Files
Nitrox/NitroxClient/GameLogic/Terrain.cs
2025-07-06 00:23:46 +02:00

92 lines
3.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NitroxClient.Communication.Abstract;
using NitroxModel.DataStructures.GameLogic;
using NitroxModel.Packets;
using NitroxModel_Subnautica.DataStructures;
using UnityEngine;
using WorldStreaming;
namespace NitroxClient.GameLogic;
public class Terrain
{
private readonly IMultiplayerSession multiplayerSession;
private readonly IPacketSender packetSender;
private readonly HashSet<AbsoluteEntityCell> visibleCells = [];
private readonly List<AbsoluteEntityCell> addedCells = [];
private readonly List<AbsoluteEntityCell> removedCells = [];
private bool cellsPendingSync;
private float bufferedTime = 0f;
private const float TIME_BUFFER = 0.05f;
public Terrain(IMultiplayerSession multiplayerSession, IPacketSender packetSender)
{
this.multiplayerSession = multiplayerSession;
this.packetSender = packetSender;
}
public void CellLoaded(Int3 batchId, Int3 cellId, int level)
{
AbsoluteEntityCell cell = new(batchId.ToDto(), cellId.ToDto(), level);
if (!visibleCells.Contains(cell))
{
visibleCells.Add(cell);
addedCells.Add(cell);
cellsPendingSync = true;
}
}
public void CellUnloaded(Int3 batchId, Int3 cellId, int level)
{
AbsoluteEntityCell cell = new(batchId.ToDto(), cellId.ToDto(), level);
if (visibleCells.Contains(cell))
{
visibleCells.Remove(cell);
removedCells.Add(cell);
cellsPendingSync = true;
}
}
public void UpdateVisibility()
{
bufferedTime += Time.deltaTime;
if (bufferedTime >= TIME_BUFFER)
{
if (cellsPendingSync)
{
CellVisibilityChanged cellsChanged = new(multiplayerSession.Reservation.PlayerId, addedCells.ToArray(), removedCells.ToArray());
packetSender.Send(cellsChanged);
addedCells.Clear();
removedCells.Clear();
cellsPendingSync = false;
}
bufferedTime = 0f;
}
}
/// <summary>
/// Forces world streamer's to load the terrain around the MainCamera and waits until it's done to unfreeze the player.
/// </summary>
public static IEnumerator WaitForWorldLoad()
{
// In WorldStreamer.CreateStreamers() three coroutines are created to constantly call UpdateCenter() on the streamers
// We force these updates so that the world streamer gets busy instantly
WorldStreamer streamerV2 = LargeWorldStreamer.main.streamerV2;
streamerV2.UpdateStreamingCenter(MainCamera.camera.transform.position);
streamerV2.octreesStreamer.UpdateCenter(streamerV2.streamingCenter);
streamerV2.lowDetailOctreesStreamer.UpdateCenter(streamerV2.streamingCenter);
streamerV2.clipmapStreamer.UpdateCenter(streamerV2.streamingCenter);
yield return new WaitUntil(() => LargeWorldStreamer.main.IsWorldSettled());
Player.main.cinematicModeActive = false;
}
}