prepare to send different data per client
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1 changed files with 245 additions and 128 deletions
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@ -5,18 +5,30 @@ namespace TanksServer.Graphics;
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internal sealed class GeneratePixelsTickStep(
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IEnumerable<IDrawStep> drawSteps,
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LastFinishedFrameProvider lastFrameProvider
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IEnumerable<IFrameConsumer> consumers
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) : ITickStep
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{
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private readonly List<IDrawStep> _drawSteps = drawSteps.ToList();
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private readonly PixelGrid _drawGrid = new(MapService.PixelsPerRow, MapService.PixelsPerColumn);
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private readonly List<IFrameConsumer> _consumers = consumers.ToList();
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public Task TickAsync()
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private readonly PixelGrid _observerPixelGrid = new(MapService.PixelsPerRow, MapService.PixelsPerColumn);
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private readonly GamePixelGrid _gamePixelGrid = new(MapService.PixelsPerRow, MapService.PixelsPerColumn);
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public async Task TickAsync()
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{
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_drawGrid.Clear();
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_gamePixelGrid.Clear();
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foreach (var step in _drawSteps)
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step.Draw(_drawGrid);
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lastFrameProvider.LastFrame = _drawGrid;
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return Task.CompletedTask;
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step.Draw(_gamePixelGrid);
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_observerPixelGrid.Clear();
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for (var y = 0; y < MapService.PixelsPerColumn; y++)
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for (var x = 0; x < MapService.PixelsPerRow; x++)
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{
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if (_gamePixelGrid[x, y].EntityType.HasValue)
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_observerPixelGrid[(ushort)x, (ushort)y] = true;
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}
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foreach (var consumer in _consumers)
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await consumer.OnFrameDoneAsync(_gamePixelGrid, _observerPixelGrid);
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}
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}
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