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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-21 21:20:04 +00:00
Use a specialized null value for ChunkPos
This prevents logic errors related to being in chunk 0 0 0. Also: * Moved some duplicated chunk teleportation logic to a new helper function * Made ChunkPos into a proper class so it can default to INVALID_CHUNK when default-initialized * Reversed the inclusion order of Chunking.hpp and Entities.hpp to work around problems with type definitions
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@ -7,11 +7,16 @@
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using namespace Chunking;
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/*
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* The initial chunkPos value before a player is placed into the world.
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*/
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const ChunkPos Chunking::INVALID_CHUNK = {};
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std::map<ChunkPos, Chunk*> Chunking::chunks;
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static void newChunk(ChunkPos pos) {
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if (chunkExists(pos)) {
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std::cout << "[WARN] Tried to create a chunk that already exists\n";
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std::cout << "[WARN] Tried to create a chunk that already exists" << std::endl;
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return;
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}
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@ -27,7 +32,7 @@ static void newChunk(ChunkPos pos) {
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static void deleteChunk(ChunkPos pos) {
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if (!chunkExists(pos)) {
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std::cout << "[WARN] Tried to delete a chunk that doesn't exist\n";
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std::cout << "[WARN] Tried to delete a chunk that doesn't exist" << std::endl;
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return;
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}
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@ -200,7 +205,7 @@ bool Chunking::chunkExists(ChunkPos chunk) {
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}
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ChunkPos Chunking::chunkPosAt(int posX, int posY, uint64_t instanceID) {
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return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
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return ChunkPos(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
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}
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std::set<Chunk*> Chunking::getViewableChunks(ChunkPos chunk) {
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@ -213,7 +218,7 @@ std::set<Chunk*> Chunking::getViewableChunks(ChunkPos chunk) {
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// grabs surrounding chunks if they exist
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for (int i = -1; i < 2; i++) {
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for (int z = -1; z < 2; z++) {
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ChunkPos pos = std::make_tuple(x+i, y+z, inst);
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ChunkPos pos = ChunkPos(x+i, y+z, inst);
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// if chunk exists, add it to the set
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if (chunkExists(pos))
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@ -1,7 +1,6 @@
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#pragma once
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#include "core/Core.hpp"
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#include "Entities.hpp"
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#include <utility>
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#include <set>
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@ -9,14 +8,23 @@
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#include <tuple>
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#include <algorithm>
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struct EntityRef;
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class Chunk {
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public:
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//std::set<CNSocket*> players;
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//std::set<int32_t> NPCs;
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std::set<EntityRef> entities;
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int nplayers = 0;
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};
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// to help the readability of ChunkPos
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typedef std::tuple<int, int, uint64_t> _ChunkPos;
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class ChunkPos : public _ChunkPos {
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public:
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ChunkPos() : _ChunkPos(0, 0, (uint64_t) -1) {}
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ChunkPos(int x, int y, uint64_t inst) : _ChunkPos(x, y, inst) {}
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};
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enum {
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INSTANCE_OVERWORLD, // default instance every player starts in
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INSTANCE_IZ, // these aren't actually used
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@ -26,6 +34,8 @@ enum {
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namespace Chunking {
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extern std::map<ChunkPos, Chunk*> chunks;
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extern const ChunkPos INVALID_CHUNK;
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void updateEntityChunk(const EntityRef& ref, ChunkPos from, ChunkPos to);
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void trackEntity(ChunkPos chunkPos, const EntityRef& ref);
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@ -378,12 +378,9 @@ static void npcRotateCommand(std::string full, std::vector<std::string>& args, C
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}
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static void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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EntityRef ref = {sock};
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Entity* plr = ref.getEntity();
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ChunkPos currentChunk = plr->chunkPos;
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ChunkPos nullChunk = std::make_tuple(0, 0, 0);
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Chunking::updateEntityChunk(ref, currentChunk, nullChunk);
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Chunking::updateEntityChunk(ref, nullChunk, currentChunk);
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Player *plr = PlayerManager::getPlayer(sock);
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PlayerManager::updatePlayerPositionForWarp(sock, plr->x, plr->y, plr->z, plr->instanceID);
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}
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static void instanceCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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@ -1,6 +1,7 @@
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#pragma once
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#include "core/Core.hpp"
