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 NanoManager::nanoEquipHandler(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_NANO_EQUIP* nano = (sP_CL2FE_REQ_NANO_EQUIP*)data->buf;
INITSTRUCT(sP_FE2CL_REP_NANO_EQUIP_SUCC, resp);
Player plr = PlayerManager::getPlayer(sock);
Player *plr = PlayerManager::getPlayer(sock);
if (nano->iNanoSlotNum > 2)
return;
@@ -28,8 +28,7 @@ void NanoManager::nanoEquipHandler(CNSocket* sock, CNPacketData* data) {
// Update player
plr.equippedNanos[nano->iNanoSlotNum] = nano->iNanoID;
PlayerManager::updatePlayer(sock, plr);
plr->equippedNanos[nano->iNanoSlotNum] = nano->iNanoID;
sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_EQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_EQUIP_SUCC));
}
@@ -40,7 +39,7 @@ void NanoManager::nanoUnEquipHandler(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_NANO_UNEQUIP* nano = (sP_CL2FE_REQ_NANO_UNEQUIP*)data->buf;
INITSTRUCT(sP_FE2CL_REP_NANO_UNEQUIP_SUCC, resp);
Player plr = PlayerManager::getPlayer(sock);
Player *plr = PlayerManager::getPlayer(sock);
if (nano->iNanoSlotNum > 2)
return;
@@ -48,8 +47,7 @@ void NanoManager::nanoUnEquipHandler(CNSocket* sock, CNPacketData* data) {
resp.iNanoSlotNum = nano->iNanoSlotNum;
// update player
plr.equippedNanos[nano->iNanoSlotNum] = 0;
PlayerManager::updatePlayer(sock, plr);
plr->equippedNanos[nano->iNanoSlotNum] = 0;
sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_UNEQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_UNEQUIP_SUCC));
}
@@ -60,13 +58,13 @@ void NanoManager::nanoGMGiveHandler(CNSocket* sock, CNPacketData* data) {
// Cmd: /nano <nanoId>
sP_CL2FE_REQ_PC_GIVE_NANO* nano = (sP_CL2FE_REQ_PC_GIVE_NANO*)data->buf;
Player plr = PlayerManager::getPlayer(sock);
Player *plr = PlayerManager::getPlayer(sock);
// Add nano to player
addNano(sock, nano->iNanoID, 0);
DEBUGLOG(
std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " requested to add nano id: " << nano->iNanoID << std::endl;
std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to add nano id: " << nano->iNanoID << std::endl;
)
}
@@ -75,7 +73,7 @@ void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
return; // malformed packet
sP_CL2FE_REQ_NANO_ACTIVE* pkt = (sP_CL2FE_REQ_NANO_ACTIVE*)data->buf;
Player plr = PlayerManager::getPlayer(sock);
Player *plr = PlayerManager::getPlayer(sock);
// Send to client
INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp);
@@ -85,28 +83,27 @@ void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
if (pkt->iNanoSlotNum > 2)
return;
int nanoId = plr.equippedNanos[pkt->iNanoSlotNum];
int nanoId = plr->equippedNanos[pkt->iNanoSlotNum];
if (nanoId > 36)
return; // sanity check
sNano nano = plr.Nanos[nanoId];
sNano nano = plr->Nanos[nanoId];
// Send to other players
INITSTRUCT(sP_FE2CL_NANO_ACTIVE, pkt1);
pkt1.iPC_ID = plr.iID;
pkt1.iPC_ID = plr->iID;
pkt1.Nano = nano;
for (CNSocket* s : PlayerManager::players[sock].viewable)
s->sendPacket((void*)&pkt1, P_FE2CL_NANO_ACTIVE, sizeof(sP_FE2CL_NANO_ACTIVE));
// update player
plr.activeNano = nanoId;
PlayerManager::updatePlayer(sock, plr);
plr->activeNano = nanoId;
DEBUGLOG(
std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " requested to summon nano slot: " << pkt->iNanoSlotNum << std::endl;
std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to summon nano slot: " << pkt->iNanoSlotNum << std::endl;
)
}
@@ -115,7 +112,7 @@ void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
return; // malformed packet
sP_CL2FE_REQ_NANO_SKILL_USE* skill = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf;
Player plr = PlayerManager::getPlayer(sock);
Player *plr = PlayerManager::getPlayer(sock);
// Send to client
INITSTRUCT(sP_FE2CL_NANO_SKILL_USE_SUCC, resp);
@@ -124,10 +121,14 @@ void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
resp.iArg3 = skill->iArg3;
resp.iBulletID = skill->iBulletID;
resp.iTargetCnt = skill->iTargetCnt;
resp.iPC_ID = plr.iID;
resp.iPC_ID = plr->iID;
resp.iNanoStamina = 150; // Hardcoded for now
sock->sendPacket((void*)&resp, P_FE2CL_NANO_SKILL_USE_SUCC, sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC));
DEBUGLOG(
std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to summon nano skill " << std::endl;
)
}
void NanoManager::nanoSkillSetHandler(CNSocket* sock, CNPacketData* data) {
@@ -143,7 +144,7 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
if (nanoId > 36)
return;
Player plr = PlayerManager::getPlayer(sock);
Player *plr = PlayerManager::getPlayer(sock);
// Send to client
INITSTRUCT(sP_FE2CL_REP_PC_NANO_CREATE_SUCC, resp);
@@ -154,19 +155,18 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_NANO_CREATE_SUCC, sizeof(sP_FE2CL_REP_PC_NANO_CREATE_SUCC));
// Update player
plr.Nanos[nanoId] = resp.Nano;
PlayerManager::updatePlayer(sock, plr);
plr->Nanos[nanoId] = resp.Nano;
}
void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId) {
if (nanoId > 36)
return;
Player plr = PlayerManager::getPlayer(sock);
sNano nano = plr.Nanos[nanoId];
Player *plr = PlayerManager::getPlayer(sock);
sNano nano = plr->Nanos[nanoId];
nano.iSkillID = skillId;
plr.Nanos[nanoId] = nano;
plr->Nanos[nanoId] = nano;
// Send to client
INITSTRUCT(sP_FE2CL_REP_NANO_TUNE_SUCC, resp);
@@ -175,27 +175,20 @@ void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId)
sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_TUNE_SUCC, sizeof(sP_FE2CL_REP_NANO_TUNE_SUCC));
// Update the player
PlayerManager::updatePlayer(sock, plr);
DEBUGLOG(
std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " set skill id " << skillId << " for nano: " << nanoId << std::endl;
std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " set skill id " << skillId << " for nano: " << nanoId << std::endl;
)
}
void NanoManager::resetNanoSkill(CNSocket* sock, int16_t nanoId) {
if (nanoId > 36)
return;
Player plr = PlayerManager::getPlayer(sock);
sNano nano = plr.Nanos[nanoId];
Player *plr = PlayerManager::getPlayer(sock);
sNano nano = plr->Nanos[nanoId];
// 0 is reset
nano.iSkillID = 0;
plr.Nanos[nanoId] = nano;
// Update the player
PlayerManager::updatePlayer(sock, plr);
plr->Nanos[nanoId] = nano;
}
#pragma endregion