[Client] Limiting updates to ~64 per second

0.6.1
Koncord 8 years ago
parent c2600bac8e
commit ad873e16b8

@ -71,17 +71,24 @@ MWWorld::Ptr LocalPlayer::getPlayerPtr()
void LocalPlayer::update()
{
updateCell();
updatePosition();
updateAnimFlags();
updateAttack();
updateDeadState();
updateEquipment();
updateStatsDynamic();
updateAttributes();
updateSkills();
updateLevel();
updateBounty();
static float updateTimer = 0;
const float timeoutSec = 0.015;
if ((updateTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
{
updateTimer = 0;
updateCell();
updatePosition();
updateAnimFlags();
updateAttack();
updateDeadState();
updateEquipment();
updateStatsDynamic();
updateAttributes();
updateSkills();
updateLevel();
updateBounty();
}
}
void LocalPlayer::charGen(int stageFirst, int stageEnd)
@ -182,36 +189,30 @@ void LocalPlayer::updateStatsDynamic(bool forceUpdate)
static MWMechanics::DynamicStat<float> oldMagicka(ptrCreatureStats->getMagicka());
static MWMechanics::DynamicStat<float> oldFatigue(ptrCreatureStats->getFatigue());
static float statTimer = 0;
const float timeoutSec = 0.5;
if (forceUpdate || (statTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
{
statTimer = 0;
// Update stats when they become 0 or they have changed enough
bool shouldUpdateHealth = oldHealth != health && (health.getCurrent() == 0 || abs(oldHealth.getCurrent() - health.getCurrent()) > 3);
bool shouldUpdateMagicka = false;
bool shouldUpdateFatigue = false;
// Update stats when they become 0 or they have changed enough
bool shouldUpdateHealth = oldHealth != health && (health.getCurrent() == 0 || abs(oldHealth.getCurrent() - health.getCurrent()) > 3);
bool shouldUpdateMagicka = false;
bool shouldUpdateFatigue = false;
if (!shouldUpdateHealth)
shouldUpdateMagicka = oldMagicka != magicka && (magicka.getCurrent() == 0 || abs(oldMagicka.getCurrent() - magicka.getCurrent()) > 10);
if (!shouldUpdateHealth)
shouldUpdateMagicka = oldMagicka != magicka && (magicka.getCurrent() == 0 || abs(oldMagicka.getCurrent() - magicka.getCurrent()) > 10);
if (!shouldUpdateMagicka)
shouldUpdateFatigue = oldFatigue != fatigue && (fatigue.getCurrent() == 0 || abs(oldFatigue.getCurrent() - fatigue.getCurrent()) > 10);
if (!shouldUpdateMagicka)
shouldUpdateFatigue = oldFatigue != fatigue && (fatigue.getCurrent() == 0 || abs(oldFatigue.getCurrent() - fatigue.getCurrent()) > 10);
if (forceUpdate || shouldUpdateHealth || shouldUpdateMagicka || shouldUpdateFatigue)
{
oldHealth = health;
oldMagicka = magicka;
oldFatigue = fatigue;
if (forceUpdate || shouldUpdateHealth || shouldUpdateMagicka || shouldUpdateFatigue)
{
oldHealth = health;
oldMagicka = magicka;
oldFatigue = fatigue;
health.writeState(creatureStats.mDynamic[0]);
magicka.writeState(creatureStats.mDynamic[1]);
fatigue.writeState(creatureStats.mDynamic[2]);
health.writeState(creatureStats.mDynamic[0]);
magicka.writeState(creatureStats.mDynamic[1]);
fatigue.writeState(creatureStats.mDynamic[2]);
getNetworking()->getPlayerPacket(ID_PLAYER_STATS_DYNAMIC)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_STATS_DYNAMIC)->Send();
}
getNetworking()->getPlayerPacket(ID_PLAYER_STATS_DYNAMIC)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_STATS_DYNAMIC)->Send();
}
}
@ -309,52 +310,45 @@ void LocalPlayer::updateBounty(bool forceUpdate)
void LocalPlayer::updatePosition(bool forceUpdate)
{
static float positionTimer = 0;
const float timeoutSec = 0.015;
if (forceUpdate || (positionTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
{
positionTimer = 0;
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
static bool posWasChanged = false;
static bool isJumping = false;
static bool sentJumpEnd = true;
static float oldRot[2] = {0};
static bool posWasChanged = false;
static bool isJumping = false;
static bool sentJumpEnd = true;
static float oldRot[2] = {0};
position = player.getRefData().getPosition();
position = player.getRefData().getPosition();
bool posIsChanging = (direction.pos[0] != 0 || direction.pos[1] != 0 ||
position.rot[0] != oldRot[0] || position.rot[2] != oldRot[1]);
bool posIsChanging = (direction.pos[0] != 0 || direction.pos[1] != 0 ||
position.rot[0] != oldRot[0] || position.rot[2] != oldRot[1]);
if (forceUpdate || posIsChanging || posWasChanged)
{
if (forceUpdate || posIsChanging || posWasChanged)
{
oldRot[0] = position.rot[0];
oldRot[1] = position.rot[2];
oldRot[0] = position.rot[0];
oldRot[1] = position.rot[2];
posWasChanged = posIsChanging;
posWasChanged = posIsChanging;
if (!isJumping && !world->isOnGround(player) && !world->isFlying(player))
isJumping = true;
if (!isJumping && !world->isOnGround(player) && !world->isFlying(player))
isJumping = true;
getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->Send();
}
else if (isJumping && world->isOnGround(player))
{
isJumping = false;
sentJumpEnd = false;
}
// Packet with jump end position has to be sent one tick after above check
else if (!sentJumpEnd)
{
sentJumpEnd = true;
position = player.getRefData().getPosition();
getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->Send();
}
getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->Send();
}
else if (isJumping && world->isOnGround(player))
{
isJumping = false;
sentJumpEnd = false;
}
// Packet with jump end position has to be sent one tick after above check
else if (!sentJumpEnd)
{
sentJumpEnd = true;
position = player.getRefData().getPosition();
getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->Send();
}
}

@ -15,7 +15,5 @@ PacketPlayerStatsDynamic::PacketPlayerStatsDynamic(RakNet::RakPeerInterface *pee
void PacketPlayerStatsDynamic::Packet(RakNet::BitStream *bs, bool send)
{
PlayerPacket::Packet(bs, send);
RW(player->creatureStats.mDynamic[0], send); // health
RW(player->creatureStats.mDynamic[1], send); // magic
RW(player->creatureStats.mDynamic[2], send); // fatigue
RW(player->creatureStats.mDynamic, send);
}

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