Add calculation of close-tangibles
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@@ -298,6 +298,11 @@ void SpookyHash::Hash128(
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uint64_t *hash1,
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uint64_t *hash2)
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{
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if ((*hash1 == 0) && (*hash2 == 0)) {
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*hash1 = 0x9438478934792837;
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*hash2 = 0x8347848738748378;
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}
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if (length < sc_bufSize)
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{
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Short(message, length, hash1, hash2);
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@@ -26,6 +26,9 @@
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// slower than MD5.
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//
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#ifndef SPOOKYV2_HPP
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#define SPOOKYV2_HPP
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#include <stddef.h>
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#include <cstdint>
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#include <utility>
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@@ -43,5 +46,4 @@ public:
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uint64_t *hash2); // input seed1, output hash1
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};
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#endif // SPOOKYV2_HPP
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@@ -28,7 +28,6 @@ std::string id_vector_debug_string(const IdVector &idv) {
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return oss.str();
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}
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IdVector sort_union_id_vectors(const IdVector &v1, const IdVector &v2) {
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IdVector result(v1.size() + v2.size());
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int next = 0;
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@@ -47,6 +46,13 @@ IdVector sort_union_id_vectors(const IdVector &v1, const IdVector &v2) {
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return result;
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}
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HashValue hash_id_vector(const IdVector &idv) {
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uint64_t hash1 = 0;
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uint64_t hash2 = 0;
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SpookyHash::Hash128(&idv[0], idv.size() * sizeof(int64_t), &hash1, &hash2);
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return std::make_pair(hash1, hash2);
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}
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StringVec split(const std::string &s, char sep) {
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StringVec result;
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int start = 0;
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@@ -9,6 +9,7 @@
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#include <tuple>
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#include <utility>
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#include "luastack.hpp"
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#include "spookyv2.hpp"
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namespace util {
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@@ -29,6 +30,9 @@ std::string id_vector_debug_string(const IdVector &idv);
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// Unions and sorts two ID vectors.
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IdVector sort_union_id_vectors(const IdVector &v1, const IdVector &v2);
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// Get a 64-bit hashvalue for an ID vector.
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HashValue hash_id_vector(const IdVector &idv);
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// Split a string into multiple strings
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StringVec split(const std::string &s, char sep);
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@@ -185,7 +185,7 @@ std::string World::tangible_ids_debug_string() const {
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}
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util::IdVector World::get_near(int64_t player_id, float radius, bool exclude_nowhere) const {
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util::IdVector World::get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere) const {
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const Tangible *player = tangible_get(player_id);
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if (player == nullptr) {
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return IdVector();
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@@ -200,6 +200,12 @@ util::IdVector World::get_near(int64_t player_id, float radius, bool exclude_now
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return plane_map_.scan_radius(aqback.plane(), aqback.xyz().x, aqback.xyz().y, radius, player_id);
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}
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util::IdVector World::get_near(int64_t player_id, float radius, bool exclude_nowhere) const {
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util::IdVector v = get_near_unsorted(player_id, radius, exclude_nowhere);
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std::sort(v.begin(), v.end());
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return v;
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}
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Tangible *World::tangible_make(lua_State *L, int64_t id, bool pushdb) {
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// Get a state if we don't already have one.
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if (L == nullptr) {
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@@ -550,8 +556,8 @@ void World::difference_transmit(int64_t actor_id, const World *master, StreamBuf
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// Get the list of tangibles visible in either model.
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// Some tangibles may be missing in the master, some may be missing in the sync.
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util::IdVector visible = util::sort_union_id_vectors(
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master->get_near(actor_id, 100.0, true),
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this->get_near(actor_id, 100.0, true));
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master->get_near_unsorted(actor_id, RadiusVisibility, true),
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get_near_unsorted(actor_id, RadiusVisibility, true));
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TanVector m_visible = master->tangible_get_all(visible);
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TanVector s_visible = tangible_get_all(visible);
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assert(m_visible.size() == s_visible.size());
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@@ -575,12 +581,24 @@ void World::difference_transmit(int64_t actor_id, const World *master, StreamBuf
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}
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}
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// Obtain the list of tangibles whose tables we're going to transmit.
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util::IdVector closetans = get_near(actor_id, RadiusClose, true);
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assert(closetans == master->get_near(actor_id, RadiusClose, true));
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util::HashValue closehash = util::hash_id_vector(closetans);
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// Confirm the close tangibles with the client.
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sb->write_hashvalue(closehash);
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assert(tsb.at_eof());
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}
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void World::apply_differences(StreamBuffer *sb) {
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patch_actor_essentials(sb);
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int64_t actor_id = patch_actor_essentials(sb);
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patch_visible_animations(sb);
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util::IdVector closetans = get_near(actor_id, RadiusClose, true);
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util::HashValue closehash = util::hash_id_vector(closetans);
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util::HashValue m_closehash = sb->read_hashvalue();
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assert(closehash == m_closehash);
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}
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void World::diff_actor_essentials(const Tangible *m_actor, const Tangible *s_actor, StreamBuffer *sb) {
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@@ -594,7 +612,7 @@ void World::diff_actor_essentials(const Tangible *m_actor, const Tangible *s_act
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}
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}
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void World::patch_actor_essentials(StreamBuffer *sb) {
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int64_t World::patch_actor_essentials(StreamBuffer *sb) {
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int64_t actor_id = sb->read_int64();
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Tangible *s_actor = tangible_get(actor_id);
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if (s_actor == nullptr) {
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@@ -606,6 +624,7 @@ void World::patch_actor_essentials(StreamBuffer *sb) {
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s_actor->anim_queue_.patch(sb);
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}
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s_actor->update_plane_item();
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return actor_id;
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}
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void World::diff_visible_animations(const TanVector &mvis, const TanVector &svis, StreamBuffer *sb) {
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@@ -80,6 +80,8 @@ public:
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using IdVector = util::IdVector;
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using TanVector = std::vector<const Tangible*>;
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using Redirects = std::map<int64_t, int64_t>;
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const float RadiusVisibility = 100.0;
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const float RadiusClose = 10.0;
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// Constructor.
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//
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@@ -103,9 +105,11 @@ public:
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// get_near
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//
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// Get a list of the tangibles that are near the player. If 'exclude_nowhere' is
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// true, exclude any tangibles on the nowhere plane.
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// true, exclude any tangibles on the nowhere plane. The unsorted version returns
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// the tangibles in an unpredictable order.
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//
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IdVector get_near(int64_t player_id, float radius, bool exclude_nowhere) const;
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IdVector get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere) const;
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// Make a tangible.
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//
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@@ -247,7 +251,7 @@ private:
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// We also update the actor's ID allocation pipeline.
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//
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static void diff_actor_essentials(const Tangible *mactor, const Tangible *sactor, StreamBuffer *sb);
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void patch_actor_essentials(StreamBuffer *sb);
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int64_t patch_actor_essentials(StreamBuffer *sb);
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// Pass 2 of difference transmission: visible animations.
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//
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