ModuleLimitedDataTransmitter: Changes to TransmitData to hopefully improve performance when transmitting directly from an experiment dialog.
--- a/ARTools.cs
+++ b/ARTools.cs
@@ -124,6 +124,34 @@
return "0";
}
}
+
+ public static T Min<T>(params T[] values) where T : IComparable<T>
+ {
+ if (values.Length < 2)
+ {
+ throw new ArgumentException("Min must be called with at least two arguments.");
+ }
+
+ IComparable<T> minValue = values[0];
+
+ for (long i = 1; i < values.LongLength; i++)
+ {
+ IComparable<T> value = values[i];
+
+ if (value.CompareTo((T)minValue) < 0)
+ {
+ minValue = value;
+ }
+ }
+
+ return (T)minValue;
+ }
+
+ public static void Restart(this System.Diagnostics.Stopwatch stopwatch)
+ {
+ stopwatch.Reset();
+ stopwatch.Start();
+ }
}
}
--- a/AntennaRelay.cs
+++ b/AntennaRelay.cs
@@ -26,6 +26,9 @@
// We don't have a Bard, so we'll hide Kerbin here.
protected CelestialBody Kerbin;
+ protected IAntennaRelay _nearestRelayCache;
+ protected IAntennaRelay moduleRef;
+
protected System.Diagnostics.Stopwatch searchTimer;
protected long millisecondsBetweenSearches;
@@ -33,68 +36,83 @@
/// Gets the parent Vessel.
/// </summary>
/// <value>The parent Vessel.</value>
- public Vessel vessel
+ public virtual Vessel vessel
+ {
+ get
+ {
+ return this.moduleRef.vessel;
+ }
+ }
+
+ /// <summary>
+ /// Gets or sets the nearest relay.
+ /// </summary>
+ /// <value>The nearest relay</value>
+ public IAntennaRelay nearestRelay
+ {
+ get
+ {
+ if (this.searchTimer.IsRunning &&
+ this.searchTimer.ElapsedMilliseconds > this.millisecondsBetweenSearches)
+ {
+ this._nearestRelayCache = this.FindNearestRelay();
+ this.searchTimer.Restart();
+ }
+
+ return this._nearestRelayCache;
+ }
+ protected set
+ {
+ this._nearestRelayCache = value;
+ }
+ }
+
+ /// <summary>
+ /// Gets the transmit distance.
+ /// </summary>
+ /// <value>The transmit distance.</value>
+ public double transmitDistance
+ {
+ get
+ {
+ this.nearestRelay = this.FindNearestRelay();
+
+ // If there is no available relay nearby...
+ if (this.nearestRelay == null)
+ {
+ // .. return the distance to Kerbin
+ return this.DistanceTo(this.Kerbin);
+ }
+ else
+ {
+ /// ...otherwise, return the distance to the nearest available relay.
+ return this.DistanceTo(nearestRelay);
+ }
+ }
+ }
+
+ /// <summary>
+ /// The maximum distance at which this relay can operate.
+ /// </summary>
+ /// <value>The max transmit distance.</value>
+ public virtual float maxTransmitDistance
+ {
+ get;
+ set;
+ }
+
+ /// <summary>
+ /// Gets a value indicating whether this <see cref="AntennaRange.ProtoDataTransmitter"/> has been checked during
+ /// the current relay attempt.
+ /// </summary>
+ /// <value><c>true</c> if relay checked; otherwise, <c>false</c>.</value>
+ public virtual bool relayChecked
{
get;
protected set;
}
/// <summary>
- /// Gets or sets the nearest relay.
- /// </summary>
- /// <value>The nearest relay</value>
- public IAntennaRelay nearestRelay
- {
- get;
- protected set;
- }
-
- /// <summary>
- /// Gets the transmit distance.
- /// </summary>
- /// <value>The transmit distance.</value>
- public double transmitDistance
- {
- get
- {
- this.nearestRelay = this.FindNearestRelay();
-
- // If there is no available relay nearby...
- if (nearestRelay == null)
- {
- // .. return the distance to Kerbin
- return this.DistanceTo(this.Kerbin);
- }
- else
- {
- /// ...otherwise, return the distance to the nearest available relay.
- return this.DistanceTo(nearestRelay);
- }
- }
- }
-
- /// <summary>
- /// The maximum distance at which this relay can operate.
