pinbender said: ↑ cola_colin said: ↑ That way a mod could make a rather high update rate on the currently viewn planet and a lower on (once per second or so) on a not currently viewn planet. Click to expand...



The time API operates on the "currently focused" worldview, and is kind of explicit to the requirements of the current chronocam UI. I'm going to extend that to accept a worldview. At that point, you will be able to have a secondary worldview with culling disabled. You can leave it paused and and then skip it forward at a periodic rate, and that should give you a system you can tweak to get a similar effect. Ok, I have an idea here. The WorldView api is pretty under-used by the rest of the code. If a different id is provided to api.getWorldView() (right now, it uses 0 everywhere), it opens another server connection.The time API operates on the "currently focused" worldview, and is kind of explicit to the requirements of the current chronocam UI. I'm going to extend that to accept a worldview. At that point, you will be able to have a secondary worldview with culling disabled. You can leave it paused and and then skip it forward at a periodic rate, and that should give you a system you can tweak to get a similar effect. Click to expand...

I am playing around with that now and I think there may be some issues lurking with doing it like that. When I create a 2nd world view and set it to second 0 I get occasional flickering economy stats. They flicker to zero, the value the economy in my 2nd world view has. I also get the init messsages to the UI again, so stuff like the celestial data handler is triggered the moment I first query the 2nd world view. I suspect some of the code makes questionable assumptions about the number of existing world views or rather all existing views just spam all UI scenes with their status data.To reproduce in an unmodded PTE run these commands in live_game_econ after spawning your commander:api.time.set(0, api.getWorldView(1)); model.energyGain.subscribe(function(v){console.log(v);});You will see it print 0, 2000, 0, 2000 and if you look closely the values in the UI will flicker to 0 once in a while.Another idea: How does the server culling react if I switch it on/off once a second? Can I somehow have it enabled for a short time and then disable it again to get occasional full updates?EDIT::sThere is another two issues that to me are more important than all the rambling I did on the previous pages:1.) Radar dots do not show up in the unit info API at all.2.) There is no indicator I know of if a unit is currently visible or if the data I get from the API is outdated. So if I look for enemy units I cant easily know if it is hidden in the fog of war or not.Any chance this still gets added? There is no way at all to work around 1 and for 2 I would need to reimplement the whole fog of war stuff in js. The client has boolean flags with this data on visibility ready somewhere, I'd really love to get them.EDIT 2:Some other things, not as important but also would be really nice to have:The info on orders for structure build orders seems incomplete. Fabbers only have a location of the order and the info that it is a build order. There is no info on what is being constructed. For factories the info is there. It's just not possible for me to know where a player wants to build what structures.