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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-03-03 15:19:42 +00:00
[Client] Use update timer in mwmp::Cell instead of LocalActor
This commit is contained in:
parent
18bf79e08b
commit
312fc84a6f
4 changed files with 39 additions and 47 deletions
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@ -23,11 +23,21 @@ mwmp::Cell::Cell(MWWorld::CellStore* cellStore)
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std::map<std::string, LocalActor *> localActors;
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std::map<std::string, LocalActor *> localActors;
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std::map<std::string, DedicatedActor *> dedicatedActors;
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std::map<std::string, DedicatedActor *> dedicatedActors;
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updateTimer = 0;
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}
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}
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void Cell::updateLocal(bool forceUpdate)
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void Cell::updateLocal(bool forceUpdate)
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{
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{
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if (localActors.empty()) return;
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if (localActors.empty())
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return;
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const float timeoutSec = 0.025;
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if (!forceUpdate && (updateTimer += MWBase::Environment::get().getFrameDuration()) < timeoutSec)
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return;
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else
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updateTimer = 0;
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CellController *cellController = Main::get().getCellController();
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CellController *cellController = Main::get().getCellController();
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ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList();
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ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList();
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@ -52,6 +52,8 @@ namespace mwmp
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std::map<std::string, LocalActor *> localActors;
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std::map<std::string, LocalActor *> localActors;
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std::map<std::string, DedicatedActor *> dedicatedActors;
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std::map<std::string, DedicatedActor *> dedicatedActors;
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float updateTimer;
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};
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};
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}
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}
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@ -31,9 +31,6 @@ LocalActor::LocalActor()
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wasForceMoveJumping = false;
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wasForceMoveJumping = false;
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wasFlying = false;
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wasFlying = false;
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positionTimer = 0;
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statTimer = 0;
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attack.type = Attack::MELEE;
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attack.type = Attack::MELEE;
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attack.shouldSend = false;
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attack.shouldSend = false;
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@ -75,23 +72,16 @@ void LocalActor::updateCell()
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void LocalActor::updatePosition(bool forceUpdate)
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void LocalActor::updatePosition(bool forceUpdate)
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{
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{
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const float timeoutSec = 0.03;
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bool posIsChanging = (direction.pos[0] != 0 || direction.pos[1] != 0 || direction.pos[2] != 0 ||
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direction.rot[0] != 0 || direction.rot[1] != 0 || direction.rot[2] != 0);
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if (forceUpdate || (positionTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
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if (forceUpdate || posIsChanging || posWasChanged)
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{
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{
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bool posIsChanging = (direction.pos[0] != 0 || direction.pos[1] != 0 || direction.pos[2] != 0 ||
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posWasChanged = posIsChanging;
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direction.rot[0] != 0 || direction.rot[1] != 0 || direction.rot[2] != 0);
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if (forceUpdate || posIsChanging || posWasChanged)
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position = ptr.getRefData().getPosition();
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{
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posWasChanged = posIsChanging;
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position = ptr.getRefData().getPosition();
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mwmp::Main::get().getNetworking()->getActorList()->addPositionActor(*this);
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positionTimer = 0;
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mwmp::Main::get().getNetworking()->getActorList()->addPositionActor(*this);
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}
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}
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}
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}
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}
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@ -167,39 +157,32 @@ void LocalActor::updateStatsDynamic(bool forceUpdate)
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MWMechanics::DynamicStat<float> magicka(ptrCreatureStats->getMagicka());
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MWMechanics::DynamicStat<float> magicka(ptrCreatureStats->getMagicka());
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MWMechanics::DynamicStat<float> fatigue(ptrCreatureStats->getFatigue());
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MWMechanics::DynamicStat<float> fatigue(ptrCreatureStats->getFatigue());
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const float timeoutSec = 0.5;
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// Update stats when they become 0 or they have changed enough
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//
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// Also check for an oldHealth of 0 changing to something else for resurrected NPCs
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bool shouldUpdateHealth = oldHealth != health && (health.getCurrent() == 0 || oldHealth.getCurrent() == 0 || abs(oldHealth.getCurrent() - health.getCurrent()) > 5);
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bool shouldUpdateMagicka = false;
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bool shouldUpdateFatigue = false;
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if (forceUpdate || (statTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
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if (!shouldUpdateHealth)
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{
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shouldUpdateMagicka = oldMagicka != magicka && (magicka.getCurrent() == 0 || abs(oldMagicka.getCurrent() - magicka.getCurrent()) > 10);
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// Update stats when they become 0 or they have changed enough
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//
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// Also check for an oldHealth of 0 changing to something else for resurrected NPCs
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bool shouldUpdateHealth = oldHealth != health && (health.getCurrent() == 0 || oldHealth.getCurrent() == 0 || abs(oldHealth.getCurrent() - health.getCurrent()) > 5);
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bool shouldUpdateMagicka = false;
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bool shouldUpdateFatigue = false;
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if (!shouldUpdateHealth)
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if (!shouldUpdateMagicka)
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shouldUpdateMagicka = oldMagicka != magicka && (magicka.getCurrent() == 0 || abs(oldMagicka.getCurrent() - magicka.getCurrent()) > 10);
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shouldUpdateFatigue = oldFatigue != fatigue && (fatigue.getCurrent() == 0 || abs(oldFatigue.getCurrent() - fatigue.getCurrent()) > 10);
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if (!shouldUpdateMagicka)
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shouldUpdateFatigue = oldFatigue != fatigue && (fatigue.getCurrent() == 0 || abs(oldFatigue.getCurrent() - fatigue.getCurrent()) > 10);
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if (forceUpdate || shouldUpdateHealth || shouldUpdateMagicka || shouldUpdateFatigue)
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if (forceUpdate || shouldUpdateHealth || shouldUpdateMagicka || shouldUpdateFatigue)
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{
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{
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oldHealth = health;
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oldHealth = health;
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oldMagicka = magicka;
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oldMagicka = magicka;
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oldFatigue = fatigue;
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oldFatigue = fatigue;
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health.writeState(creatureStats.mDynamic[0]);
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health.writeState(creatureStats.mDynamic[0]);
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magicka.writeState(creatureStats.mDynamic[1]);
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magicka.writeState(creatureStats.mDynamic[1]);
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fatigue.writeState(creatureStats.mDynamic[2]);
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fatigue.writeState(creatureStats.mDynamic[2]);
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creatureStats.mDead = ptrCreatureStats->isDead();
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creatureStats.mDead = ptrCreatureStats->isDead();
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statTimer = 0;
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mwmp::Main::get().getNetworking()->getActorList()->addStatsDynamicActor(*this);
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mwmp::Main::get().getNetworking()->getActorList()->addStatsDynamicActor(*this);
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}
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}
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}
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}
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}
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@ -47,9 +47,6 @@ namespace mwmp
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MWMechanics::DynamicStat<float> oldHealth;
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MWMechanics::DynamicStat<float> oldHealth;
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MWMechanics::DynamicStat<float> oldMagicka;
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MWMechanics::DynamicStat<float> oldMagicka;
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MWMechanics::DynamicStat<float> oldFatigue;
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MWMechanics::DynamicStat<float> oldFatigue;
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float positionTimer;
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float statTimer;
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};
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};
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}
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}
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