from plomrogue.misc import quote
from plomrogue.mapping import YX, MapGeometrySquare, MapGeometryHex, Map
import string
+import datetime
self.player_chars = string.digits + string.ascii_letters
self.player_char_i = -1
self.admin_passwords = []
+ self.send_gamestate_interval = datetime.timedelta(seconds=0.04)
+ self.last_send_gamestate = datetime.datetime.now() -\
+ self.send_gamestate_interval
self.terrains = {
'.': 'floor',
'X': 'wall',
"""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)
self.io.send('PLAY_ERROR ' + quote(str(e)), connection_id)
if self.changed:
self.turn += 1
- self.send_gamestate()
- self.changed = False
- self.save()
+ # 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()
+ self.changed = False
+ self.save()
+ self.last_send_gamestate = datetime.datetime.now()
def get_command(self, command_name):
write(f, 'GOD_THING_PROTECTION %s %s' % (t.id_, quote(t.protection)))
if hasattr(t, 'name'):
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]))