Only sync projectiles and future synced effects.

This commit is contained in:
Matthias Mailänder
2016-06-04 19:35:26 +02:00
parent 9def6b0f70
commit 71743b3b4a
11 changed files with 56 additions and 41 deletions

View File

@@ -31,7 +31,8 @@ namespace OpenRA.GameRules
public Target GuidedTarget;
}
public interface IProjectileInfo { IEffect Create(ProjectileArgs args); }
public interface IProjectile : IEffect { }
public interface IProjectileInfo { IProjectile Create(ProjectileArgs args); }
public sealed class WeaponInfo
{

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@@ -77,20 +77,16 @@ namespace OpenRA.Network
NamesValues = DumpSyncTrait(syncHash.Trait)
});
foreach (var e in orderManager.World.Effects)
foreach (var sync in orderManager.World.SyncedEffects)
{
var sync = e as ISync;
if (sync != null)
{
var hash = Sync.Hash(sync);
if (hash != 0)
report.Effects.Add(new EffectReport()
{
Name = sync.GetType().Name,
Hash = hash,
NamesValues = DumpSyncTrait(sync)
});
}
var hash = Sync.Hash(sync);
if (hash != 0)
report.Effects.Add(new EffectReport()
{
Name = sync.GetType().Name,
Hash = hash,
NamesValues = DumpSyncTrait(sync)
});
}
}

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@@ -14,6 +14,7 @@ using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Orders;
@@ -30,6 +31,8 @@ namespace OpenRA
internal readonly TraitDictionary TraitDict = new TraitDictionary();
readonly SortedDictionary<uint, Actor> actors = new SortedDictionary<uint, Actor>();
readonly List<IEffect> effects = new List<IEffect>();
readonly List<ISync> syncedEffects = new List<ISync>();
readonly Queue<Action<World>> frameEndActions = new Queue<Action<World>>();
public int Timestep;
@@ -272,9 +275,27 @@ namespace OpenRA
t.RemovedFromWorld(a);
}
public void Add(IEffect b) { effects.Add(b); }
public void Remove(IEffect b) { effects.Remove(b); }
public void RemoveAll(Predicate<IEffect> predicate) { effects.RemoveAll(predicate); }
public void Add(IEffect e)
{
effects.Add(e);
var se = e as ISync;
if (se != null)
syncedEffects.Add(se);
}
public void Remove(IEffect e)
{
effects.Remove(e);
var se = e as ISync;
if (se != null)
syncedEffects.Remove(se);
}
public void RemoveAll(Predicate<IEffect> predicate)
{
effects.RemoveAll(predicate);
syncedEffects.RemoveAll(e => predicate((IEffect)e));
}
public void AddFrameEndTask(Action<World> a) { frameEndActions.Enqueue(a); }
@@ -334,6 +355,7 @@ namespace OpenRA
public IEnumerable<Actor> Actors { get { return actors.Values; } }
public IEnumerable<IEffect> Effects { get { return effects; } }
public IEnumerable<ISync> SyncedEffects { get { return syncedEffects; } }
public Actor GetActorById(uint actorId)
{
@@ -356,24 +378,20 @@ namespace OpenRA
var n = 0;
var ret = 0;
// hash all the actors
// Hash all the actors.
foreach (var a in Actors)
ret += n++ * (int)(1 + a.ActorID) * Sync.HashActor(a);
// hash all the traits that tick
// Hash all the traits that tick.
foreach (var actor in ActorsHavingTrait<ISync>())
foreach (var syncHash in actor.SyncHashes)
ret += n++ * (int)(1 + actor.ActorID) * syncHash.Hash;
// TODO: don't go over all effects
foreach (var e in Effects)
{
var sync = e as ISync;
if (sync != null)
ret += n++ * Sync.Hash(sync);
}
// Hash game state relevant effects such as projectiles.
foreach (var sync in SyncedEffects)
ret += n++ * Sync.Hash(sync);
// Hash the shared rng
// Hash the shared random number generator.
ret += SharedRandom.Last;
return ret;

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@@ -18,7 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Effects
{
public class IonCannon : IEffect
public class IonCannon : IProjectile
{
readonly Target target;
readonly Animation anim;

View File

@@ -19,7 +19,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Effects
{
public class NukeLaunch : IEffect
public class NukeLaunch : IProjectile
{
readonly Player firedBy;
readonly Animation anim;

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@@ -69,14 +69,14 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Beam color is the player's color.")]
public readonly bool UsePlayerColor = false;
public IEffect Create(ProjectileArgs args)
public IProjectile Create(ProjectileArgs args)
{
var c = UsePlayerColor ? args.SourceActor.Owner.Color.RGB : Color;
return new AreaBeam(this, args, c);
}
}
public class AreaBeam : IEffect, ISync
public class AreaBeam : IProjectile, ISync
{
readonly AreaBeamInfo info;
readonly ProjectileArgs args;

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@@ -82,10 +82,10 @@ namespace OpenRA.Mods.Common.Projectiles
public readonly int ContrailDelay = 1;
public readonly WDist ContrailWidth = new WDist(64);
public IEffect Create(ProjectileArgs args) { return new Bullet(this, args); }
public IProjectile Create(ProjectileArgs args) { return new Bullet(this, args); }
}
public class Bullet : IEffect, ISync
public class Bullet : IProjectile, ISync
{
readonly BulletInfo info;
readonly ProjectileArgs args;

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@@ -39,10 +39,10 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Value added to speed every tick.")]
public readonly WDist Acceleration = new WDist(15);
public IEffect Create(ProjectileArgs args) { return new GravityBomb(this, args); }
public IProjectile Create(ProjectileArgs args) { return new GravityBomb(this, args); }
}
public class GravityBomb : IEffect, ISync
public class GravityBomb : IProjectile, ISync
{
readonly GravityBombInfo info;
readonly Animation anim;

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@@ -47,14 +47,14 @@ namespace OpenRA.Mods.Common.Projectiles
[PaletteReference] public readonly string HitAnimPalette = "effect";
public IEffect Create(ProjectileArgs args)
public IProjectile Create(ProjectileArgs args)
{
var c = UsePlayerColor ? args.SourceActor.Owner.Color.RGB : Color;
return new LaserZap(args, this, c);
}
}
public class LaserZap : IEffect
public class LaserZap : IProjectile
{
readonly ProjectileArgs args;
readonly LaserZapInfo info;

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@@ -141,11 +141,11 @@ namespace OpenRA.Mods.Common.Projectiles
"not trigger fast enough, causing the missile to fly past the target.")]
public readonly WDist CloseEnough = new WDist(298);
public IEffect Create(ProjectileArgs args) { return new Missile(this, args); }
public IProjectile Create(ProjectileArgs args) { return new Missile(this, args); }
}
// TODO: double check square roots!!!
public class Missile : IEffect, ISync
public class Missile : IProjectile, ISync
{
enum States
{

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@@ -32,10 +32,10 @@ namespace OpenRA.Mods.RA.Projectiles
public readonly int Duration = 2;
public IEffect Create(ProjectileArgs args) { return new TeslaZap(this, args); }
public IProjectile Create(ProjectileArgs args) { return new TeslaZap(this, args); }
}
public class TeslaZap : IEffect
public class TeslaZap : IProjectile
{
readonly ProjectileArgs args;
readonly TeslaZapInfo info;