[Client] Use update timer in mwmp::Cell instead of LocalActor

0.6.1
David Cernat 8 years ago
parent 18bf79e08b
commit 312fc84a6f

@ -23,11 +23,21 @@ mwmp::Cell::Cell(MWWorld::CellStore* cellStore)
std::map<std::string, LocalActor *> localActors; std::map<std::string, LocalActor *> localActors;
std::map<std::string, DedicatedActor *> dedicatedActors; std::map<std::string, DedicatedActor *> dedicatedActors;
updateTimer = 0;
} }
void Cell::updateLocal(bool forceUpdate) void Cell::updateLocal(bool forceUpdate)
{ {
if (localActors.empty()) return; if (localActors.empty())
return;
const float timeoutSec = 0.025;
if (!forceUpdate && (updateTimer += MWBase::Environment::get().getFrameDuration()) < timeoutSec)
return;
else
updateTimer = 0;
CellController *cellController = Main::get().getCellController(); CellController *cellController = Main::get().getCellController();
ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList(); ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList();

@ -52,6 +52,8 @@ namespace mwmp
std::map<std::string, LocalActor *> localActors; std::map<std::string, LocalActor *> localActors;
std::map<std::string, DedicatedActor *> dedicatedActors; std::map<std::string, DedicatedActor *> dedicatedActors;
float updateTimer;
}; };
} }

@ -31,9 +31,6 @@ LocalActor::LocalActor()
wasForceMoveJumping = false; wasForceMoveJumping = false;
wasFlying = false; wasFlying = false;
positionTimer = 0;
statTimer = 0;
attack.type = Attack::MELEE; attack.type = Attack::MELEE;
attack.shouldSend = false; attack.shouldSend = false;
@ -75,23 +72,16 @@ void LocalActor::updateCell()
void LocalActor::updatePosition(bool forceUpdate) void LocalActor::updatePosition(bool forceUpdate)
{ {
const float timeoutSec = 0.03; bool posIsChanging = (direction.pos[0] != 0 || direction.pos[1] != 0 || direction.pos[2] != 0 ||
direction.rot[0] != 0 || direction.rot[1] != 0 || direction.rot[2] != 0);
if (forceUpdate || (positionTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec) if (forceUpdate || posIsChanging || posWasChanged)
{ {
bool posIsChanging = (direction.pos[0] != 0 || direction.pos[1] != 0 || direction.pos[2] != 0 || posWasChanged = posIsChanging;
direction.rot[0] != 0 || direction.rot[1] != 0 || direction.rot[2] != 0);
if (forceUpdate || posIsChanging || posWasChanged)
{
posWasChanged = posIsChanging;
position = ptr.getRefData().getPosition(); position = ptr.getRefData().getPosition();
positionTimer = 0; mwmp::Main::get().getNetworking()->getActorList()->addPositionActor(*this);
mwmp::Main::get().getNetworking()->getActorList()->addPositionActor(*this);
}
} }
} }
@ -167,39 +157,32 @@ void LocalActor::updateStatsDynamic(bool forceUpdate)
MWMechanics::DynamicStat<float> magicka(ptrCreatureStats->getMagicka()); MWMechanics::DynamicStat<float> magicka(ptrCreatureStats->getMagicka());
MWMechanics::DynamicStat<float> fatigue(ptrCreatureStats->getFatigue()); MWMechanics::DynamicStat<float> fatigue(ptrCreatureStats->getFatigue());
const float timeoutSec = 0.5; // 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 (forceUpdate || (statTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec) if (!shouldUpdateHealth)
{ shouldUpdateMagicka = oldMagicka != magicka && (magicka.getCurrent() == 0 || abs(oldMagicka.getCurrent() - magicka.getCurrent()) > 10);
// 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;
oldFatigue = fatigue;
health.writeState(creatureStats.mDynamic[0]); if (!shouldUpdateMagicka)
magicka.writeState(creatureStats.mDynamic[1]); shouldUpdateFatigue = oldFatigue != fatigue && (fatigue.getCurrent() == 0 || abs(oldFatigue.getCurrent() - fatigue.getCurrent()) > 10);
fatigue.writeState(creatureStats.mDynamic[2]);
if (forceUpdate || shouldUpdateHealth || shouldUpdateMagicka || shouldUpdateFatigue)
{
oldHealth = health;
oldMagicka = magicka;
oldFatigue = fatigue;
creatureStats.mDead = ptrCreatureStats->isDead(); health.writeState(creatureStats.mDynamic[0]);
magicka.writeState(creatureStats.mDynamic[1]);
fatigue.writeState(creatureStats.mDynamic[2]);
statTimer = 0; creatureStats.mDead = ptrCreatureStats->isDead();
mwmp::Main::get().getNetworking()->getActorList()->addStatsDynamicActor(*this); mwmp::Main::get().getNetworking()->getActorList()->addStatsDynamicActor(*this);
}
} }
} }

@ -47,9 +47,6 @@ namespace mwmp
MWMechanics::DynamicStat<float> oldHealth; MWMechanics::DynamicStat<float> oldHealth;
MWMechanics::DynamicStat<float> oldMagicka; MWMechanics::DynamicStat<float> oldMagicka;
MWMechanics::DynamicStat<float> oldFatigue; MWMechanics::DynamicStat<float> oldFatigue;
float positionTimer;
float statTimer;
}; };
} }

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