TaleSpire Dev Log 262
Hi again, time to recap what I've been up to today.
Aside from fixing a bug in picking, my focus has been on board sync.
We will soon be syncing sections of the board on demand rather than downloading the whole board. This means a bunch of communication between the client and server requesting information about the board's state.
Naturally, instead of sending long lists of sections in the requests, we would prefer a more compact approach. To that end, we use masks a lot. Our regions of the board form a hierarchy:
- a board contains sub-boards
- sub-boards contain sectors
- sectors contain sub-sectors
- sub-sectors contain zones
Using sub-sectors is optional, and so I'm going to skip over those today. All the requests I'm interested in are about sectors.
Each sub-board contains 64 sectors, so a 64bit mask paired with a sub-board id is a very convenient representation for identifying a bunch of sectors. I had written the code to produce and manipulate these masks, but I had seen an issue a while back that suggested that the math was incorrect. Because of that, I put today aside for testing.
It's rather tricky to stare at a 64bit number and correctly picture the 3D mask it represents, so I knocked up a little project for visualizing them (Unity makes this very easy)
First a visualization for a single sub-board:
Each spherical indicator represents one sector. If the center is red, it means that the bit is set in the mask.
From there, we build up to multiple sub-boards so we can test crossing boundaries:
And then finally to testing a full board's worth.
Each step found bugs or oversights I could then correct. We can now be much more sure about the masks being produced. This is a relief as beyond server requests, they are also used to track modified board regions and whether they have loaded.
Tomorrow I'll probably be looking set separating the storage of script & non-unique creature state from the rest of the board data. This will minimize the amount of data changed when people are playing boards shared by others. Once the non-unique creature state has moved, I can at long last add copy/paste of creatures. I have held off on that for AAAAAGES as it makes it far too easy to add hundreds of creatures in a single action, and previously all creatures lived in the database, meaning lots of server requests.
Once creatures are added to copy/paste, I'll publish the new format so the community can be ready to support it when it lands.
Anyhoo I'll keep ya posted with all that in the coming logs.
Goodnight.
Fitrillian
Fitrillian
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