[Client] Send ActorStatsDynamic packets only when stats change enough

0.6.1
David Cernat 8 years ago
parent 4d81455020
commit db3859565b

@ -155,9 +155,22 @@ void LocalActor::updateStatsDynamic(bool forceUpdate)
const float timeoutSec = 0.5;
if ((statTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec || forceUpdate)
if (forceUpdate || (statTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
{
if (oldHealth != health || oldMagicka != magicka || oldFatigue != fatigue || forceUpdate)
// Update stats when they become 0 or they have changed enough
//
// Also check for an oldHealth of 0 changing to something else for resurrected NPCs
bool shouldUpdateHealth = oldHealth != health && (health.getCurrent() == 0 || oldHealth.getCurrent() == 0 || abs(oldHealth.getCurrent() - health.getCurrent()) > 5);
bool shouldUpdateMagicka = false;
bool shouldUpdateFatigue = false;
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 (forceUpdate || shouldUpdateHealth || shouldUpdateMagicka || shouldUpdateFatigue)
{
oldHealth = health;
oldMagicka = magicka;
@ -170,6 +183,7 @@ void LocalActor::updateStatsDynamic(bool forceUpdate)
statTimer = 0;
mwmp::Main::get().getNetworking()->getActorList()->addStatsDynamicActor(*this);
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Updating stats for %s-%i-%i: %f, %f, %f", refId.c_str(), refNumIndex, mpNum, health.getCurrent(), magicka.getCurrent(), fatigue.getCurrent());
}
}
}

Loading…
Cancel
Save