs[i]
+        pool.close()
+        pool.join()
+        for c_id in c_ids:
             player = self.get_player(c_id)
             visible_terrain = player.fov_stencil_map()
             self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
@@ -265,6 +281,8 @@ class Game(GameBase):
                         self.io.send('PLAY_ERROR ' + quote(str(e)), connection_id)
         if self.changed:
             self.turn += 1
+            # send_gamestate() can be rather expensive, due to among other reasons
+            # re-calculating each player's FOV, so don't send it out too often
             if self.last_send_gamestate < \
                datetime.datetime.now() -self.send_gamestate_interval:
                 self.send_gamestate()
@@ -352,6 +370,14 @@ class Game(GameBase):
                     write(f, 'GOD_THING_NAME %s %s' % (t.id_, quote(t.name)))
                 if t.type_ == 'Door' and t.blocking:
                     write(f, 'THING_DOOR_CLOSED %s' % t.id_)
+                elif t.type_ == 'MusicPlayer':
+                    write(f, 'THING_MUSICPLAYER_SETTINGS %s %s %s %s' %
+                          (t.id_, int(t.playing), t.playlist_index, int(t.repeat)))
+                    for item in t.playlist:
+                        write(f, 'THING_MUSICPLAYER_PLAYLIST_ITEM %s %s %s' %
+                              (t.id_, quote(item[0]), item[1]))
+                elif t.type_ == 'Bottle' and not t.full:
+                    write(f, 'THING_BOTTLE_EMPTY %s' % t.id_)
             write(f, 'SPAWN_POINT %s %s' % (self.spawn_point[0],
                                             self.spawn_point[1]))