- /// </summary>
- /// <value>The max transmit distance.</value>
- public virtual float maxTransmitDistance
- {
- get;
- set;
- }
-
- /// <summary>
- /// Gets a value indicating whether this <see cref="AntennaRange.ProtoDataTransmitter"/> has been checked during
- /// the current relay attempt.
- /// </summary>
- /// <value><c>true</c> if relay checked; otherwise, <c>false</c>.</value>
- public virtual bool relayChecked
- {
- get;
- protected set;
- }
-
- /// <summary>
/// Determines whether this instance can transmit.
/// </summary>
/// <returns><c>true</c> if this instance can transmit; otherwise, <c>false</c>.</returns>
@@ -129,80 +147,88 @@
this.searchTimer.Start();
- // Set this relay as checked, so that we don't check it again.
- this.relayChecked = true;
-
- // Get a list of vessels within transmission range.
- List<Vessel> nearbyVessels = FlightGlobals.Vessels
- .Where(v => (v.GetWorldPos3D() - vessel.GetWorldPos3D()).magnitude < this.maxTransmitDistance)
- .ToList();
-
- nearbyVessels.RemoveAll(v => v.vesselType == VesselType.Debris);
- nearbyVessels.RemoveAll(v => v.vesselType == VesselType.Flag);
-
Tools.PostDebugMessage(string.Format(
- "{0}: Non-debris, non-flag vessels in range: {1}",
+ "{0}: finding nearest relay for {1} ({2})",
this.GetType().Name,
- nearbyVessels.Count
- ));
-
- // Remove this vessel.
- nearbyVessels.RemoveAll(v => v.id == vessel.id);
-
- Tools.PostDebugMessage(string.Format(
- "{0}: Vessels in range excluding self: {1}",
- this.GetType().Name,
- nearbyVessels.Count
- ));
-
- // Get a flattened list of all IAntennaRelay modules and protomodules in transmission range.
- List<IAntennaRelay> nearbyRelays = nearbyVessels.SelectMany(v => v.GetAntennaRelays()).ToList();
-
- Tools.PostDebugMessage(string.Format(
- "{0}: Found {1} nearby relays.",
- this.GetType().Name,
- nearbyRelays.Count
- ));
-
- // Remove all relays already checked this time.
- nearbyRelays.RemoveAll(r => r.relayChecked);
-
- Tools.PostDebugMessage(string.Format(
- "{0}: Found {1} nearby relays not already checked.",
- this.GetType().Name,
- nearbyRelays.Count
- ));
-
- // Remove all relays that cannot transmit.
- // This call to r.CanTransmit() starts a depth-first recursive search for relays with a path back to Kerbin.
- nearbyRelays.RemoveAll(r => !r.CanTransmit());
-
- Tools.PostDebugMessage(string.Format(
- "{0}: Found {1} nearby relays not already checked that can transmit.",
- this.GetType().Name,
- nearbyRelays.Count
- ));
-
- // Sort the available relays by distance.
- nearbyRelays.Sort(new RelayComparer(this.vessel));
-
- // Get the nearest available relay, or null if there are no available relays nearby.
- IAntennaRelay _nearestRelay = nearbyRelays.FirstOrDefault();
-
- // If we have a nearby relay...
- if (_nearestRelay != null)
- {
- // ...but that relay is farther than Kerbin...
- if (this.DistanceTo(_nearestRelay) > this.DistanceTo(Kerbin))
- {
- // ...just use Kerbin.
- _nearestRelay = null;
+ this,
+ this.vessel.id
+ ));
+
+ // Set this vessel as checked, so that we don't check it again.
+ RelayDatabase.Instance.CheckedVesselsTable[vessel.id] = true;
+
+ double nearestDistance = double.PositiveInfinity;
+ IAntennaRelay _nearestRelay = null;
+
+ /*
+ * Loop through all the vessels and exclude this vessel, vessels of the wrong type, and vessels that are too
+ * far away. When we find a candidate, get through its antennae for relays which have not been checked yet
+ * and that can transmit. Once we find a suitable candidate, assign it to _nearestRelay for comparison
+ * against future finds.
+ * */
+ foreach (Vessel potentialVessel in FlightGlobals.Vessels)
+ {
+ // Skip vessels that have already been checked for a nearest relay this pass.
