OpenFusion/src/PlayerManager.hpp

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#pragma once
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#include "Player.hpp"
#include "core/Core.hpp"
#include "servers/CNShardServer.hpp"
#include "Chunking.hpp"
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#include <utility>
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#include <map>
#include <list>
struct WarpLocation;
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namespace PlayerManager {
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extern std::map<CNSocket*, Player*> players;
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void init();
void removePlayer(CNSocket* key);
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void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, uint64_t I, int angle);
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void sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I);
void sendPlayerTo(CNSocket* sock, int X, int Y, int Z);
Player *getPlayer(CNSocket* key);
std::string getPlayerName(Player *plr, bool id=true);
bool isAccountInUse(int accountId);
void exitDuplicate(int accountId);
Player *getPlayerFromID(int32_t iID);
CNSocket *getSockFromID(int32_t iID);
CNSocket *getSockFromName(std::string firstname, std::string lastname);
CNSocket *getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname);
void sendToViewable(CNSocket *sock, void* buf, uint32_t type, size_t size);
// TODO: unify this under the new Entity system
template<class T>
void sendToViewable(CNSocket *sock, T& pkt, uint32_t type) {
Player* plr = getPlayer(sock);
for (auto it = plr->viewableChunks->begin(); it != plr->viewableChunks->end(); it++) {
Chunk* chunk = *it;
for (CNSocket* otherSock : chunk->players) {
if (otherSock == sock)
continue;
otherSock->sendPacket(pkt, type);
}
}
}
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}