From a576c4a6edc69f703422ab289ee46b05011b9275 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sun, 06 Apr 2025 17:46:38 +0000
Subject: [PATCH] #48 added cache to map savefile

---
 Assets/Scripts/Managers/GameManager.cs |    9 ++
 Assets/Scripts/GenerateTileMap.cs      |  202 ++++++++++++++++++++++++++++++++++++-------------
 Assets/Scripts/Saving/SaveData.cs      |   19 ++++
 Assets/Scripts/UI/PauseMenu.cs         |    2 
 4 files changed, 175 insertions(+), 57 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 4bf8585..8870c8e 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,6 +1,7 @@
 using System;
 using System.Collections;
 using System.Collections.Generic;
+using System.Linq;
 using Unity.Collections;
 using Unity.Jobs;
 using Unity.VisualScripting;
@@ -10,9 +11,9 @@
 public class GenerateTileMap : MonoBehaviour
 {
     public int? seed;
-    public static int maxWidth = 256;
+    public static int maxWidth = 255;
     public static int maxDepth = 384;
-    public static int groundDepth = 256;
+    public static int groundDepth = 255;
     private float scale;
     private float offsetX;
     private float offsetY; 
@@ -61,20 +62,32 @@
         //Debug.Log($"Current Chunk: {currentChunk}");
         if (currentChunk != lastLoadedChunk)
         {
-            StartCoroutine(UpdateLoadedChunks(currentChunk));
+            StartCoroutine(UpdateLoadedChunks(currentChunk, gameManager.destroyedTiles));
             lastLoadedChunk = currentChunk;
             // Check if we need to clear the cache
             ClearDistantChunks(currentChunk);
         }
     }
 
-
-    // When checking if a tile is destroyed, use GameManager's list
-    private bool IsTileDestroyed(Vector3Int tilePos)
+    public Dictionary<Vector2Int, TileBase[]> GetSaveData()
     {
-        return gameManager.destroyedTiles.Contains(tilePos);
+        return chunkCache;
     }
-    private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk)
+    public void LoadChunkDataFromSave(List<SerializedChunkData> serializedChunks)
+    {
+        chunkCache.Clear();
+        foreach (var chunk in serializedChunks)
+        {
+            TileBase[] tiles = chunk.tileNames.Select(name =>
+                name == "null" ? null :
+                name == forestRuleTile.name ? forestRuleTile :
+                forestRuleTile.siblings.FirstOrDefault(s => s.name == name)
+            ).ToArray();
+
+            chunkCache[chunk.position] = tiles;
+        }
+    }
+    private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk, List<Vector3Int> destroyedTiles)
     {
         // Unload distant chunks
         List<Vector2Int> chunksToUnload = new List<Vector2Int>();
@@ -93,21 +106,13 @@
         }
 
         // Load new chunks
-        yield return LoadChunksAroundPosition(currentChunk, new List<Vector3Int>());
+        yield return LoadChunksAroundPosition(currentChunk, destroyedTiles);
     }
 
     private void UnloadChunk(Vector2Int chunk)
     {
-        int startX = chunk.x * CHUNK_SIZE;
-        int startY = (chunk.y * CHUNK_SIZE)-1;
-
-        for (int x = startX; x < startX + CHUNK_SIZE; x++)
-        {
-            for (int y = startY; y > startY - CHUNK_SIZE; y--)
-            {
-                tilemap.SetTile(new Vector3Int(x, y), null);
-            }
-        }
+        var emptyTiles = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
+        BatchSetTiles(chunk, emptyTiles);
     }
     private void LoadGenerateablesFromResources()
     {
@@ -192,7 +197,7 @@
 