+ try
+ {
+ if (RelayDatabase.Instance.CheckedVesselsTable[potentialVessel.id])
+ {
+ continue;
+ }
+ }
+ catch (KeyNotFoundException) { /* If the key doesn't exist, don't skip it. */}
+
+ // Skip vessels of the wrong type.
+ switch (potentialVessel.vesselType)
+ {
+ case VesselType.Debris:
+ case VesselType.Flag:
+ case VesselType.EVA:
+ case VesselType.SpaceObject:
+ case VesselType.Unknown:
+ continue;
+ default:
+ break;
+ }
+
+ // Skip vessels with the wrong ID
+ if (potentialVessel.id == vessel.id)
+ {
+ continue;
+ }
+
+ // Find the distance from here to the vessel...
+ double potentialDistance = (potentialVessel.GetWorldPos3D() - vessel.GetWorldPos3D()).magnitude;
+
+ /*
+ * ...so that we can skip the vessel if it is further away than Kerbin, our transmit distance, or a
+ * vessel we've already checked.
+ * */
+ if (potentialDistance > Tools.Min(this.maxTransmitDistance, nearestDistance, vessel.DistanceTo(Kerbin)))
+ {
+ continue;
+ }
+
+ nearestDistance = potentialDistance;
+
+ foreach (IAntennaRelay potentialRelay in potentialVessel.GetAntennaRelays())
+ {
+ if (potentialRelay.CanTransmit())
+ {
+ _nearestRelay = potentialRelay;
+ Tools.PostDebugMessage(string.Format("{0}: found new best relay {1} ({2})",
+ this.GetType().Name,
+ _nearestRelay.ToString(),
+ _nearestRelay.vessel.id
+ ));
+ break;
+ }
}
}
// Now that we're done with our recursive CanTransmit checks, flag this relay as not checked so it can be
// used next time.
- this.relayChecked = false;
+ RelayDatabase.Instance.CheckedVesselsTable.Remove(vessel.id);
// Return the nearest available relay, or null if there are no available relays nearby.
return _nearestRelay;
@@ -212,9 +238,9 @@
/// Initializes a new instance of the <see cref="AntennaRange.ProtoDataTransmitter"/> class.
/// </summary>
/// <param name="ms"><see cref="ProtoPartModuleSnapshot"/></param>
- public AntennaRelay(Vessel v)
- {
- this.vessel = v;
+ public AntennaRelay(IAntennaRelay module)
+ {
+ this.moduleRef = module;
this.searchTimer = new System.Diagnostics.Stopwatch();
this.millisecondsBetweenSearches = 5000;
@@ -223,46 +249,6 @@
// we hope it is safe enough.
this.Kerbin = FlightGlobals.Bodies.FirstOrDefault(b => b.name == "Kerbin");
}
-
- /*
- * Class implementing IComparer<IAntennaRelay> for use in sorting relays by distance.
- * */
- internal class RelayComparer : IComparer<IAntennaRelay>
- {
- /// <summary>
- /// The reference Vessel (usually the active vessel).
- /// </summary>
- protected Vessel referenceVessel;
-
- // We don't want no stinking public parameterless constructors.
- private RelayComparer() {}
-
- /// <summary>
- /// Initializes a new instance of the <see cref="AntennaRange.AntennaRelay+RelayComparer"/> class for use
- /// in sorting relays by distance.
- /// </summary>
- /// <param name="reference">The reference Vessel</param>
- public RelayComparer(Vessel reference)
- {
- this.referenceVessel = reference;
- }
-
- /// <summary>
- /// Compare the <see cref="IAntennaRelay"/>s "one" and "two".
