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
+1 -1
View File
@@ -64,8 +64,8 @@ async function animateTokens(tokens, draggedToken, draggedRays, wasPaused) {
return {token, rays: offsetRays, dx, dy};
});
trackRays(tokenAnimationData.map(({token}) => token), tokenAnimationData.map(({rays}) => rays));
for (const {token, rays} of tokenAnimationData) {
trackRays(token, rays);
token._noAnimate = true;
}
for (let i = 0;i < tokenAnimationData[0].rays.length; i++) {
+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}]);
}
+7 -5
View File
@@ -5,13 +5,15 @@ Hooks.once("socketlib.ready", () => {
socket.register("updateCombatantDragRulerFlags", _socketUpdateCombatantDragRulerFlags);
});
export function updateCombatantDragRulerFlags(combat, combatant, flags) {
export function updateCombatantDragRulerFlags(combat, updates) {
const combatId = combat.id;
const combatantId = combatant._id;
return socket.executeAsGM(_socketUpdateCombatantDragRulerFlags, combatId, combatantId, flags);
return socket.executeAsGM(_socketUpdateCombatantDragRulerFlags, combatId, updates);
}
async function _socketUpdateCombatantDragRulerFlags(combatId, combatantId, flags) {
async function _socketUpdateCombatantDragRulerFlags(combatId, updates) {
const combat = game.combats.get(combatId);
await combat.updateEmbeddedEntity("Combatant", {_id: combatantId, flags: {dragRuler: flags}}, {diff: false});
updates = updates.map(update => {
return {_id: update._id, flags: {dragRuler: update.dragRulerFlags}};
});
await combat.updateEmbeddedEntity("Combatant", updates, {diff: false});
}