Files
RobustToolbox/Robust.Server/Map/ServerMapManager.cs
T

99 lines
4.1 KiB
C#

using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Timing;
namespace Robust.Server.Map
{
[UsedImplicitly]
internal sealed class ServerMapManager : MapManager, IServerMapManager
{
private readonly List<(GameTick tick, GridId gridId)> _gridDeletionHistory = new();
private readonly List<(GameTick tick, MapId mapId)> _mapDeletionHistory = new();
public override void DeleteMap(MapId mapID)
{
base.DeleteMap(mapID);
_mapDeletionHistory.Add((GameTiming.CurTick, mapID));
}
public override void DeleteGrid(GridId gridID)
{
base.DeleteGrid(gridID);
_gridDeletionHistory.Add((GameTiming.CurTick, gridID));
}
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)
.Select(kv => kv.Key).ToArray();
var gridCreations = _grids.Values.Where(g => g.CreatedTick >= fromTick && g.ParentMapId != MapId.Nullspace).ToDictionary(g => g.Index,
grid => new GameStateMapData.GridCreationDatum(grid.ChunkSize));
// 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.Length == 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;
return new GameStateMapData(gridDatums?.ToArray(), gridDeletionsData?.ToArray(), mapDeletionsData?.ToArray(), mapCreations?.ToArray(), gridCreations?.ToArray());
}
public void CullDeletionHistory(GameTick uptoTick)
{
_mapDeletionHistory.RemoveAll(t => t.tick < uptoTick);
_gridDeletionHistory.RemoveAll(t => t.tick < uptoTick);
}
}
}