- /// </summary>
- /// <param name="one">The first IAntennaRelay in the comparison</param>
- /// <param name="two">The second IAntennaRelay in the comparison</param>
- public int Compare(IAntennaRelay one, IAntennaRelay two)
- {
- double distanceOne;
- double distanceTwo;
-
- distanceOne = one.vessel.DistanceTo(referenceVessel);
- distanceTwo = two.vessel.DistanceTo(referenceVessel);
-
- return distanceOne.CompareTo(distanceTwo);
- }
- }
}
}
--- /dev/null
+++ b/EventSniffer.cs
@@ -1,1 +1,207 @@
-
+// AntennaRange © 2014 toadicus
+//
+// This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a
+// copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/
+
+#if DEBUG
+using KSP;
+using System;
+using System.Text;
+using UnityEngine;
+
+namespace AntennaRange
+{
+ [KSPAddon(KSPAddon.Startup.Flight, false)]
+ public class EventSniffer : MonoBehaviour
+ {
+ public void Awake()
+ {
+ GameEvents.onSameVesselDock.Add(this.onSameVesselDockUndock);
+ GameEvents.onSameVesselUndock.Add(this.onSameVesselDockUndock);
+ GameEvents.onPartUndock.Add(this.onPartUndock);
+ GameEvents.onUndock.Add(this.onReportEvent);
+ GameEvents.onPartCouple.Add(this.onPartCouple);
+ GameEvents.onPartJointBreak.Add(this.onPartJointBreak);
+ }
+
+ public void Destroy()
+ {
+ GameEvents.onSameVesselDock.Remove(this.onSameVesselDockUndock);
+ GameEvents.onSameVesselUndock.Remove(this.onSameVesselDockUndock);
+ GameEvents.onPartUndock.Remove(this.onPartUndock);
+ GameEvents.onUndock.Remove(this.onReportEvent);
+ GameEvents.onPartCouple.Remove(this.onPartCouple);
+ GameEvents.onPartJointBreak.Remove(this.onPartJointBreak);
+ }
+
+ public void onSameVesselDockUndock(GameEvents.FromToAction<ModuleDockingNode, ModuleDockingNode> data)
+ {
+ this.FromModuleToModuleHelper(
+ this.getStringBuilder(),
+ new GameEvents.FromToAction<PartModule, PartModule>(data.from, data.to)
+ );
+ }
+
+ public void onPartJointBreak(PartJoint joint)
+ {
+ this.PartJointHelper(this.getStringBuilder(), joint);
+ }
+
+ public void onPartUndock(Part part)
+ {
+ this.PartEventHelper(this.getStringBuilder(), part);
+ }
+
+ public void onReportEvent(EventReport data)
+ {
+ this.EventReportHelper(this.getStringBuilder(), data);
+ }
+
+ public void onPartCouple(GameEvents.FromToAction<Part, Part> data)
+ {
+ this.FromPartToPartHelper(this.getStringBuilder(), data);
+ }
+
+ internal void EventReportHelper(StringBuilder sb, EventReport data)
+ {
+ sb.Append("\n\tOrigin Part:");
+ this.appendPartAncestry(sb, data.origin);
+
+ sb.AppendFormat(
+ "\n\tother: '{0}'" +
+ "\n\tmsg: '{1}'" +
+ "\n\tsender: '{2}'",
+ data.other,
+ data.msg,
+ data.sender
+ );
+
+ Debug.Log(sb.ToString());
+ }
+
+ internal void PartEventHelper(StringBuilder sb, Part part)
+ {
+ this.appendPartAncestry(sb, part);
+
+ Debug.Log(sb.ToString());
+ }
+
+ internal void FromPartToPartHelper(StringBuilder sb, GameEvents.FromToAction<Part, Part> data)
+ {
+ sb.Append("\n\tFrom:");
+
+ this.appendPartAncestry(sb, data.from);
+
+ sb.Append("\n\tTo:");
+
+ this.appendPartAncestry(sb, data.to);
+
+ Debug.Log(sb.ToString());
+ }
+
+ internal void FromModuleToModuleHelper(StringBuilder sb, GameEvents.FromToAction<PartModule, PartModule> data)
+ {
+ sb.Append("\n\tFrom:");
+
+ this.appendModuleAncestry(sb, data.from);
+
+ sb.Append("\n\tTo:");
+
+ this.appendModuleAncestry(sb, data.to);
+
