246 lines
5.3 KiB
C#
246 lines
5.3 KiB
C#
using System;
|
|
using System.Collections.Concurrent;
|
|
using System.Collections.Generic;
|
|
using System.Threading;
|
|
using System.Threading.Tasks;
|
|
using Godot;
|
|
|
|
public partial class GameManager : Node3D
|
|
{
|
|
[Export] public Control GameMenu { get; private set; }
|
|
[Export] public QueueManager QueueManager { get; private set; }
|
|
|
|
[Export] public double closeTickInterval = 1;
|
|
[Export] public double farTickInterval = 10;
|
|
[Export] public int maxFarThreads = 16;
|
|
|
|
public Player MainPlayer { get; private set; }
|
|
|
|
public static GameManager Singleton { get; private set; }
|
|
public IGenerator Generator { get; private set; }
|
|
|
|
public Universe GameUniverse { get; private set; }
|
|
|
|
private double closeTickTimer = 0;
|
|
private double farTickTimer = 0;
|
|
|
|
public bool simulating = false;
|
|
|
|
private readonly Dictionary<GameObject, Node3D> spawnedObjects = [];
|
|
private readonly ConcurrentQueue<GameObject> spawnQueue = [];
|
|
|
|
public override void _Ready()
|
|
{
|
|
Singleton = this;
|
|
|
|
Generator = new TestGenerator();
|
|
GameUniverse = Generator.GenerateUniverse();
|
|
|
|
Character character = new(GameUniverse.Sectors[50, 50, 50], new(0, 0, 0));
|
|
MainPlayer = character.InstantiatePlayer();
|
|
MainPlayer.GameMenu = GameMenu;
|
|
spawnedObjects.Add(character, MainPlayer);
|
|
CallDeferred("add_child", MainPlayer);
|
|
|
|
SpawnClose();
|
|
}
|
|
|
|
public override void _Process(double delta)
|
|
{
|
|
closeTickTimer += delta;
|
|
farTickTimer += delta;
|
|
|
|
if (closeTickTimer >= closeTickInterval)
|
|
{
|
|
SimulateClose(closeTickTimer);
|
|
closeTickTimer = 0;
|
|
}
|
|
|
|
if (simulating)
|
|
{
|
|
farTickTimer = 0;
|
|
}
|
|
|
|
if (farTickTimer >= farTickInterval)
|
|
{
|
|
double taskFarTickTimer = farTickTimer;
|
|
Task.Run(() =>
|
|
{
|
|
SimulateFar(taskFarTickTimer);
|
|
});
|
|
|
|
farTickTimer = 0;
|
|
}
|
|
}
|
|
|
|
public Sector GetCurrentSector()
|
|
{
|
|
return MainPlayer.PlayerData.CurrentSector;
|
|
}
|
|
|
|
private void SimulateClose(double delta)
|
|
{
|
|
List<Sector> neighbours = GetCurrentSector().GetNeighbouringSectors();
|
|
|
|
neighbours.ForEach(sector =>
|
|
{
|
|
Task.Run(() =>
|
|
{
|
|
sector.Simulate(delta);
|
|
});
|
|
});
|
|
}
|
|
|
|
private void SimulateFar(double delta)
|
|
{
|
|
simulating = true;
|
|
|
|
List<Task> tasks = [];
|
|
|
|
Sector[,,] sectors = GameUniverse.Sectors;
|
|
|
|
int sizeX = sectors.GetLength(0);
|
|
int countX = Mathf.Clamp(sizeX / maxFarThreads, 1, int.MaxValue);
|
|
|
|
for (int x = 0; x < sizeX; x += countX)
|
|
{
|
|
double taskDelta = delta;
|
|
int taskStartX = x;
|
|
int taskCountX = countX;
|
|
|
|
Task clusteredTask = Task.Run(() =>
|
|
{
|
|
SimulateFarClustered(taskDelta, taskStartX, taskCountX);
|
|
});
|
|
|
|
tasks.Add(clusteredTask);
|
|
}
|
|
|
|
Task.WaitAll([.. tasks]);
|
|
|
|
simulating = false;
|
|
}
|
|
|
|
private void SimulateFarClustered(double delta, int startX, int countX)
