Replace MapIndices with Vector2i (#2228)

* Replace MapIndices with Vector2i

* Update da submodule

* AA EE II OO U U

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
DrSmugleaf
2020-10-11 15:21:21 +02:00
committed by GitHub
parent 5127824716
commit 753ca81865
35 changed files with 224 additions and 211 deletions

View File

@@ -31,7 +31,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
/// <summary>
/// The tiles that have had their atmos data updated since last tick
/// </summary>
private Dictionary<GridId, HashSet<MapIndices>> _invalidTiles = new Dictionary<GridId, HashSet<MapIndices>>();
private Dictionary<GridId, HashSet<Vector2i>> _invalidTiles = new Dictionary<GridId, HashSet<Vector2i>>();
private Dictionary<IPlayerSession, PlayerGasOverlay> _knownPlayerChunks =
new Dictionary<IPlayerSession, PlayerGasOverlay>();
@@ -39,8 +39,8 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
/// <summary>
/// Gas data stored in chunks to make PVS / bubbling easier.
/// </summary>
private Dictionary<GridId, Dictionary<MapIndices, GasOverlayChunk>> _overlay =
new Dictionary<GridId, Dictionary<MapIndices, GasOverlayChunk>>();
private Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _overlay =
new Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>>();
/// <summary>
/// How far away do we update gas overlays (minimum; due to chunking further away tiles may also be updated).
@@ -75,22 +75,22 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Invalidate(GridId gridIndex, MapIndices indices)
public void Invalidate(GridId gridIndex, Vector2i indices)
{
if (!_invalidTiles.TryGetValue(gridIndex, out var existing))
{
existing = new HashSet<MapIndices>();
existing = new HashSet<Vector2i>();
_invalidTiles[gridIndex] = existing;
}
existing.Add(indices);
}
private GasOverlayChunk GetOrCreateChunk(GridId gridIndex, MapIndices indices)
private GasOverlayChunk GetOrCreateChunk(GridId gridIndex, Vector2i indices)
{
if (!_overlay.TryGetValue(gridIndex, out var chunks))
{
chunks = new Dictionary<MapIndices, GasOverlayChunk>();
chunks = new Dictionary<Vector2i, GasOverlayChunk>();
_overlay[gridIndex] = chunks;
}
@@ -150,7 +150,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
/// <param name="indices"></param>
/// <param name="overlayData"></param>
/// <returns>true if updated</returns>
private bool TryRefreshTile(GridAtmosphereComponent gam, GasOverlayData oldTile, MapIndices indices, out GasOverlayData overlayData)
private bool TryRefreshTile(GridAtmosphereComponent gam, GasOverlayData oldTile, Vector2i indices, out GasOverlayData overlayData)
{
var tile = gam.GetTile(indices);
@@ -214,7 +214,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
{
for (var y = -maxYDiff; y <= maxYDiff; y++)
{
var chunkIndices = GetGasChunkIndices(new MapIndices(entityTile.X + x * ChunkSize, entityTile.Y + y * ChunkSize));
var chunkIndices = GetGasChunkIndices(new Vector2i(entityTile.X + x * ChunkSize, entityTile.Y + y * ChunkSize));
if (!chunks.TryGetValue(chunkIndices, out var chunk)) continue;
@@ -261,7 +261,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
AccumulatedFrameTime -= _updateCooldown;
var gridAtmosComponents = new Dictionary<GridId, GridAtmosphereComponent>();
var updatedTiles = new Dictionary<GasOverlayChunk, HashSet<MapIndices>>();
var updatedTiles = new Dictionary<GasOverlayChunk, HashSet<Vector2i>>();
// So up to this point we've been caching the updated tiles for multiple ticks.
// Now we'll go through and check whether the update actually matters for the overlay or not,
@@ -295,7 +295,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
if (!updatedTiles.TryGetValue(chunk, out var tiles))
{
tiles = new HashSet<MapIndices>();
tiles = new HashSet<Vector2i>();
updatedTiles[chunk] = tiles;
}
@@ -355,7 +355,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
overlay.RemoveChunk(chunk);
}
var clientInvalids = new Dictionary<GridId, List<(MapIndices, GasOverlayData)>>();
var clientInvalids = new Dictionary<GridId, List<(Vector2i, GasOverlayData)>>();
// Check for any dirty chunks in range and bundle the data to send to the client.
foreach (var chunk in chunksInRange)
@@ -364,7 +364,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
if (!clientInvalids.TryGetValue(chunk.GridIndices, out var existingData))
{
existingData = new List<(MapIndices, GasOverlayData)>();
existingData = new List<(Vector2i, GasOverlayData)>();
clientInvalids[chunk.GridIndices] = existingData;
}
@@ -382,13 +382,13 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
}
private sealed class PlayerGasOverlay
{
private readonly Dictionary<GridId, Dictionary<MapIndices, GasOverlayChunk>> _data =
new Dictionary<GridId, Dictionary<MapIndices, GasOverlayChunk>>();
private readonly Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _data =
new Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>>();
private readonly Dictionary<GasOverlayChunk, GameTick> _lastSent =
new Dictionary<GasOverlayChunk, GameTick>();
public GasOverlayMessage UpdateClient(GridId grid, List<(MapIndices, GasOverlayData)> data)
public GasOverlayMessage UpdateClient(GridId grid, List<(Vector2i, GasOverlayData)> data)
{
return new GasOverlayMessage(grid, data);
}
@@ -418,7 +418,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
{
if (!_data.TryGetValue(chunk.GridIndices, out var chunks))
{
chunks = new Dictionary<MapIndices, GasOverlayChunk>();
chunks = new Dictionary<Vector2i, GasOverlayChunk>();
_data[chunk.GridIndices] = chunks;
}
@@ -441,9 +441,9 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
return;
}
if (chunks.ContainsKey(chunk.MapIndices))
if (chunks.ContainsKey(chunk.Vector2i))
{
chunks.Remove(chunk.MapIndices);
chunks.Remove(chunk.Vector2i);
}
}
@@ -457,7 +457,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
// Chunk data should already be up to date.
// Only send relevant tiles to client.
var tileData = new List<(MapIndices, GasOverlayData)>();
var tileData = new List<(Vector2i, GasOverlayData)>();
for (var x = 0; x < ChunkSize; x++)
{
@@ -470,7 +470,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
continue;
}
var indices = new MapIndices(chunk.MapIndices.X + x, chunk.MapIndices.Y + y);
var indices = new Vector2i(chunk.Vector2i.X + x, chunk.Vector2i.Y + y);
tileData.Add((indices, data));
}
}