+ Debug.Log(sb.ToString());
+ }
+
+ internal void PartJointHelper(StringBuilder sb, PartJoint joint)
+ {
+ sb.Append("PartJoint: ");
+ if (joint != null)
+ {
+ sb.Append(joint);
+ this.appendPartAncestry(sb, joint.Host);
+ }
+ else
+ {
+ sb.Append("null");
+ }
+
+ Debug.Log(sb.ToString());
+ }
+
+ internal StringBuilder appendModuleAncestry(StringBuilder sb, PartModule module, uint tabs = 1)
+ {
+ sb.Append('\n');
+ for (ushort i=0; i < tabs; i++)
+ {
+ sb.Append('\t');
+ }
+ sb.Append("Module: ");
+
+ if (module != null)
+ {
+ sb.Append(module.moduleName);
+ this.appendPartAncestry(sb, module.part, tabs + 1u);
+ }
+ else
+ {
+ sb.Append("null");
+ }
+
+ return sb;
+ }
+
+ internal StringBuilder appendPartAncestry(StringBuilder sb, Part part, uint tabs = 1)
+ {
+ sb.Append('\n');
+ for (ushort i=0; i < tabs; i++)
+ {
+ sb.Append('\t');
+ }
+ sb.Append("Part: ");
+
+ if (part != null)
+ {
+ sb.AppendFormat("'{0}' ({1})", part.partInfo.title, part.partName);
+ this.appendVessel(sb, part.vessel, tabs + 1u);
+ }
+ else
+ {
+ sb.Append("null");
+ }
+
+ return sb;
+ }
+
+ internal StringBuilder appendVessel(StringBuilder sb, Vessel vessel, uint tabs = 1)
+ {
+ sb.Append('\n');
+ for (ushort i=0; i < tabs; i++)
+ {
+ sb.Append('\t');
+ }
+ sb.Append("Vessel: ");
+
+ if (vessel != null)
+ {
+ sb.AppendFormat("'{0}' ({1})", vessel.vesselName, vessel.id);
+ }
+ else
+ {
+ sb.Append("null");
+ }
+
+ return sb;
+ }
+
+ internal StringBuilder getStringBuilder()
+ {
+ StringBuilder sb = new StringBuilder();
+ sb.AppendFormat("{0}: called {1} ",
+ this.GetType().Name,
+ new System.Diagnostics.StackTrace().GetFrame(1).GetMethod().Name
+ );
+ return sb;
+ }
+ }
+}
+#endif
--- a/ModuleLimitedDataTransmitter.cs
+++ b/ModuleLimitedDataTransmitter.cs
@@ -204,7 +204,7 @@
if (state >= StartState.PreLaunch)
{
- this.relay = new AntennaRelay(vessel);
+ this.relay = new AntennaRelay(this);
this.relay.maxTransmitDistance = this.maxTransmitDistance;
this.UImaxTransmitDistance = Tools.MuMech_ToSI(this.maxTransmitDistance) + "m";
@@ -318,7 +318,7 @@
"{0}: {1} on {2} cannot transmit: {3}",
this.GetType().Name,
this.part.partInfo.title,
- this.vessel.name,
+ this.vessel.vesselName,
Enum.GetName(typeof(PartStates), partState)
));
return false;
@@ -330,8 +330,31 @@
// returns false.
public new void TransmitData(List<ScienceData> dataQueue)
{
+ this.PreTransmit_SetPacketSize();
+ this.PreTransmit_SetPacketResourceCost();
+
if (this.CanTransmit())
{
+ StringBuilder message = new StringBuilder();
+
+ message.Append("[");
+ message.Append(base.part.partInfo.title);
+ message.Append("]: ");
+
+ message.Append("Beginning transmission ");
+
+ if (this.relay.nearestRelay == null)
+ {
+ message.Append("directly to Kerbin.");
+ }
+ else
+ {
+ message.Append("via ");
+ message.Append(this.relay.nearestRelay);
+ }
+
+ ScreenMessages.PostScreenMessage(message.ToString(), 4f, ScreenMessageStyle.UPPER_LEFT);
+
base.TransmitData(dataQueue);
}
else
@@ -424,7 +447,7 @@
if (vessel != null)
{
msg.Append(" on ");
- msg.Append(vessel.name);
+ msg.Append(vessel.vesselName);
}
return msg.ToString();
@@ -451,7 +474,8 @@
"DataRate: {9}\n" +
"DataResourceCost: {10}\n" +
"TransmitterScore: {11}\n" +
- "NearestRelay: {12}",
+ "NearestRelay: {12}\n" +
+ "Vessel ID: {13}",
this.name,
this._basepacketSize,
base.packetSize,
@@ -464,9 +488,31 @@
this.DataRate,