         finishedCallback();
     }
-    private Vector2Int GetChunkPosition(Vector3 worldPosition)
+    public Vector2Int GetChunkPosition(Vector3 worldPosition)
     {
         // Adjust for tilemap offset
         float adjustedX = worldPosition.x - transform.position.x;
@@ -202,6 +207,23 @@
             Mathf.FloorToInt(adjustedX / CHUNK_SIZE),
             Mathf.FloorToInt(adjustedY / CHUNK_SIZE)
         );
+    }
+    public void UpdateChunkCache(Vector3Int cellCoord, Vector3 cellWorldPosition)
+    {
+        // Update chunk cache
+        Vector2Int chunkPos = GetChunkPosition(cellWorldPosition);
+        if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles))
+        {
+            int localX = cellCoord.x - (chunkPos.x * GenerateTileMap.CHUNK_SIZE);
+            int localY = (chunkPos.y * GenerateTileMap.CHUNK_SIZE) - cellCoord.y - 1;
+            int index = localY * GenerateTileMap.CHUNK_SIZE + localX;
+
+            if (index >= 0 && index < cachedTiles.Length)
+            {
+                cachedTiles[index] = null;
+                chunkCache[chunkPos] = cachedTiles;
+            }
+        }
     }
     private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles)
     {
@@ -235,19 +257,40 @@
 
         if (chunkCache.TryGetValue(chunk, out TileBase[] cachedTiles))
         {
-            for (int i = 0; i < cachedTiles.Length; i++)
-            {
-                int x = startX + (i % CHUNK_SIZE);
-                int y = startY - (i / CHUNK_SIZE);
-                Vector3Int tilePos = new Vector3Int(x, y);
+            //for (int i = 0; i < cachedTiles.Length; i++)
+            //{
+            //    int x = startX + (i % CHUNK_SIZE);
+            //    int y = startY - (i / CHUNK_SIZE);
+            //    Vector3Int tilePos = new Vector3Int(x, y);
 
-                if (!IsTileDestroyed(tilePos))
-                {
-                    tilemap.SetTile(tilePos, cachedTiles[i]);
-                }
-            }
+            //    if (!IsTileDestroyed(tilePos))
+            //    {
+            //        tilemap.SetTile(tilePos, cachedTiles[i]);
+            //    }
+            //}
+            BatchSetTiles(chunk, cachedTiles, gameManager.destroyedTiles);
         }
         yield return null;
+    }
+    private void BatchSetTiles(Vector2Int chunk, TileBase[] tiles, List<Vector3Int> destroyedTiles = null)
+    {
+        int startX = chunk.x * CHUNK_SIZE;
+        int startY = (chunk.y * CHUNK_SIZE) - 1;
+
+        var positions = new Vector3Int[CHUNK_SIZE * CHUNK_SIZE];
+        var tileArray = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
+
+        for (int i = 0; i < tiles.Length; i++)
+        {
+            int x = startX + (i % CHUNK_SIZE);
+            int y = startY - (i / CHUNK_SIZE);
+            Vector3Int pos = new Vector3Int(x, y);
+
+            positions[i] = pos;
+            tileArray[i] = destroyedTiles != null && destroyedTiles.Contains(pos) ? null : tiles[i];
+        }
+
+        tilemap.SetTiles(positions, tileArray);
     }
     private void ClearDistantChunks(Vector2Int currentChunk)
     {
@@ -324,29 +367,36 @@
         // Apply the results
         groundJobHandle.Complete();
         TileBase[] newChunkTiles = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
+        //for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE; i++)
+        //{
+        //    if (groundJob.groundTiles[i])
+        //    {
+        //        int x = startX + (i % CHUNK_SIZE);
+        //        int y = startY - (i / CHUNK_SIZE);
+        //        Vector3Int tilePos = new Vector3Int(x, y);
+
+        //        if (!IsTileDestroyed(tilePos))
+        //        {
+        //            tilemap.SetTile(tilePos, forestRuleTile);
+        //            newChunkTiles[i] = forestRuleTile;
+        //        }
+        //        else
+        //        {
+        //            newChunkTiles[i] = null;
+        //        }
+        //    }
+        //    else
+        //    {
+        //        newChunkTiles[i] = null;
+        //    }
+        //}
         for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE; i++)
         {
-            if (groundJob.groundTiles[i])
-            {
-                int x = startX + (i % CHUNK_SIZE);
-                int y = startY - (i / CHUNK_SIZE);
-                Vector3Int tilePos = new Vector3Int(x, y);
-
-                if (!IsTileDestroyed(tilePos))
-                {
-                    tilemap.SetTile(tilePos, forestRuleTile);
-                    newChunkTiles[i] = forestRuleTile;
-                }
-                else
-                {
-                    newChunkTiles[i] = null;
-                }
-            }
-            else
-            {
-                newChunkTiles[i] = null;
-            }
+            newChunkTiles[i] = groundJob.groundTiles[i] ? forestRuleTile : null;
         }
+
+        // Batch update tiles
+        BatchSetTiles(chunk, newChunkTiles, destroyedTiles);
 
