예제 #1
0
        /// <summary>
        ///AddRange 的测试
        ///</summary>
        public void AddRangeTestHelper <KeyT>()
        {
            SafeHashSet <KeyT> target     = new SafeHashSet <KeyT>(); // TODO: 初始化为适当的值
            IEnumerable <KeyT> collection = null;                     // TODO: 初始化为适当的值

            target.AddRange(collection);
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="dt"></param>
        public virtual void OnUpdate(object sender, ProcessSliceEventArgs eventArgs)
        {
            if (m_isInWorld == false)
            {
                return;
            }

            uint         uiUpdateCount = 0;
            MemoryPacket memoryPacket  = new MemoryPacket();

            // 把自己改变得值广播到附近
            this.BroadcastValueUpdate();

            // 开始更新道具

            // 开始更新 新的游戏道具
            if (m_NewItems.Count > 0)
            {
                WowItem[] newItemArray = m_NewItems.ToArrayAndClear();
                foreach (var newItem in newItemArray)
                {
                    //item.OnInsert();
                    newItem.ObjectCreationUpdate(memoryPacket, true);
                    //obj.m_isInWorld = true;
                }

                uiUpdateCount += (uint)newItemArray.Length;
            }
            // 结束更新 新的游戏道具


            // 开始跟新 存在的游戏道具
            WowItem[] ownedItemArray = m_OwnedItemsRequiringUpdates.ToArrayAndClear();
            foreach (var ownedItem in ownedItemArray)
            {
                ownedItem.BroadcastValueUpdate();
            }
            // 结束跟新 存在的游戏道具

            // 检测
            if ((eventArgs.UpdateTime - m_PreUpdateTime) < ProcessServer.WowZoneCluster.World.UpdateWorldSpeed && uiUpdateCount > 0)
            {
                // 仅仅更新道具,就发送数据 然后退出
                // 完成更新
                this.AddUpdateData(memoryPacket, uiUpdateCount);
                this.SendUpdates();

                return;
            }


            // 如果还需要更新人物等。。。
            HashSet <WorldEntity> newWorldEntity = new HashSet <WorldEntity>();

            // 获取附近的对象
            IEnumerable <WorldEntity> nearbyWorldEntity = this.GetAllEntitysInRange(WowCharacter.BROAD_CAST_RANGE);

            // 排除已存在的对象
            newWorldEntity.AddRange(nearbyWorldEntity);
            newWorldEntity.ExceptWith(m_KnownEntity);
            newWorldEntity.Remove(this);


            // 开始更新 新的游戏物体
            foreach (WorldEntity entity in newWorldEntity)
            {
                WowCharacter wowCharacter = entity as WowCharacter;
                if (wowCharacter != null)
                {
                    m_KnownCharacters.Add(wowCharacter);
                }

                IWowUpdate wowUpdate = entity.GetComponent <IWowUpdate>(WowUpdate.WOW_UPDATE_COMPONENT_ID);
                if (wowUpdate != null)
                {
                    wowUpdate.ObjectCreationUpdate(memoryPacket, false);
                }
                //OnEncountered( obj );
            }

            uiUpdateCount += (uint)newWorldEntity.Count;
            // 结束更新 新的游戏物体


            // 获取已不再附近的对象
            HashSet <WorldEntity> outOfRangeWorldEntity = new HashSet <WorldEntity>();

            // 排除已不存在的对象
            outOfRangeWorldEntity.AddRange(m_KnownEntity);
            outOfRangeWorldEntity.ExceptWith(nearbyWorldEntity);

            foreach (WorldEntity entity in outOfRangeWorldEntity)
            {
                WowCharacter wowCharacter = entity as WowCharacter;
                if (wowCharacter != null)
                {
                    m_KnownCharacters.Remove(wowCharacter);
                }

                // m_outOfRange.Add(obj.EntityId);

                //OnOutOfRange( obj );
            }

            // 添加现在已存在附近的游戏物体
            m_KnownEntity.Clear();
            m_KnownEntity.AddRange(nearbyWorldEntity);

            // 完成更新
            if (uiUpdateCount > 0)
            {
                this.AddUpdateData(memoryPacket, uiUpdateCount);
                this.SendUpdates();
            }

            foreach (var entity in outOfRangeWorldEntity)
            {
                // send the destroy packet
                IWowUpdate wowUpdate = entity.GetComponent <IWowUpdate>(WowUpdate.WOW_UPDATE_COMPONENT_ID);
                if (wowUpdate != null)
                {
                    wowUpdate.SendDestroyToPlayer(this);
                }
            }

            m_PreUpdateTime = eventArgs.UpdateTime;
        }