this.DataResourceCost,
ScienceUtil.GetTransmitterScore(this),
- this.relay.FindNearestRelay()
+ this.relay.FindNearestRelay(),
+ this.vessel.id
);
- ScreenMessages.PostScreenMessage (new ScreenMessage (msg, 4f, ScreenMessageStyle.UPPER_RIGHT));
+ Tools.PostDebugMessage(msg);
+ }
+
+ [KSPEvent (guiName = "Dump Vessels", active = true, guiActive = true)]
+ public void PrintAllVessels()
+ {
+ StringBuilder sb = new StringBuilder();
+
+ sb.Append("Dumping FlightGlobals.Vessels:");
+
+ foreach (Vessel vessel in FlightGlobals.Vessels)
+ {
+ sb.AppendFormat("\n'{0} ({1})'", vessel.vesselName, vessel.id);
+ }
+
+ Tools.PostDebugMessage(sb.ToString());
+ }
+
+ [KSPEvent (guiName = "Dump RelayDB", active = true, guiActive = true)]
+ public void DumpRelayDB()
+ {
+ RelayDatabase.Instance.Dump();
}
#endif
}
--- a/Properties/AssemblyInfo.cs
+++ b/Properties/AssemblyInfo.cs
@@ -25,7 +25,7 @@
// The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
// The form "{Major}.{Minor}.*" will automatically update the build and revision,
// and "{Major}.{Minor}.{Build}.*" will update just the revision.
-[assembly: AssemblyVersion("0.6.3.*")]
+[assembly: AssemblyVersion("1.0.0.*")]
// The following attributes are used to specify the signing key for the assembly,
// if desired. See the Mono documentation for more information about signing.
//[assembly: AssemblyDelaySign(false)]
--- a/ProtoAntennaRelay.cs
+++ b/ProtoAntennaRelay.cs
@@ -26,11 +26,16 @@
* */
public class ProtoAntennaRelay : AntennaRelay, IAntennaRelay
{
- // Stores the relay prefab
- protected IAntennaRelay relayPrefab;
-
// Stores the prototype part so we can make sure we haven't exploded or so.
protected ProtoPartSnapshot protoPart;
+
+ public override Vessel vessel
+ {
+ get
+ {
+ return this.protoPart.pVesselRef.vesselRef;
+ }
+ }
/// <summary>
/// The maximum distance at which this transmitter can operate.
@@ -40,7 +45,7 @@
{
get
{
- return relayPrefab.maxTransmitDistance;
+ return moduleRef.maxTransmitDistance;
}
}
@@ -76,7 +81,7 @@
"{0}: {1} on {2} cannot transmit: {3}",
this.GetType().Name,
this.title,
- this.vessel.name,
+ this.vessel.vesselName,
Enum.GetName(typeof(PartStates), partState)
));
return false;
@@ -87,7 +92,7 @@
public override string ToString()
{
return string.Format(
- "{0} on {1}.",
+ "{0} on {1} (proto)",
this.title,
this.protoPart.pVesselRef.vesselName
);
@@ -98,11 +103,17 @@
/// </summary>
/// <param name="ms">The ProtoPartModuleSnapshot to wrap</param>
/// <param name="vessel">The parent Vessel</param>
- public ProtoAntennaRelay(IAntennaRelay prefabRelay, ProtoPartSnapshot pps) : base(pps.pVesselRef.vesselRef)
+ public ProtoAntennaRelay(IAntennaRelay prefabRelay, ProtoPartSnapshot pps) : base(prefabRelay)
{
- this.relayPrefab = prefabRelay;
this.protoPart = pps;
- this.vessel = pps.pVesselRef.vesselRef;
+ }
+
+ ~ProtoAntennaRelay()
+ {
+ Tools.PostDebugMessage(string.Format(
+ "{0}: destroyed",
+ this.ToString()
+ ));
}
}
}
--- a/RelayDatabase.cs
+++ b/RelayDatabase.cs
@@ -7,6 +7,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
+using System.Text;
using UnityEngine;
namespace AntennaRange
@@ -45,6 +46,12 @@
// Vessel.id-keyed hash table of part counts, used for caching
protected Dictionary<Guid, int> vesselPartCountTable;
+ // Vessel.id-keyed hash table of booleans to track what vessels have been checked so far this time.
