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Since the program uses TCP, the packets are guaranteed to be received in order.
In GameServer's tick, the value of mBattleFieldRect.top decreases for every function call. Thus, the value of mWorldHeight - mBattleFieldRect.top + 500 increases for every function call.
if (now() >= mTimeForNextSpawn + mLastSpawnTime)
{
// No more enemies are spawned near the end
if (mBattleFieldRect.top > 600.f)
{
std::size_t enemyCount = 1u + randomInt(2);
float spawnCenter = static_cast<float>(randomInt(500) - 250);
// In case only one enemy is being spawned, it appears directly at the spawnCenter
float planeDistance = 0.f;
float nextSpawnPosition = spawnCenter;
// In case there are two enemies being spawned together, each is spawned at each side of the spawnCenter, with a minimum distance
if (enemyCount == 2)
{
planeDistance = static_cast<float>(150 + randomInt(250));
nextSpawnPosition = spawnCenter - planeDistance / 2.f;
}
// Send the spawn orders to all clients
for (std::size_t i = 0; i < enemyCount; ++i)
{
sf::Packet packet;
packet << static_cast<sf::Int32>(Server::SpawnEnemy);
packet << static_cast<sf::Int32>(1 + randomInt(Aircraft::TypeCount-1));
packet << mWorldHeight - mBattleFieldRect.top + 500;
packet << nextSpawnPosition;
nextSpawnPosition += planeDistance / 2.f;
sendToAll(packet);
}
mLastSpawnTime = now();
mTimeForNextSpawn = sf::milliseconds(2000 + randomInt(6000));
}
}
Therefore, the height is already sorted in increasing order and sorting the enemy after every SpawnEnemy packet is wasteful. Using a deque to sort the height for networked state would be more efficient.
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