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Packed unit updates / MotionPlans (#3292)
## Description: Reduce per-step `Unit` update traffic by shipping packed motion plans and letting the client advance plan-driven units locally. Changes: - Add packed motion plan records (`packedMotionPlans?: Uint32Array`) to game updates and transfer the buffer worker -> main. - Introduce `src/core/game/MotionPlans.ts` (schema + pack/unpack) for grid + train motion plans. - Extend `Game` with `recordMotionPlan(...)` and `drainPackedMotionPlans()`, and implement buffering/packing in `GameImpl`. - Treat units with motion plans as “plan-driven”: suppress per-tile `Unit` updates on `move()` and advance positions client-side. - Emit motion plans from executions: - `TradeShipExecution`: record/update grid motion plans and `touch()` when changing target after capture. - `TransportShipExecution`: record initial plan and update it when destination changes. - `TrainExecution`: record a train plan on init (engine + cars). - Client: apply motion plans in `GameView` and ensure `UnitLayer` updates sprites for motion-planned units even when no `Unit` updates arrived. ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory - [ ] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME
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@@ -65,11 +65,27 @@ export class UnitLayer implements Layer {
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}
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tick() {
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const unitIds = this.game
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.updatesSinceLastTick()
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?.[GameUpdateType.Unit]?.map((unit) => unit.id);
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const updatedUnitIds =
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this.game
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.updatesSinceLastTick()
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?.[GameUpdateType.Unit]?.map((unit) => unit.id) ?? [];
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this.updateUnitsSprites(unitIds ?? []);
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const motionPlanUnitIds = this.game.motionPlannedUnitIds();
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if (updatedUnitIds.length === 0) {
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this.updateUnitsSprites(motionPlanUnitIds);
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return;
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}
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if (motionPlanUnitIds.length === 0) {
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this.updateUnitsSprites(updatedUnitIds);
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return;
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}
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const unitIds = new Set<number>(updatedUnitIds);
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for (const id of motionPlanUnitIds) {
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unitIds.add(id);
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}
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this.updateUnitsSprites(Array.from(unitIds));
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}
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init() {
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