Basic universe management, generation and simulation flow
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29 changed files with 664 additions and 29 deletions
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@ -1,12 +1,148 @@
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using System.Threading;
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using System.Threading.Tasks;
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using Godot;
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public partial class GameManager : Node
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{
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public override void _Ready()
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{
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PackedScene shipPrefab = ResourceLoader.Load<PackedScene>("res://prefabs/vessel.tscn");
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Node3D shipInstance = shipPrefab.Instantiate<Node3D>();
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[Export] Player player;
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GetTree().CurrentScene.CallDeferred("add_child", shipInstance);
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}
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[Export] double closeTickInterval = 1;
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[Export] double farTickInterval = 10;
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[Export] int maxFarThreads = 16;
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public static GameManager Singleton { get; private set; }
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public IGenerator Generator { get; private set; }
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public Universe GameUniverse { get; private set; }
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public Sector CurrentSector { get; private set; }
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private double closeTickTimer = 0;
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private double farTickTimer = 0;
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public override void _Ready()
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{
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Singleton = this;
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Generator = new TestGenerator();
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Generator.GenerateUniverse((universe) =>
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{
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GameUniverse = universe;
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CurrentSector = universe.Sectors[1, 1, 1];
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});
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}
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public override void _Process(double delta)
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{
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closeTickTimer += delta;
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farTickTimer += delta;
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if (closeTickTimer >= closeTickInterval)
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{
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SimulateClose(closeTickTimer);
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closeTickTimer = 0;
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}
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if (farTickTimer >= farTickInterval)
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{
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SimulateFar(farTickTimer);
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farTickTimer = 0;
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}
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}
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private void SimulateClose(double delta)
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{
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Vector3I currentCoordinates = CurrentSector.Coordinates;
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Sector[,,] sectors = GameUniverse.Sectors;
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int sizeX = sectors.GetLength(0);
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int sizeY = sectors.GetLength(1);
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int sizeZ = sectors.GetLength(2);
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int startX = Mathf.Clamp(currentCoordinates.X - 1, 0, sizeX);
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int startY = Mathf.Clamp(currentCoordinates.Y - 1, 0, sizeY);
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int startZ = Mathf.Clamp(currentCoordinates.Z - 1, 0, sizeZ);
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int endX = Mathf.Clamp(currentCoordinates.X + 1, 0, sizeX);
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int endY = Mathf.Clamp(currentCoordinates.Y + 1, 0, sizeY);
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int endZ = Mathf.Clamp(currentCoordinates.Z + 1, 0, sizeZ);
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for (int x = startX; x <= endX; x++)
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{
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for (int y = startY; y <= endY; y++)
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{
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for (int z = startZ; z <= endZ; z++)
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{
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int taskX = x;
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int taskY = y;
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int taskZ = z;
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Task.Run(() =>
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{
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sectors[taskX, taskY, taskZ].Simulate(delta);
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});
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}
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}
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}
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}
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private void SimulateFar(double delta)
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{
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Sector[,,] sectors = GameUniverse.Sectors;
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int sizeX = sectors.GetLength(0);
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int countX = Mathf.Clamp(sizeX / maxFarThreads, 1, int.MaxValue);
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for (int x = 0; x < sizeX; x += countX)
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{
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double taskDelta = delta;
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int taskStartX = x;
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int taskCountX = countX;
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_ = SimulateFarThreaded(taskDelta, taskStartX, taskCountX);
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}
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}
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private async Task SimulateFarThreaded(double delta, int startX, int countX)
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{
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Vector3I currentCoordinates = CurrentSector.Coordinates;
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Sector[,,] sectors = GameUniverse.Sectors;
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int sizeX = sectors.GetLength(0);
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int sizeY = sectors.GetLength(1);
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int sizeZ = sectors.GetLength(2);
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int startSkipX = Mathf.Clamp(currentCoordinates.X - 1, 0, sizeX);
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int startSkipY = Mathf.Clamp(currentCoordinates.Y - 1, 0, sizeY);
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int startSkipZ = Mathf.Clamp(currentCoordinates.Z - 1, 0, sizeZ);
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int endSkipX = Mathf.Clamp(currentCoordinates.X + 1, 0, sizeX);
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int endSkipY = Mathf.Clamp(currentCoordinates.Y + 1, 0, sizeY);
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int endSkipZ = Mathf.Clamp(currentCoordinates.Z + 1, 0, sizeZ);
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int endX = Mathf.Clamp(startX + countX, 0, sizeX);
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for (int x = startX; x < endX; x++)
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{
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for (int y = 0; y < sizeY; y++)
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{
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for (int z = 0; z < sizeZ; z++)
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{
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if (Helpers.IsBetweenInclusive(x, startSkipX, endSkipX))
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{
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if (Helpers.IsBetweenInclusive(y, startSkipY, endSkipY))
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{
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if (Helpers.IsBetweenInclusive(z, startSkipZ, endSkipZ))
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{
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continue;
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}
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}
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}
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sectors[x, y, z].Simulate(delta);
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}
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}
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}
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}
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}
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