Remove ForceFullUpdate, rework entity lifecycle, move skill selection to round end
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a5c0e3ca4b
commit
4b42670804
8 changed files with 251 additions and 216 deletions
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@ -17,6 +17,13 @@ namespace src.player
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UpdateGameRules();
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if (Server.TickCount % 2 != 0) return;
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if (PerfLog.Enabled && Server.TickCount % 1920 == 0)
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{
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int server = Utilities.GetAllEntities().Count(e => e != null && e.IsValid);
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var (tracked, owners) = EntityManager.GetStatistics();
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PerfLog.Info($"ENTITIES server={server} tracked={tracked} owners={owners}");
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}
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long perfStart = PerfLog.Start();
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foreach (var player in Utilities.GetPlayers())
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{
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@ -39,6 +46,8 @@ namespace src.player
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private static void OnMapEnd()
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{
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PerfLog.Info("===== MAP END (clean map change) =====");
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Debug.WriteToDebug("===== MAP END (clean map change) =====");
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BotManager.Stop();
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}
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@ -63,6 +72,10 @@ namespace src.player
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{
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if (player == null || !player.IsValid || player.IsBot) return;
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// No skill HUD during warmup or after the match ended.
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var gameRules = Instance?.GameRules;
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if (gameRules == null || gameRules.WarmupPeriod == true || gameRules.GamePhase >= 5) return;
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var skillPlayer = PlayerManager.GetPlayerByIndex(PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index);
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if (skillPlayer == null || !skillPlayer.DisplayHUD) return;
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