public static Map.BlockSet LoadBlockSet(out string error)
        {
            error = null;
            SqlConnection conn     = GameApplication.Current.ConnectionManager.OpenConnection();
            var           blockSet = new Map.BlockSet()
            {
                Blocks = new ConcurrentDictionary <int, Map.Block>()
            };

            try
            {
                SqlCommand comm = new SqlCommand("select * from Block", conn);


                using (var reader = comm.ExecuteReader())
                {
                    while (reader.Read())
                    {
                        int   ID            = (int)reader["ID"];
                        int   materialIndex = (int)reader["materialIndex"];
                        float colorA        = Convert.ToSingle(reader["ColorA"]);
                        float colorR        = Convert.ToSingle(reader["ColorR"]);
                        float colorG        = Convert.ToSingle(reader["ColorG"]);
                        float colorB        = Convert.ToSingle(reader["ColorB"]);

                        bool isDestructible      = (bool)reader["IsDestructible"];
                        int  priority            = (int)reader["Priority"];
                        bool isVegetationEnabled = (bool)reader["IsVegetationEnabled"];

                        blockSet.Blocks.GetOrAdd(ID, new Map.Block()
                        {
                            IsDestructible      = isDestructible,
                            IsVegetationEnabled = isVegetationEnabled,
                            VertexColor         = new Color(colorR, colorG, colorB, colorA),
                            MaterialIndex       = materialIndex,
                            Priority            = priority,
                            ID = ID
                        });
                    }
                }
                return(blockSet);
            }
            catch (Exception ex)
            {
                error = ex.ToString();
                return(blockSet);
            }
            finally
            {
                GameApplication.Current.ConnectionManager.CloseConnection(conn);
            }
        }
Esempio n. 2
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        public bool Start(out string error)
        {
            error = null;
            //Start instance and loading resources
            AllInMemory          = true;// tudo em memoria
            BlockSet             = new Map.BlockSet();
            LastChunkMemoryID    = -1;
            WorldMap             = new Map.Map();
            WorldMap.MapID       = 1;
            WorldMap.MapCustomer = new WorldMapCustomer();
            WorldMap.MinSize     = new Utils.Vector3i(6, 6, 6);
            //224 blocos altura max, 10x10 chunks de area
            WorldMap.MaxSize = new Utils.Vector3i(10, 224, 10);
            MapLimits        = Utils.Vector3i.zero;

            Console.WriteLine("Loading BlockSet...");
            BlockSet = DAO.Terrain.Block.LoadBlockSet(out error);
            if (!String.IsNullOrWhiteSpace(error))
            {
                return(false);
            }

            var first = BlockSet.Blocks.Values.FirstOrDefault();

            WorldMap.DefaultBlock = first;

            Console.WriteLine("Loading Chunks and Blocks...");
            long totalChunks = DAO.Terrain.ChunkData.DataBaseCount(out error);

            if (!String.IsNullOrWhiteSpace(error))
            {
                return(false);
            }

            //define capacidade do cache em memoria
            int ChunkIndexCapacity;

            if (totalChunks > int.MaxValue)
            {
                ChunkIndexCapacity = int.MaxValue;
            }
            else
            {
                ChunkIndexCapacity = (int)totalChunks;
            }

            ChunksByMemoryID      = new ConcurrentDictionary <int, List <Data.ChunkData> >(8, ChunkIndexCapacity);
            ChunksByDataBaseID    = new ConcurrentDictionary <int, List <Data.ChunkData> >(16, ChunkIndexCapacity);
            PositionIndexedChunks = new ConcurrentDictionary <int, List <Data.ChunkData> >(8, ChunkIndexCapacity);

            //define capacidade da fila de insert e update de terrenos
            ChunkInsertQueue         = new Queue <Data.ChunkData>(10000);
            BlockInsertOrUpdateQueue = new Queue <Data.BlockData>(100000);

            if (!DAO.Terrain.ChunkData.LoadAllToApplication(out error))
            {
                return(false);
            }

            Console.WriteLine("Terrain loaded!");

            return(true);
        }