Esempio n. 1
0
 private static void DownloadMaps(MapState state)
 {
     if (state.MapDetails.Count > 0)
     {
         MapDetail detail = state.MapDetails.Dequeue();
         if (StorageManager.RequiresFileUpdate(detail.Name))
         {
             // Chunk up the map and download the chunks.
             state.CurrentMap   = detail;
             state.CurrentChunk = null;
             state.Places       = new List <RdlPlace>();
             ChunkMap(state);
         }
         else
         {
             if (state.MapLoadedCallback != null)
             {
                 state.MapLoadedCallback(detail.StartX, detail.StartY,
                                         StorageManager.ReadMap(detail.Name).GetPlaces());
             }
             if (state.PlayerZoneCallback != null && (detail.Name == state.PlayerZone))
             {
                 state.PlayerZoneCallback();
             }
             DownloadMaps(state);
         }
     }
 }
Esempio n. 2
0
        private static void ChunkMap(MapState state)
        {
            if (state.CurrentChunk == null || state.CurrentChunk.MapName != state.CurrentMap.Name)
            {
                Logger.LogDebug("MapName = {0}", state.CurrentMap.Name);
                state.CurrentChunk = new MapChunkInternal
                {
                    MapName = state.CurrentMap.Name,
                    StartX  = state.CurrentMap.StartX,
                    StartY  = state.CurrentMap.StartY,
                    EndX    = state.CurrentMap.StartX + state.CurrentMap.Width,
                    EndY    = state.CurrentMap.StartY + state.CurrentMap.Height,
                    Width   = state.CurrentMap.Width,
                    Height  = state.CurrentMap.Height
                };
            }
            else
            {
                state.CurrentChunk.MoveNext();
            }

            var client = ServiceManager.CreateDepotCommunicator();

            client.SendCommand(new RdlCommand("MAPCHUNK", state.CurrentMap.Name, state.CurrentChunk.StartX, state.CurrentChunk.StartY, state.IncludeActors),
                               (e) =>
            {
                if (e.Tags.Count > 0)
                {
                    if (state.CurrentMap.Name == state.PlayerZone)
                    {
                        if (state.PlayerChunkCallback != null)
                        {
                            int total   = (state.CurrentMap.Width > state.CurrentMap.Height) ? state.CurrentMap.Width / MapWidth : state.CurrentMap.Height / MapHeight;
                            int current = (state.CurrentMap.Width > state.CurrentMap.Height) ? (MapWidth - state.CurrentMap.StartX) / MapWidth : (MapHeight - state.CurrentMap.StartY) / MapHeight;

                            state.PlayerChunkCallback(current, total);
                        }
                    }

                    List <RdlPlace> places = e.Tags.GetPlaces();
                    state.Places.AddRange(places);

                    if (state.CurrentChunk.IsComplete)
                    {
                        // Map download is complete.
                        if (state.CurrentMap.Name == state.PlayerZone && state.PlayerZoneCallback != null)
                        {
                            state.PlayerZoneCallback();
                        }

                        // Save the map to disk.
                        Logger.LogDebug("Saving map to disk: MapName={0}, PlaceCount={1}",
                                        state.CurrentMap.Name, state.Places.Count);
                        StorageManager.WriteMap(state.CurrentMap.Name, state.Places.ToTagCollection());

                        if (state.MapLoadedCallback != null)
                        {
                            state.MapLoadedCallback(state.CurrentMap.StartX, state.CurrentMap.StartY, state.Places);
                        }

                        // Download the next map.
                        DownloadMaps(state);
                    }
                    else
                    {
                        // Map not completely downloaded, store the tags and re-chunk the next piece of the map.
                        ChunkMap(state);
                    }
                }
                client.Close();
            });
        }