Track the movement of all tokens that are moved simultaneously in one batch (huge performance bump if many tokens are moved)

This commit is contained in:
Manuel Vögele
2021-04-29 00:03:05 +02:00
parent f0d1ef9d48
commit f0ef109658
3 changed files with 21 additions and 11 deletions
+13 -5
View File
@@ -1,6 +1,6 @@
import {measureDistances} from "./compatibility.js";
import {updateCombatantDragRulerFlags} from "./socket.js";
import {getTokenShape} from "./util.js";
import {getTokenShape, zip} from "./util.js";
function initTrackingFlag(combatant) {
const initialFlag = {passedWaypoints: [], trackedRound: 0};
@@ -23,13 +23,21 @@ function getInitializedCombatant(token, combat) {
return combatant;
}
export async function trackRays(token, rays) {
// Only track movement if the current token is participating in the active combat
export async function trackRays(tokens, tokenRays) {
const combat = game.combat;
if (!combat)
return;
if (!combat.started)
return;
if (!(tokens instanceof Array)) {
tokens = [tokens];
tokenRays = [tokenRays];
}
const updates = Array.from(zip(tokens, tokenRays)).map(([token, rays]) => calculateUpdate(combat, token, rays)).filter(Boolean);
await updateCombatantDragRulerFlags(combat, updates);
}
function calculateUpdate(combat, token, rays) {
const combatant = getInitializedCombatant(token, combat);
if (!combatant)
return;
@@ -55,7 +63,7 @@ export async function trackRays(token, rays) {
waypoints.push(ray.A);
}
}
await updateCombatantDragRulerFlags(combat, combatant, dragRulerFlags);
return {_id: combatant._id, dragRulerFlags};
}
export function getMovementHistory(token) {
@@ -81,5 +89,5 @@ export async function resetMovementHistory(combat, combatantId) {
dragRulerFlags.passedWaypoints = undefined;
dragRulerFlags.trackedRound = undefined;
dragRulerFlags.rulerState = undefined;
await updateCombatantDragRulerFlags(combat, combatant, dragRulerFlags);
await updateCombatantDragRulerFlags(combat, [{_id: combatantId, dragRulerFlags}]);
}