         // Save the generated chunk to the cache
         chunkCache[chunk] = newChunkTiles;
@@ -372,6 +422,8 @@
     {
         int startX = chunk.x * CHUNK_SIZE;
         int startY = chunk.y * CHUNK_SIZE;
+        // Get the cached tiles for this chunk
+        TileBase[] cachedTiles = chunkCache[chunk];
 
         foreach (Generateable generateable in generateables)
         {
@@ -409,6 +461,14 @@
                                 if (clusterSize >= generateable.minClusterSize)
                                 {
                                     tilemap.SetTile(tileSpawnCoord, generateable.tile);
+                                    // Update cache
+                                    int localX = x - startX;
+                                    int localY = startY - y - 1;
+                                    int index = localY * CHUNK_SIZE + localX;
+                                    if (index >= 0 && index < cachedTiles.Length)
+                                    {
+                                        cachedTiles[index] = generateable.tile;
+                                    }
                                 }
                             }
                         }
@@ -422,25 +482,57 @@
                 }
             }
         }
+        // Update the cache with the modified tiles
+        chunkCache[chunk] = cachedTiles;
     }
     private IEnumerator GenerateBorders()
     {
-        // Vertical borders (going up from underground to sky)
+        // Vertical borders
         for (int x = 0; x <= maxWidth; x += maxWidth)
         {
             for (int y = -groundDepth; y <= maxDepth - groundDepth; y++)
             {
-                tilemap.SetTile(new Vector3Int(x, y), borderTile);
+                Vector3Int borderPos = new Vector3Int(x, y);
+                tilemap.SetTile(borderPos, borderTile);
+
+                // Update cache for affected chunk
+                Vector2Int chunkPos = GetChunkPosition(new Vector3(x + transform.position.x, y + transform.position.y));
+                if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles))
+                {
+                    int localX = x - (chunkPos.x * CHUNK_SIZE);
+                    int localY = chunkPos.y * CHUNK_SIZE - y - 1;
+                    int index = localY * CHUNK_SIZE + localX;
+                    if (index >= 0 && index < cachedTiles.Length)
+                    {
+                        cachedTiles[index] = borderTile;
+                        chunkCache[chunkPos] = cachedTiles;
+                    }
+                }
             }
         }
         yield return null;
 
-        // Horizontal borders (at bottom and sky level)
+        // Horizontal borders
         for (int y = -groundDepth; y <= maxDepth - groundDepth; y += maxDepth)
         {
-            for (int x = 1; x <= maxWidth; x++)
+            for (int x = 1; x < maxWidth; x++)
             {
-                tilemap.SetTile(new Vector3Int(x, y), borderTile);
+                Vector3Int borderPos = new Vector3Int(x, y);
+                tilemap.SetTile(borderPos, borderTile);
+
+                // Update cache for affected chunk
+                Vector2Int chunkPos = GetChunkPosition(new Vector3(x + transform.position.x, y + transform.position.y));
+                if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles))
+                {
+                    int localX = x - (chunkPos.x * CHUNK_SIZE);
+                    int localY = chunkPos.y * CHUNK_SIZE - y - 1;
+                    int index = localY * CHUNK_SIZE + localX;
+                    if (index >= 0 && index < cachedTiles.Length)
+                    {
+                        cachedTiles[index] = borderTile;
+                        chunkCache[chunkPos] = cachedTiles;
+                    }
+                }
             }
         }
         yield return null;
diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 7f543e9..cf3a5ab 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -76,6 +76,7 @@
         {
             //fogOfWar.LoadFromSaveData(mapState.fogOfWarData);
             generateTileMap.SetSettingsFromSeed(mapState.seed);
+
             if (mapState.destroyedTiles != null && mapState.destroyedTiles.Count > 0)
             {
                 // TODO rework load map (it's fucky wucky currently as I had to make an extra class for it to jsonify the tiles correctly, as unity does not like lists of arrays or 2d arrays)
@@ -83,6 +84,11 @@
                 {
                     destroyedTiles.Add(tile.tileCoord.ConvertToVector3Int());
                 }                //destroyedTiles.AddRange(mapState.destroyedTiles.Select(tile => { return tile.tileCoord; }).ToList().ConvertToVector3Int());
+            }
+            // Load chunk cache
+            if (mapState.chunkData != null)
+            {
+                generateTileMap.LoadChunkDataFromSave(mapState.chunkData);
             }
         }
     }
@@ -198,8 +204,10 @@
                         CharacterLootObtained(tileGameObject.transform.position, item, dropAmount);
                     }
                 }
+                // Update tilemap
                 tilemap.SetTile(cellCoord, null);
                 destroyedTiles.Add(cellCoord);
+                generateTileMap.UpdateChunkCache(cellCoord, cellWorldPosition);
                 CharacterEvents.characterDrillingToPosition.Invoke(cellWorldPosition, drillDirection);
             }
             else
@@ -208,6 +216,7 @@
             }
         }
     }
+
     #endregion
 