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#include "Chunking.hpp"
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#include <stdint.h>
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#include <set>
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@ -15,8 +16,6 @@ enum class EntityType : uint8_t {
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BUS
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};
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class Chunk;
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struct Entity {
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EntityType type = EntityType::INVALID;
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int x = 0, y = 0, z = 0;
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@ -246,8 +246,7 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
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Missions::failInstancedMissions(sock); // fail any instanced missions
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sock->sendPacket(resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC);
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Chunking::updateEntityChunk({sock}, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
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PlayerManager::updatePlayerPosition(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD, plr->angle);
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PlayerManager::updatePlayerPositionForWarp(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD);
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// remove the player's ongoing race, if any
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if (Racing::EPRaces.find(sock) != Racing::EPRaces.end())
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@ -35,7 +35,7 @@ static void addPlayer(CNSocket* key, Player plr) {
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*p = plr;
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players[key] = p;
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p->chunkPos = std::make_tuple(0, 0, 0); // TODO: maybe replace with specialized "no chunk" value
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p->chunkPos = Chunking::INVALID_CHUNK;
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p->lastHeartbeat = 0;
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std::cout << getPlayerName(p) << " has joined!" << std::endl;
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@ -97,6 +97,19 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, ui
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Chunking::updateEntityChunk({sock}, oldChunk, newChunk);
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}
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/*
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* Low-level helper function for correctly updating chunks when teleporting players.
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*
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* Use PlayerManager::sendPlayerTo() to actually teleport players.
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*/
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void PlayerManager::updatePlayerPositionForWarp(CNSocket* sock, int X, int Y, int Z, uint64_t inst) {
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Player *plr = getPlayer(sock);
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// force player to reload chunks
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Chunking::updateEntityChunk({sock}, plr->chunkPos, Chunking::INVALID_CHUNK);
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updatePlayerPosition(sock, X, Y, Z, inst, plr->angle);
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}
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void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I) {
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Player* plr = getPlayer(sock);
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plr->onMonkey = false;
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@ -148,8 +161,7 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
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pkt2.iZ = Z;
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sock->sendPacket(pkt2, P_FE2CL_REP_PC_GOTO_SUCC);
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Chunking::updateEntityChunk({sock}, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
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updatePlayerPosition(sock, X, Y, Z, I, plr->angle);
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updatePlayerPositionForWarp(sock, X, Y, Z, I);
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// post-warp: check if the source instance has no more players in it and delete it if so
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Chunking::destroyInstanceIfEmpty(fromInstance);
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@ -466,8 +478,7 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
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if (!move)
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return;
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Chunking::updateEntityChunk({sock}, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
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updatePlayerPosition(sock, x, y, z, plr->instanceID, plr->angle);
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updatePlayerPositionForWarp(sock, x, y, z, plr->instanceID);
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}
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static void enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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@ -18,6 +18,7 @@ namespace PlayerManager {
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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 updatePlayerPositionForWarp(CNSocket* sock, int X, int Y, int Z, uint64_t inst);
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void sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I);
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void sendPlayerTo(CNSocket* sock, int X, int Y, int Z);
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@ -165,9 +165,9 @@ static void transportWarpHandler(CNSocket* sock, CNPacketData* data) {
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if (target == nullptr)
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return;
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// we warped; update position and chunks
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Chunking::updateEntityChunk({sock}, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
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PlayerManager::updatePlayerPosition(sock, target->x, target->y, target->z, INSTANCE_OVERWORLD, plr->angle);
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PlayerManager::updatePlayerPositionForWarp(sock, target->x, target->y, target->z, INSTANCE_OVERWORLD);
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}
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void Transport::testMssRoute(CNSocket *sock, std::vector<Vec3>* route) {
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@ -41,9 +41,6 @@
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#define ARRLEN(x) (sizeof(x)/sizeof(*x))
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#define AUTOU16TOU8(x) U16toU8(x, ARRLEN(x))
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// typedef for chunk position tuple
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typedef std::tuple<int, int, uint64_t> ChunkPos;
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// TODO: rewrite U16toU8 & U8toU16 to not use codecvt
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std::string U16toU8(char16_t* src, size_t max);
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