+ public Dictionary<Guid, bool> CheckedVesselsTable;
+
+ protected int cacheHits;
+ protected int cacheMisses;
+
/*
* Properties
* */
@@ -58,12 +65,19 @@
{
// ...Generate an entry for this vessel.
this.AddVessel(vessel);
+ this.cacheMisses++;
}
// If our part count disagrees with the vessel's part count...
- if (this.vesselPartCountTable[vessel.id] != vessel.Parts.Count)
+ else if (this.vesselPartCountTable[vessel.id] != vessel.Parts.Count)
{
// ...Update the our vessel in the cache
this.UpdateVessel(vessel);
+ this.cacheMisses++;
+ }
+ // Otherwise, it's a hit
+ else
+ {
+ this.cacheHits++;
}
// Return the Part-hashed table of relays for this vessel
@@ -79,13 +93,13 @@
public bool AddVessel(Vessel vessel)
{
// If this vessel is already here...
- if (relayDatabase.ContainsKey(vessel.id))
+ if (this.ContainsKey(vessel))
{
// ...post an error
Debug.LogWarning(string.Format(
"{0}: Cannot add vessel '{1}' (id: {2}): Already in database.",
this.GetType().Name,
- vessel.name,
+ vessel.vesselName,
vessel.id
));
@@ -110,12 +124,12 @@
public void UpdateVessel(Vessel vessel)
{
// Squak if the database doesn't have the vessel
- if (!relayDatabase.ContainsKey(vessel.id))
+ if (!this.ContainsKey(vessel))
{
throw new InvalidOperationException(string.Format(
- "{0}: Update called vessel '{1}' (id: {2}) not in database: vessel will be added.",
+ "{0}: Update called for vessel '{1}' (id: {2}) not in database: vessel will be added.",
this.GetType().Name,
- vessel.name,
+ vessel.vesselName,
vessel.id
));
}
@@ -128,6 +142,19 @@
this.vesselPartCountTable[vessel.id] = vessel.Parts.Count;
}
+ // Remove a vessel from the cache, if it exists.
+ public void DirtyVessel(Vessel vessel)
+ {
+ if (this.relayDatabase.ContainsKey(vessel.id))
+ {
+ this.relayDatabase.Remove(vessel.id);
+ }
+ if (this.vesselPartCountTable.ContainsKey(vessel.id))
+ {
+ this.vesselPartCountTable.Remove(vessel.id);
+ }
+ }
+
// Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel id.
public bool ContainsKey(Guid key)
{
@@ -141,24 +168,24 @@
}
// Runs when a vessel is modified (or when we switch to one, to catch docking events)
- public void onVesselWasModified(Vessel vessel)
+ public void onVesselEvent(Vessel vessel)
{
// If we have this vessel in our cache...
if (this.ContainsKey(vessel))
{
// If our part counts disagree (such as if a part has been added or broken off,
// or if we've just docked or undocked)...
- if (this.vesselPartCountTable[vessel.id] != vessel.Parts.Count)
+ if (this.vesselPartCountTable[vessel.id] != vessel.Parts.Count || vessel.loaded)
{
Tools.PostDebugMessage(string.Format(
- "{0}: dirtying cache for vessel '{1}' (id: {2}).",
+ "{0}: dirtying cache for vessel '{1}' ({2}).",
this.GetType().Name,
- vessel.name,
+ vessel.vesselName,
vessel.id
));
// Dirty the cache (real vessels will never have negative part counts)
- this.vesselPartCountTable[vessel.id] = -1;
+ this.DirtyVessel(vessel);
}
}
}
@@ -170,8 +197,24 @@
if (FlightGlobals.ActiveVessel != null)
{
// ... dirty its cache
- this.onVesselWasModified(FlightGlobals.ActiveVessel);
- }
+ this.onVesselEvent(FlightGlobals.ActiveVessel);
+ }
+ }
+
+ // Runs when parts are undocked
+ public void onPartEvent(Part part)
+ {
+ if (part != null && part.vessel != null)
+ {
+ this.onVesselEvent(part.vessel);
+ }
+ }
+
+ // Runs when parts are coupled, as in docking
+ public void onFromPartToPartEvent(GameEvents.FromToAction<Part, Part> data)
+ {
+ this.onPartEvent(data.from);
+ this.onPartEvent(data.to);
}
// Produce a Part-hashed table of relays for the given vessel
@@ -183,7 +226,7 @@
Tools.PostDebugMessage(string.Format(
"{0}: Getting antenna relays from vessel {1}.",
"IAntennaRelay",
- vessel.name
+ vessel.vesselName
));
// If the vessel is loaded, we can fetch modules implementing IAntennaRelay directly.
