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minor chunk refactor
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b67a0b6946
commit
4cc1cf4f7e
@ -27,7 +27,7 @@ void ChunkManager::addNPC(int posX, int posY, int32_t id) {
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chunk->NPCs.insert(id);
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NPCManager::addNPC(grabChunks(pos.first, pos.second), id);
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NPCManager::addNPC(grabChunks(pos), id);
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}
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void ChunkManager::addPlayer(int posX, int posY, CNSocket* sock) {
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@ -45,26 +45,41 @@ void ChunkManager::addPlayer(int posX, int posY, CNSocket* sock) {
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chunk->players.insert(sock);
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}
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void ChunkManager::removePlayer(std::pair<int, int> chunkPos, CNSocket* sock) {
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if (!checkChunk(chunkPos))
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return; // do nothing if chunk doesn't even exist
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Chunk* chunk = chunks[chunkPos];
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chunk->players.erase(sock); // gone
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// TODO: if players and NPCs are empty, free chunk and remove it from surrounding views
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}
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bool ChunkManager::checkChunk(std::pair<int, int> chunk) {
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return chunks.find(chunk) != chunks.end();
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}
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std::pair<int, int> ChunkManager::grabChunk(int posX, int posY) {
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return std::make_pair<int, int>(posX / (settings::PLAYERDISTANCE / 3), posY / (settings::PLAYERDISTANCE / 3));
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}
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std::vector<Chunk*> ChunkManager::grabChunks(int chunkX, int chunkY) {
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std::vector<Chunk*> delta;
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delta.reserve(9);
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std::vector<Chunk*> ChunkManager::grabChunks(std::pair<int, int> chunk) {
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std::vector<Chunk*> chnks;
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chnks.reserve(9);
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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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std::pair<int, int> pos(chunkX+i, chunkY+z);
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std::pair<int, int> pos(chunk.first+i, chunk.second+z);
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// if chunk exists, add it to the delta
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if (chunks.find(pos) != chunks.end()) {
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delta.push_back(chunks[pos]);
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}
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// if chunk exists, add it to the vector
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if (checkChunk(pos))
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chnks.push_back(chunks[pos]);
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}
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}
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return delta;
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return chnks;
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}
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// returns the chunks that aren't shared (only from from)
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@ -21,7 +21,9 @@ namespace ChunkManager {
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void addNPC(int posX, int posY, int32_t id);
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void addPlayer(int posX, int posY, CNSocket* sock);
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void removePlayer(std::pair<int, int> chunkPos, CNSocket* sock);
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bool checkChunk(std::pair<int, int> chunk);
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std::pair<int, int> grabChunk(int posX, int posY);
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std::vector<Chunk*> grabChunks(int chunkX, int chunkY);
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std::vector<Chunk*> grabChunks(std::pair<int, int> chunkPos);
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std::vector<Chunk*> getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to);
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}
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@ -71,7 +71,7 @@ void NPCManager::removeNPC(int32_t id) {
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exitData.iNPC_ID = id;
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// remove it from the clients
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for (Chunk* chunk : ChunkManager::grabChunks(pos.first, pos.second)) {
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for (Chunk* chunk : ChunkManager::grabChunks(pos)) {
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for (CNSocket* sock : chunk->players) {
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// send to socket
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sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
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@ -99,9 +99,8 @@ void PlayerManager::removePlayerFromChunks(std::vector<Chunk*> chunks, CNSocket*
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}
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}
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// remove us from that old stinky chunk (+ a sanity check)
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if (ChunkManager::chunks.find(players[sock].chunkPos) != ChunkManager::chunks.end())
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ChunkManager::chunks[players[sock].chunkPos]->players.erase(sock);
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// remove us from that old stinky chunk
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ChunkManager::removePlayer(players[sock].chunkPos, sock);
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}
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void PlayerManager::addPlayerToChunks(std::vector<Chunk*> chunks, CNSocket* sock) {
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@ -169,7 +168,7 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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return;
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// add player to chunk
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std::vector<Chunk*> allChunks = ChunkManager::grabChunks(newPos.first, newPos.second);
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std::vector<Chunk*> allChunks = ChunkManager::grabChunks(newPos);
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// first, remove all the old npcs & players from the old chunks
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removePlayerFromChunks(ChunkManager::getDeltaChunks(view.currentChunks, allChunks), sock);
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