move microSim to serverState
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94304c4675
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@ -1824,6 +1824,7 @@ Move signalSystem into engineState
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Move some global state into rendering engine
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Push settings into config variable
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Move window pointer into rendering engine
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Move microSimulation into serverState
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@ -14,7 +14,6 @@ import electrosphere.controls.ControlHandler;
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import electrosphere.controls.MouseCallback;
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import electrosphere.controls.ScrollCallback;
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import electrosphere.controls.cursor.CursorState;
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import electrosphere.data.particle.ParticleDefinition;
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import electrosphere.data.voxel.VoxelType;
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import electrosphere.engine.assetmanager.AssetDataStrings;
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import electrosphere.engine.assetmanager.AssetManager;
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@ -41,7 +40,6 @@ import electrosphere.server.db.DatabaseController;
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import electrosphere.server.entity.poseactor.PoseModel;
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import electrosphere.server.service.CharacterService;
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import electrosphere.server.service.StructureScanningService;
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import electrosphere.server.simulation.MicroSimulation;
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import electrosphere.util.FileUtils;
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/**
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@ -179,6 +177,8 @@ public class Globals {
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//
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public static TextureMap textureMapDefault;
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public static ModelPretransforms modelPretransforms;
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public static ShaderOptionMap shaderOptionMap;
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public static FontManager fontManager;
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//
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@ -192,14 +192,7 @@ public class Globals {
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//
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// Particle stuff
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//
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public static ParticleDefinition particleDefinition;
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public static ParticleService particleService;
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public static ShaderOptionMap shaderOptionMap;
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//manages all loaded fonts
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public static FontManager fontManager;
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public static ParticleService particleService;
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//
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@ -209,9 +202,6 @@ public class Globals {
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//manages all models loaded into memory
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public static AssetManager assetManager;
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//micro simulation
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public static MicroSimulation microSimulation;
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//script engine
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public static ScriptEngine scriptEngine;
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@ -88,8 +88,6 @@ public class ChunkGenerationTestLoading {
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e.printStackTrace();
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}
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}
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//initialize the "real" objects simulation
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LoadingUtils.initMicroSimulation();
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//init game specific stuff (ie different skybox colors)
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LoadingUtils.initGameGraphicalEntities();
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//set simulations to ready if they exist
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@ -56,8 +56,6 @@ public class DebugSPWorldLoading {
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e.printStackTrace();
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}
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}
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//initialize the "real" objects simulation
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LoadingUtils.initMicroSimulation();
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//init game specific stuff (ie different skybox colors)
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LoadingUtils.initGameGraphicalEntities();
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//set simulations to ready if they exist
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@ -84,8 +84,6 @@ public class LevelEditorLoading {
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e.printStackTrace();
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}
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}
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//initialize the "real" objects simulation
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LoadingUtils.initMicroSimulation();
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//init game specific stuff (ie different skybox colors)
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LoadingUtils.initGameGraphicalEntities();
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//set simulations to ready if they exist
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@ -55,8 +55,6 @@ public class LevelLoading {
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}
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}
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//initialize the "real" objects simulation
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LoadingUtils.initMicroSimulation();
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//init game specific stuff (ie different skybox colors)
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LoadingUtils.initGameGraphicalEntities();
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//set simulations to ready if they exist
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@ -27,7 +27,6 @@ import electrosphere.net.server.player.Player;
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import electrosphere.server.datacell.Realm;
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import electrosphere.server.datacell.ServerWorldData;
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import electrosphere.server.entity.serialization.ContentSerialization;
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import electrosphere.server.simulation.MicroSimulation;
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import electrosphere.server.macro.character.Character;
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/**
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@ -206,20 +205,12 @@ public class LoadingUtils {
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// Globals.spawnPoint.set((float)startX,(float)Globals.commonWorldData.getElevationAtPoint(new Vector3d(startX,0,startZ)),(float)startZ);
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// Globals.macroSimulation.setReady(true);
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}
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static void initMicroSimulation(){
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if(Globals.microSimulation == null){
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Globals.microSimulation = new MicroSimulation();
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}
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}
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/**
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* Sets the server simulations to ready
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*/
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static void setSimulationsToReady(){
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if(Globals.microSimulation != null){
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Globals.microSimulation.setReady(true);
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}
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Globals.serverState.microSimulation.setReady(true);
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}
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}
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@ -51,8 +51,6 @@ public class ServerLoading {
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//initialize the local connection
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Globals.clientState.clientUsername = username;
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Globals.clientState.clientPassword = password;
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//initialize the "real" objects simulation
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LoadingUtils.initMicroSimulation();
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//init game specific stuff (ie different skybox colors)
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LoadingUtils.initGameGraphicalEntities();
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//log
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@ -60,7 +60,6 @@ public class ViewportLoading {
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Globals.serverState.realmManager.first().getDataCellManager().addPlayerToRealm(localPlayer);
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//initialize the "real" objects simulation
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LoadingUtils.initMicroSimulation();
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LoadingUtils.setSimulationsToReady();
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LoggerInterface.loggerEngine.INFO("[Server]Finished loading level editor");
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@ -9,6 +9,7 @@ import electrosphere.server.datacell.EntityDataCellMapper;
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import electrosphere.server.datacell.RealmManager;
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import electrosphere.server.saves.Save;
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import electrosphere.server.service.CharacterService;
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import electrosphere.server.simulation.MicroSimulation;
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/**
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* Server state
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@ -60,4 +61,9 @@ public class ServerState {
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*/
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public PlayerManager playerManager = new PlayerManager();
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/**
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* The micro simulation
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*/
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public final MicroSimulation microSimulation = new MicroSimulation();
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}
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@ -88,10 +88,10 @@ public class ViewportDataCellManager implements DataCellManager {
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@Override
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public void simulate() {
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if(Globals.microSimulation != null && Globals.microSimulation.isReady()){
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Globals.microSimulation.simulate(this.serverDataCell);
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if(Globals.serverState.microSimulation != null && Globals.serverState.microSimulation.isReady()){
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Globals.serverState.microSimulation.simulate(this.serverDataCell);
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}
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updatePlayerPositions();
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this.updatePlayerPositions();
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}
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@Override
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@ -704,10 +704,10 @@ public class GriddedDataCellManager implements DataCellManager, VoxelCellManager
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//micro simulation
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boolean runMicroSim = Globals.microSimulation != null && Globals.microSimulation.isReady();
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boolean runMicroSim = Globals.serverState.microSimulation != null && Globals.serverState.microSimulation.isReady();
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for(ServerDataCell cell : this.groundDataCells.values()){
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if(runMicroSim && this.shouldSimulate(cell)){
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Globals.microSimulation.simulate(cell);
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Globals.serverState.microSimulation.simulate(cell);
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}
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//queue fluid simulation
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