Fix Map Entity Updates

This commit is contained in:
Evil Factory
2022-02-24 16:06:08 -03:00
parent 147307c891
commit f31142b754
2 changed files with 48 additions and 17 deletions

View File

@@ -134,7 +134,18 @@ namespace Barotrauma
public bool disableDisconnectCharacter = false;
public bool enableControlHusk = false;
public int mapEntityUpdateRate = 1;
public int mapEntityUpdateInterval
{
get { return MapEntity.MapEntityUpdateInterval; }
set { MapEntity.MapEntityUpdateInterval = value; }
}
public int gapUpdateInterval
{
get { return MapEntity.GapUpdateInterval; }
set { MapEntity.GapUpdateInterval = value; }
}
public HashSet<Item> updatePriorityItems = new HashSet<Item>();
public void AddPriorityItem(Item item)

View File

@@ -19,8 +19,9 @@ namespace Barotrauma
protected List<ushort> linkedToID;
public List<ushort> unresolvedLinkedToID;
private const int GapUpdateInterval = 4;
private static int gapUpdateTimer;
public static int MapEntityUpdateInterval = 1;
public static int GapUpdateInterval = 4;
private static int mapEntityUpdateTick;
/// <summary>
/// List of upgrades this item has
@@ -560,42 +561,61 @@ namespace Barotrauma
/// </summary>
public static void UpdateAll(float deltaTime, Camera cam)
{
foreach (Hull hull in Hull.hullList)
mapEntityUpdateTick++;
if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
{
hull.Update(deltaTime, cam);
}
foreach (Hull hull in Hull.hullList)
{
hull.Update(deltaTime * MapEntityUpdateInterval, cam);
}
#if CLIENT
Hull.UpdateCheats(deltaTime, cam);
Hull.UpdateCheats(deltaTime * MapEntityUpdateInterval, cam);
#endif
foreach (Structure structure in Structure.WallList)
{
structure.Update(deltaTime, cam);
foreach (Structure structure in Structure.WallList)
{
structure.Update(deltaTime * MapEntityUpdateInterval, cam);
}
}
//update gaps in random order, because otherwise in rooms with multiple gaps
//the water/air will always tend to flow through the first gap in the list,
//which may lead to weird behavior like water draining down only through
//one gap in a room even if there are several
gapUpdateTimer++;
if (gapUpdateTimer >= GapUpdateInterval)
if (mapEntityUpdateTick % GapUpdateInterval == 0)
{
foreach (Gap gap in Gap.GapList.OrderBy(g => Rand.Int(int.MaxValue)))
{
gap.Update(deltaTime * GapUpdateInterval, cam);
}
gapUpdateTimer = 0;
}
Powered.UpdatePower(deltaTime);
foreach (Item item in Item.ItemList)
if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
{
Powered.UpdatePower(deltaTime * MapEntityUpdateInterval);
foreach (Item item in Item.ItemList)
{
if (GameMain.Lua.game.updatePriorityItems.Contains(item)) continue;
item.Update(deltaTime * MapEntityUpdateInterval, cam);
}
}
foreach (var item in GameMain.Lua.game.updatePriorityItems)
{
if (item.Removed) continue;
item.Update(deltaTime, cam);
}
UpdateAllProjSpecific(deltaTime);
if (mapEntityUpdateTick % MapEntityUpdateInterval == 0)
{
Spawner?.Update();
UpdateAllProjSpecific(deltaTime * MapEntityUpdateInterval);
Spawner?.Update();
}
}
static partial void UpdateAllProjSpecific(float deltaTime);