@@ -191,7 +234,7 @@
Tools.PostDebugMessage(string.Format(
"{0}: vessel {1} is loaded, searching for modules in loaded parts.",
"IAntennaRelay",
- vessel.name
+ vessel.vesselName
));
// Loop through the Parts in the Vessel...
@@ -217,7 +260,7 @@
Tools.PostDebugMessage(string.Format(
"{0}: vessel {1} is not loaded, searching for modules in prototype parts.",
this.GetType().Name,
- vessel.name
+ vessel.vesselName
));
// Loop through the ProtoPartModuleSnapshots in the Vessel...
@@ -267,9 +310,10 @@
}
Tools.PostDebugMessage(string.Format(
- "{0}: vessel '{1}' has {2} transmitters.",
+ "{0}: vessel '{1}' ({2}) has {3} transmitters.",
"IAntennaRelay",
- vessel.name,
+ vessel.vesselName,
+ vessel.id,
relays.Count
));
}
@@ -278,24 +322,63 @@
protected RelayDatabase()
{
// Initialize the databases
- relayDatabase = new Dictionary<Guid, Dictionary<int, IAntennaRelay>>();
- vesselPartCountTable = new Dictionary<Guid, int>();
+ this.relayDatabase = new Dictionary<Guid, Dictionary<int, IAntennaRelay>>();
+ this.vesselPartCountTable = new Dictionary<Guid, int>();
+ this.CheckedVesselsTable = new Dictionary<Guid, bool>();
+
+ this.cacheHits = 0;
+ this.cacheMisses = 0;
// Subscribe to some events
- GameEvents.onVesselWasModified.Add(this.onVesselWasModified);
- GameEvents.onVesselChange.Add(this.onVesselWasModified);
+ GameEvents.onVesselWasModified.Add(this.onVesselEvent);
+ GameEvents.onVesselChange.Add(this.onVesselEvent);
+ GameEvents.onVesselDestroy.Add(this.onVesselEvent);
GameEvents.onGameSceneLoadRequested.Add(this.onSceneChange);
+ GameEvents.onPartCouple.Add(this.onFromPartToPartEvent);
+ GameEvents.onPartUndock.Add(this.onPartEvent);
}
~RelayDatabase()
{
// Unsubscribe from the events
- GameEvents.onVesselWasModified.Remove(this.onVesselWasModified);
- GameEvents.onVesselChange.Remove(this.onVesselWasModified);
+ GameEvents.onVesselWasModified.Remove(this.onVesselEvent);
+ GameEvents.onVesselChange.Remove(this.onVesselEvent);
+ GameEvents.onVesselDestroy.Remove(this.onVesselEvent);
GameEvents.onGameSceneLoadRequested.Remove(this.onSceneChange);
+ GameEvents.onPartCouple.Remove(this.onFromPartToPartEvent);
+ GameEvents.onPartUndock.Remove(this.onPartEvent);
Tools.PostDebugMessage(this.GetType().Name + " destroyed.");
- }
+
+ KSPLog.print(string.Format(
+ "{0} destructed. Cache hits: {1}, misses: {2}, hit rate: {3:P1}",
+ this.GetType().Name,
+ this.cacheHits,
+ this.cacheMisses,
+ (float)this.cacheHits / (float)(this.cacheMisses + this.cacheHits)
+ ));
+ }
+
+ #if DEBUG
+ public void Dump()
+ {
+ StringBuilder sb = new StringBuilder();
+
+ sb.Append("Dumping RelayDatabase:");
+
+ foreach (Guid id in this.relayDatabase.Keys)
+ {
+ sb.AppendFormat("\nVessel {0}:", id);
+
+ foreach (IAntennaRelay relay in this.relayDatabase[id].Values)
+ {
+ sb.AppendFormat("\n\t{0}", relay.ToString());
+ }
+ }
+
+ Tools.PostDebugMessage(sb.ToString());
+ }
+ #endif
}
}