mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-12-24 04:40:05 +00:00
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:
@@ -18,7 +18,7 @@ void NanoManager::nanoEquipHandler(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_NANO_EQUIP* nano = (sP_CL2FE_REQ_NANO_EQUIP*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_NANO_EQUIP_SUCC, resp);
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Player plr = PlayerManager::getPlayer(sock);
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Player *plr = PlayerManager::getPlayer(sock);
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if (nano->iNanoSlotNum > 2)
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return;
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@@ -28,8 +28,7 @@ void NanoManager::nanoEquipHandler(CNSocket* sock, CNPacketData* data) {
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// Update player
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plr.equippedNanos[nano->iNanoSlotNum] = nano->iNanoID;
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PlayerManager::updatePlayer(sock, plr);
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plr->equippedNanos[nano->iNanoSlotNum] = nano->iNanoID;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_EQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_EQUIP_SUCC));
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}
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@@ -40,7 +39,7 @@ void NanoManager::nanoUnEquipHandler(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_NANO_UNEQUIP* nano = (sP_CL2FE_REQ_NANO_UNEQUIP*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_NANO_UNEQUIP_SUCC, resp);
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Player plr = PlayerManager::getPlayer(sock);
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Player *plr = PlayerManager::getPlayer(sock);
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if (nano->iNanoSlotNum > 2)
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return;
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@@ -48,8 +47,7 @@ void NanoManager::nanoUnEquipHandler(CNSocket* sock, CNPacketData* data) {
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resp.iNanoSlotNum = nano->iNanoSlotNum;
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// update player
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plr.equippedNanos[nano->iNanoSlotNum] = 0;
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PlayerManager::updatePlayer(sock, plr);
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plr->equippedNanos[nano->iNanoSlotNum] = 0;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_UNEQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_UNEQUIP_SUCC));
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}
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@@ -60,13 +58,13 @@ void NanoManager::nanoGMGiveHandler(CNSocket* sock, CNPacketData* data) {
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// Cmd: /nano <nanoId>
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sP_CL2FE_REQ_PC_GIVE_NANO* nano = (sP_CL2FE_REQ_PC_GIVE_NANO*)data->buf;
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Player plr = PlayerManager::getPlayer(sock);
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Player *plr = PlayerManager::getPlayer(sock);
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// Add nano to player
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addNano(sock, nano->iNanoID, 0);
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DEBUGLOG(
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std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " requested to add nano id: " << nano->iNanoID << std::endl;
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std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to add nano id: " << nano->iNanoID << std::endl;
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)
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}
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@@ -75,7 +73,7 @@ void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
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return; // malformed packet
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sP_CL2FE_REQ_NANO_ACTIVE* pkt = (sP_CL2FE_REQ_NANO_ACTIVE*)data->buf;
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Player plr = PlayerManager::getPlayer(sock);
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Player *plr = PlayerManager::getPlayer(sock);
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// Send to client
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INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp);
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@@ -85,28 +83,27 @@ void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
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if (pkt->iNanoSlotNum > 2)
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return;
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int nanoId = plr.equippedNanos[pkt->iNanoSlotNum];
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int nanoId = plr->equippedNanos[pkt->iNanoSlotNum];
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if (nanoId > 36)
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return; // sanity check
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sNano nano = plr.Nanos[nanoId];
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sNano nano = plr->Nanos[nanoId];
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// Send to other players
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INITSTRUCT(sP_FE2CL_NANO_ACTIVE, pkt1);
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pkt1.iPC_ID = plr.iID;
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pkt1.iPC_ID = plr->iID;
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pkt1.Nano = nano;
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for (CNSocket* s : PlayerManager::players[sock].viewable)
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s->sendPacket((void*)&pkt1, P_FE2CL_NANO_ACTIVE, sizeof(sP_FE2CL_NANO_ACTIVE));
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// update player
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plr.activeNano = nanoId;
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PlayerManager::updatePlayer(sock, plr);
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plr->activeNano = nanoId;
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DEBUGLOG(
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std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " requested to summon nano slot: " << pkt->iNanoSlotNum << std::endl;
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std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to summon nano slot: " << pkt->iNanoSlotNum << std::endl;
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)
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}
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@@ -115,7 +112,7 @@ void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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return; // malformed packet
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sP_CL2FE_REQ_NANO_SKILL_USE* skill = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf;
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Player plr = PlayerManager::getPlayer(sock);
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Player *plr = PlayerManager::getPlayer(sock);
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// Send to client
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INITSTRUCT(sP_FE2CL_NANO_SKILL_USE_SUCC, resp);
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@@ -124,10 +121,14 @@ void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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resp.iArg3 = skill->iArg3;
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resp.iBulletID = skill->iBulletID;
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resp.iTargetCnt = skill->iTargetCnt;
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resp.iPC_ID = plr.iID;
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resp.iPC_ID = plr->iID;
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resp.iNanoStamina = 150; // Hardcoded for now
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sock->sendPacket((void*)&resp, P_FE2CL_NANO_SKILL_USE_SUCC, sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC));
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DEBUGLOG(
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std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to summon nano skill " << std::endl;
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)
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}
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void NanoManager::nanoSkillSetHandler(CNSocket* sock, CNPacketData* data) {
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@@ -143,7 +144,7 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
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if (nanoId > 36)
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return;
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Player plr = PlayerManager::getPlayer(sock);
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Player *plr = PlayerManager::getPlayer(sock);
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// Send to client
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INITSTRUCT(sP_FE2CL_REP_PC_NANO_CREATE_SUCC, resp);
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@@ -154,19 +155,18 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_NANO_CREATE_SUCC, sizeof(sP_FE2CL_REP_PC_NANO_CREATE_SUCC));
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// Update player
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plr.Nanos[nanoId] = resp.Nano;
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PlayerManager::updatePlayer(sock, plr);
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plr->Nanos[nanoId] = resp.Nano;
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}
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void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId) {
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if (nanoId > 36)
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return;
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Player plr = PlayerManager::getPlayer(sock);
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sNano nano = plr.Nanos[nanoId];
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Player *plr = PlayerManager::getPlayer(sock);
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sNano nano = plr->Nanos[nanoId];
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nano.iSkillID = skillId;
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plr.Nanos[nanoId] = nano;
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plr->Nanos[nanoId] = nano;
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// Send to client
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INITSTRUCT(sP_FE2CL_REP_NANO_TUNE_SUCC, resp);
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@@ -175,27 +175,20 @@ void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId)
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sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_TUNE_SUCC, sizeof(sP_FE2CL_REP_NANO_TUNE_SUCC));
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// Update the player
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PlayerManager::updatePlayer(sock, plr);
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DEBUGLOG(
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std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " set skill id " << skillId << " for nano: " << nanoId << std::endl;
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std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " set skill id " << skillId << " for nano: " << nanoId << std::endl;
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)
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}
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void NanoManager::resetNanoSkill(CNSocket* sock, int16_t nanoId) {
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if (nanoId > 36)
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return;
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Player plr = PlayerManager::getPlayer(sock);
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sNano nano = plr.Nanos[nanoId];
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Player *plr = PlayerManager::getPlayer(sock);
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sNano nano = plr->Nanos[nanoId];
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// 0 is reset
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nano.iSkillID = 0;
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plr.Nanos[nanoId] = nano;
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// Update the player
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PlayerManager::updatePlayer(sock, plr);
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plr->Nanos[nanoId] = nano;
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}
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#pragma endregion
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