|
|
{
|
|
Vector3I currentCoordinates = GetCurrentSector().Coordinates;
|
|
|
|
Sector[,,] sectors = GameUniverse.Sectors;
|
|
|
|
int sizeX = sectors.GetLength(0);
|
|
int sizeY = sectors.GetLength(1);
|
|
int sizeZ = sectors.GetLength(2);
|
|
|
|
int startSkipX = Mathf.Clamp(currentCoordinates.X - 1, 0, sizeX);
|
|
int startSkipY = Mathf.Clamp(currentCoordinates.Y - 1, 0, sizeY);
|
|
int startSkipZ = Mathf.Clamp(currentCoordinates.Z - 1, 0, sizeZ);
|
|
|
|
int endSkipX = Mathf.Clamp(currentCoordinates.X + 1, 0, sizeX);
|
|
int endSkipY = Mathf.Clamp(currentCoordinates.Y + 1, 0, sizeY);
|
|
int endSkipZ = Mathf.Clamp(currentCoordinates.Z + 1, 0, sizeZ);
|
|
|
|
int endX = Mathf.Clamp(startX + countX, 0, sizeX);
|
|
|
|
for (int x = startX; x < endX; x++)
|
|
{
|
|
QueueManager.LogQueue.Enqueue("Simulating: " + x);
|
|
for (int y = 0; y < sizeY; y++)
|
|
{
|
|
Thread.Sleep(5);
|
|
for (int z = 0; z < sizeZ; z++)
|
|
{
|
|
if (Helpers.IsBetweenInclusive(x, startSkipX, endSkipX))
|
|
{
|
|
if (Helpers.IsBetweenInclusive(y, startSkipY, endSkipY))
|
|
{
|
|
if (Helpers.IsBetweenInclusive(z, startSkipZ, endSkipZ))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
try
|
|
{
|
|
sectors[x, y, z].Simulate(delta);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
QueueManager.LogQueue.Enqueue("EXCEPTION: " + e.Message);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void SpawnClose()
|
|
{
|
|
List<Sector> neighbours = GetCurrentSector().GetNeighbouringSectors();
|
|
|
|
neighbours.ForEach(sector => sector.SpawnObjects());
|
|
}
|
|
|
|
public void Spawn(GameObject gameObject)
|
|
{
|
|
spawnQueue.Enqueue(gameObject);
|
|
|
|
CallDeferred(nameof(ProcessSpawnQueue));
|
|
}
|
|
|
|
private void ProcessSpawnQueue()
|
|
{
|
|
spawnQueue.TryDequeue(out GameObject gameObject);
|
|
if (gameObject == null)
|
|
{
|
|
return;
|
|
}
|
|
if (spawnedObjects.ContainsKey(gameObject))
|
|
{
|
|
return;
|
|
}
|
|
|
|
Node3D instance = gameObject.Instantiate(GetCurrentSector());
|
|
spawnedObjects.Add(gameObject, instance);
|
|
|
|
CallDeferred("add_child", instance);
|
|
}
|
|
|
|
public void Despawn(GameObject gameObject)
|
|
{
|
|
if (!spawnedObjects.ContainsKey(gameObject))
|
|
{
|
|
return;
|
|
}
|
|
|
|
Node3D nodeToDespawn = spawnedObjects.GetValueOrDefault(gameObject);
|
|
spawnedObjects.Remove(gameObject);
|
|
|
|
CallDeferred("remove_child", nodeToDespawn);
|
|
nodeToDespawn.CallDeferred("queue_free");
|
|
}
|
|
|
|
public void ApplyOrigin()
|
|
{
|
|
Sector current = GetCurrentSector();
|
|
|
|
List<Sector> nearby = current.GetNeighbouringSectors();
|
|
|
|
foreach (Sector sector in nearby)
|
|
{
|
|
foreach (GameObject gameObject in sector.GameObjects)
|
|
{
|
|
gameObject.UpdateSectorOffset(current);
|
|
}
|
|
}
|
|
|
|
foreach (GameObject spawned in spawnedObjects.Keys)
|
|
{
|
|
if (!nearby.Contains(spawned.CurrentSector))
|
|
{
|
|
Despawn(spawned);
|
|
}
|
|
}
|
|
|
|
nearby.ForEach(sector => sector.SpawnObjects());
|
|
}
|
|
}
|