Dynamically allocate the Player struct in PlayerView.

This way we're not always passing it around by value.
Note that the Player structs in CNSharedData are still
pass-by-reference. Will probably change this later.
This commit is contained in:
2020-08-25 00:02:07 +02:00
parent c5dacb4958
commit 14bc368073
7 changed files with 118 additions and 127 deletions

View File

@@ -18,7 +18,7 @@ void ChatManager::chatHandler(CNSocket* sock, CNPacketData* data) {
// send to client
INITSTRUCT(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, resp);
memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->szFreeChat));
resp.iPC_ID = plr.plr.iID;
resp.iPC_ID = plr.plr->iID;
resp.iEmoteCode = chat->iEmoteCode;
sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC));
@@ -36,7 +36,7 @@ void ChatManager::menuChatHandler(CNSocket* sock, CNPacketData* data) {
// send to client
INITSTRUCT(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, resp);
memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->szFreeChat));
resp.iPC_ID = PlayerManager::players[sock].plr.iID;
resp.iPC_ID = PlayerManager::players[sock].plr->iID;
resp.iEmoteCode = chat->iEmoteCode;
sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC));
@@ -57,7 +57,7 @@ void ChatManager::emoteHandler(CNSocket* sock, CNPacketData* data) {
// send to client
INITSTRUCT(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, resp);
resp.iEmoteCode = emote->iEmoteCode;
resp.iID_From = plr.plr.iID;
resp.iID_From = plr.plr->iID;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT));
// send to visible players (players within render distance)