Example #1
0
    public static BaseTile[][] MakeChunk(string str, int chunkSize, UnityAction <string> error = null, bool rle = true)
    {
        BaseTile[][] chunk = new BaseTile[chunkSize][];

        if (rle && str != null)
        {
            str = UnRLE(str);
        }

        string[] parts = str.Split(',');

        if (parts.Length != chunkSize * chunkSize)
        {
            if (error != null)
            {
                error.Invoke("Incorrect number of tiles for chunk: found " + parts.Length + " when " + chunkSize * chunkSize + " were expected.");
            }
            return(null);
        }

        for (int x = 0; x < chunkSize; x++)
        {
            chunk[x] = new BaseTile[chunkSize];
            for (int y = 0; y < chunkSize; y++)
            {
                int index = x + chunkSize * y;

                string prefab = parts[index].Trim();

                if (prefab == NULL_ERROR.ToString())
                {
                    continue;
                }

                if (BaseTile.ContainsTile(prefab))
                {
                    chunk[x][y] = BaseTile.GetTile(prefab);
                }
                else
                {
                    if (error != null)
                    {
                        error.Invoke("Tile '" + prefab + "' not found @ local position " + x + ", " + y + ".");
                    }
                }
            }
        }

        return(chunk);
    }
Example #2
0
    public void ApplyPendingOperationsToChunk(int index, bool destroyList = false)
    {
        // Applies pending tile operations from clients to a loaded chunk on the server.
        if (AnyPendingOperationsFor(index))
        {
            if (!IsChunkLoaded(index))
            {
                if (!IsChunkLoading(index))
                {
                    Debug.LogError("The chunk for index " + index + " is not loaded or loading, cannot apply pending operations.");
                }
            }

            Chunk chunk = GetChunkFromIndex(index);

            // Set tiles based on the pending tile operations.
            foreach (NetPendingTile op in PendingOperations[index])
            {
                bool     empty = op.PrefabIsNull();
                BaseTile tile  = null;
                if (!empty)
                {
                    if (!BaseTile.ContainsTile(op.Prefab))
                    {
                        Debug.LogError("Pending operation requested tile '" + op.Prefab + "', but the server could not find it.");
                        continue;
                    }

                    tile = BaseTile.GetTile(op.Prefab);
                }

                int globalX = op.X + chunk.X * ChunkSize;
                int globalY = op.Y + chunk.Y * ChunkSize;

                // Set the tile, locally on the server, without networking.
                SetTile_Server(tile, globalX, globalY, false);
            }

            // Clear those pending operations, they are no longer pending!
            if (!destroyList)
            {
                PendingOperations[index].Clear();
            }
            else
            {
                PendingOperations.Remove(index);
            }
        }
    }