public GameStateMapData GetStateData(uint fromTick)
        {
            var gridDatums = new Dictionary <GridId, GameStateMapData.GridDatum>();

            foreach (var grid in _grids.Values)
            {
                if (grid.LastModifiedTick < fromTick)
                {
                    continue;
                }

                var chunkData = new List <GameStateMapData.ChunkDatum>();
                foreach (var(index, chunk) in grid._chunks)
                {
                    if (chunk.LastModifiedTick < fromTick)
                    {
                        continue;
                    }

                    var tileBuffer = new Tile[grid.ChunkSize * (uint)grid.ChunkSize];

                    // Flatten the tile array.
                    // NetSerializer doesn't do multi-dimensional arrays.
                    // This is probably really expensive.
                    for (var x = 0; x < grid.ChunkSize; x++)
                    {
                        for (var y = 0; y < grid.ChunkSize; y++)
                        {
                            tileBuffer[x * grid.ChunkSize + y] = chunk._tiles[x, y];
                        }
                    }

                    chunkData.Add(new GameStateMapData.ChunkDatum(index, tileBuffer));
                }

                var gridDatum =
                    new GameStateMapData.GridDatum(chunkData, new MapCoordinates(grid.WorldPosition, grid.MapID));

                gridDatums.Add(grid.Index, gridDatum);
            }

            var mapDeletionsData  = _mapDeletionHistory.Where(d => d.tick >= fromTick).Select(d => d.mapId).ToList();
            var gridDeletionsData = _gridDeletionHistory.Where(d => d.tick >= fromTick).Select(d => d.gridId).ToList();
            var mapCreations      = _maps.Values.Where(m => m.CreatedTick >= fromTick)
                                    .ToDictionary(m => m.Index, m => m.DefaultGrid.Index);
            var gridCreations = _grids.Values.Where(g => g.CreatedTick >= fromTick).ToDictionary(g => g.Index,
                                                                                                 grid => new GameStateMapData.GridCreationDatum(grid.ChunkSize, grid.SnapSize,
                                                                                                                                                grid.IsDefaultGrid));

            return(new GameStateMapData(gridDatums, gridDeletionsData, mapDeletionsData, mapCreations, gridCreations));
        }
示例#2
0
#pragma warning restore 649

        public GameStateMapData GetStateData(GameTick fromTick)
        {
            var gridDatums = new Dictionary <GridId, GameStateMapData.GridDatum>();

            foreach (var grid in _grids.Values)
            {
                if (grid.LastModifiedTick < fromTick)
                {
                    continue;
                }

                var chunkData = new List <GameStateMapData.ChunkDatum>();
                foreach (var(index, chunk) in grid.GetMapChunks())
                {
                    if (chunk.LastModifiedTick < fromTick)
                    {
                        continue;
                    }

                    var tileBuffer = new Tile[grid.ChunkSize * (uint)grid.ChunkSize];

                    // Flatten the tile array.
                    // NetSerializer doesn't do multi-dimensional arrays.
                    // This is probably really expensive.
                    for (var x = 0; x < grid.ChunkSize; x++)
                    {
                        for (var y = 0; y < grid.ChunkSize; y++)
                        {
                            tileBuffer[x * grid.ChunkSize + y] = chunk.GetTile((ushort)x, (ushort)y);
                        }
                    }

                    chunkData.Add(new GameStateMapData.ChunkDatum(index, tileBuffer));
                }

                var gridDatum =
                    new GameStateMapData.GridDatum(chunkData.ToArray(), new MapCoordinates(grid.WorldPosition, grid.ParentMapId));

                gridDatums.Add(grid.Index, gridDatum);
            }

            var mapDeletionsData  = _mapDeletionHistory.Where(d => d.tick >= fromTick).Select(d => d.mapId).ToList();
            var gridDeletionsData = _gridDeletionHistory.Where(d => d.tick >= fromTick).Select(d => d.gridId).ToList();
            var mapCreations      = _mapCreationTick.Where(kv => kv.Value >= fromTick && kv.Key != MapId.Nullspace)
                                    .ToDictionary(kv => kv.Key, kv => _defaultGrids[kv.Key]);
            var gridCreations = _grids.Values.Where(g => g.CreatedTick >= fromTick && g.ParentMapId != MapId.Nullspace).ToDictionary(g => g.Index,
                                                                                                                                     grid => new GameStateMapData.GridCreationDatum(grid.ChunkSize, grid.SnapSize,
                                                                                                                                                                                    grid.IsDefaultGrid));

            // no point sending empty collections
            if (gridDatums.Count == 0)
            {
                gridDatums = default;
            }
            if (gridDeletionsData.Count == 0)
            {
                gridDeletionsData = default;
            }
            if (mapDeletionsData.Count == 0)
            {
                mapDeletionsData = default;
            }
            if (mapCreations.Count == 0)
            {
                mapCreations = default;
            }
            if (gridCreations.Count == 0)
            {
                gridCreations = default;
            }

            // no point even creating an empty map state if no data
            if (gridDatums == null && gridDeletionsData == null && mapDeletionsData == null && mapCreations == null && gridCreations == null)
            {
                return(default);