OpenFusion/src/ChunkManager.hpp

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#pragma once
#include "CNProtocol.hpp"
#include "CNStructs.hpp"
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#include <utility>
#include <set>
#include <map>
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#include <tuple>
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#include <algorithm>
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class Chunk {
public:
std::set<CNSocket*> players;
std::set<int32_t> NPCs;
};
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enum {
INSTANCE_OVERWORLD, // default instance every player starts in
INSTANCE_IZ, // these aren't actually used
INSTANCE_UNIQUE // these aren't actually used
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};
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namespace ChunkManager {
void init();
void cleanup();
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extern std::map<ChunkPos, Chunk*> chunks;
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void newChunk(ChunkPos pos);
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void updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to);
void updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to);
void trackPlayer(ChunkPos chunkPos, CNSocket* sock);
void trackNPC(ChunkPos chunkPos, int32_t id);
void untrackPlayer(ChunkPos chunkPos, CNSocket* sock);
void untrackNPC(ChunkPos chunkPos, int32_t id);
void addPlayerToChunks(std::set<Chunk*> chnks, CNSocket* sock);
void addNPCToChunks(std::set<Chunk*> chnks, int32_t id);
void removePlayerFromChunks(std::set<Chunk*> chnks, CNSocket* sock);
void removeNPCFromChunks(std::set<Chunk*> chnks, int32_t id);
bool chunkExists(ChunkPos chunk);
void emptyChunk(ChunkPos chunkPos);
ChunkPos chunkPosAt(int posX, int posY, uint64_t instanceID);
std::set<Chunk*> getViewableChunks(ChunkPos chunkPos);
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std::vector<ChunkPos> getChunksInMap(uint64_t mapNum);
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bool inPopulatedChunks(int posX, int posY, uint64_t instanceID);
void createInstance(uint64_t);
void destroyInstance(uint64_t);
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void destroyInstanceIfEmpty(uint64_t);
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}