 
diff --git a/Assets/Scripts/Saving/SaveData.cs b/Assets/Scripts/Saving/SaveData.cs
index cb1ee37..939850c 100644
--- a/Assets/Scripts/Saving/SaveData.cs
+++ b/Assets/Scripts/Saving/SaveData.cs
@@ -2,7 +2,9 @@
 using System;
 using System.Collections;
 using System.Collections.Generic;
+using System.Linq;
 using UnityEngine;
+using UnityEngine.Tilemaps;
 
 #region player data
 [Serializable]
@@ -52,7 +54,8 @@
     public int seed;
     public List<DestroyedTile> destroyedTiles;
     public FogOfWarData fogOfWarData;
-    public SaveDataMap(List<Vector3Int> destroyedTiles, int seed, FogOfWarData fogOfWarData)
+    public List<SerializedChunkData> chunkData; // New field
+    public SaveDataMap(List<Vector3Int> destroyedTiles, int seed, FogOfWarData fogOfWarData, Dictionary<Vector2Int, TileBase[]> chunkCache)
     {
         this.seed = seed;
         this.destroyedTiles = new List<DestroyedTile>();
@@ -61,6 +64,8 @@
         {
             this.destroyedTiles.Add(new DestroyedTile(item));
         }
+        // Convert chunk cache to serializable format
+        this.chunkData = chunkCache.Select(kvp => new SerializedChunkData(kvp.Key, kvp.Value)).ToList();
     }
 }
 
@@ -87,4 +92,16 @@
 {
     public List<FogTileData> discoveredTiles = new List<FogTileData>();
 }
+[System.Serializable]
+public class SerializedChunkData
+{
+    public Vector2Int position;
+    public string[] tileNames; // Store tile names instead of TileBase references
+
+    public SerializedChunkData(Vector2Int pos, TileBase[] tiles)
+    {
+        position = pos;
+        tileNames = tiles.Select(t => t != null ? t.name : "null").ToArray();
+    }
+}
 #endregion
diff --git a/Assets/Scripts/UI/PauseMenu.cs b/Assets/Scripts/UI/PauseMenu.cs
index 93337d0..3a4d141 100644
--- a/Assets/Scripts/UI/PauseMenu.cs
+++ b/Assets/Scripts/UI/PauseMenu.cs
@@ -65,7 +65,7 @@
         Inventory playerInventory = GameObject.Find("Player").GetComponent<Inventory>();
         SaveSystem.SavePlayer(new SaveDataPlayer(playerController, playerInventory));
         GameManager gameManager= GameObject.Find("GameManager").GetComponent<GameManager>();
-        SaveSystem.SaveMapState(new SaveDataMap(gameManager.destroyedTiles, gameManager.generateTileMap.seed.Value, gameManager.GetComponent<FogOfWar>().GetSaveData()));
+        SaveSystem.SaveMapState(new SaveDataMap(gameManager.destroyedTiles, gameManager.generateTileMap.seed.Value, gameManager.GetComponent<FogOfWar>().GetSaveData(),gameManager.generateTileMap.GetSaveData()));
         animator.SetTrigger("GameSaved");
     }
 

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