mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-04 22:40:05 +00:00
added basework for instancing
This commit is contained in:
parent
8ff97ec0b3
commit
4cd7b7cb53
@ -3,12 +3,12 @@
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#include "NPCManager.hpp"
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#include "settings.hpp"
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std::map<std::pair<int, int>, Chunk*> ChunkManager::chunks;
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std::map<std::tuple<int, int, int>, Chunk*> ChunkManager::chunks;
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void ChunkManager::init() {} // stubbed
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void ChunkManager::addNPC(int posX, int posY, int32_t id) {
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std::pair<int, int> pos = grabChunk(posX, posY);
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void ChunkManager::addNPC(int posX, int posY, int instanceID, int32_t id) {
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std::tuple<int, int, int> pos = grabChunk(posX, posY, instanceID);
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// make chunk if it doesn't exist!
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if (chunks.find(pos) == chunks.end()) {
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@ -22,8 +22,8 @@ void ChunkManager::addNPC(int posX, int posY, int32_t id) {
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chunk->NPCs.insert(id);
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}
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void ChunkManager::addPlayer(int posX, int posY, CNSocket* sock) {
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std::pair<int, int> pos = grabChunk(posX, posY);
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void ChunkManager::addPlayer(int posX, int posY, int instanceID, CNSocket* sock) {
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std::tuple<int, int, int> pos = grabChunk(posX, posY, instanceID);
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// make chunk if it doesn't exist!
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if (chunks.find(pos) == chunks.end()) {
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@ -37,7 +37,7 @@ 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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void ChunkManager::removePlayer(std::tuple<int, 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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@ -48,7 +48,7 @@ void ChunkManager::removePlayer(std::pair<int, int> chunkPos, CNSocket* sock) {
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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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void ChunkManager::removeNPC(std::pair<int, int> chunkPos, int32_t id) {
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void ChunkManager::removeNPC(std::tuple<int, int, int> chunkPos, int32_t id) {
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if (!checkChunk(chunkPos))
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return; // do nothing if chunk doesn't even exist
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@ -59,22 +59,25 @@ void ChunkManager::removeNPC(std::pair<int, int> chunkPos, int32_t id) {
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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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bool ChunkManager::checkChunk(std::tuple<int, 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::CHUNKSIZE / 3), posY / (settings::CHUNKSIZE / 3));
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std::tuple<int, int, int> ChunkManager::grabChunk(int posX, int posY, int instanceID) {
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return std::make_tuple(posX / (settings::CHUNKSIZE / 3), posY / (settings::CHUNKSIZE / 3), instanceID);
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}
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std::vector<Chunk*> ChunkManager::grabChunks(std::pair<int, int> chunk) {
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std::vector<Chunk*> ChunkManager::grabChunks(std::tuple<int, int, int> chunk) {
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std::vector<Chunk*> chnks;
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chnks.reserve(9);
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int x, y, inst;
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std::tie(x, y, inst) = 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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std::pair<int, int> pos(chunk.first+i, chunk.second+z);
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std::tuple<int, int, int> pos = std::make_tuple(x+i, y+z, inst);
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// if chunk exists, add it to the vector
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if (checkChunk(pos))
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@ -108,8 +111,8 @@ std::vector<Chunk*> ChunkManager::getDeltaChunks(std::vector<Chunk*> from, std::
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return delta;
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}
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bool ChunkManager::inPopulatedChunks(int posX, int posY) {
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auto chunk = ChunkManager::grabChunk(posX, posY);
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bool ChunkManager::inPopulatedChunks(int posX, int posY, int instanceID) {
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auto chunk = ChunkManager::grabChunk(posX, posY, instanceID);
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auto nearbyChunks = ChunkManager::grabChunks(chunk);
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for (Chunk *c: nearbyChunks) {
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@ -6,6 +6,7 @@
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#include <vector>
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#include <set>
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#include <map>
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#include <tuple>
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class Chunk {
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public:
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@ -13,19 +14,25 @@ public:
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std::set<int32_t> NPCs;
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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, // all infected zones share an instance
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INSTANCE_UNIQUE // fusion lairs are generated as requested (+ uid)
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};
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namespace ChunkManager {
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void init();
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void cleanup();
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extern std::map<std::pair<int, int>, Chunk*> chunks;
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extern std::map<std::tuple<int, int, int>, Chunk*> chunks;
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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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void removeNPC(std::pair<int, int> chunkPos, int32_t id);
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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(std::pair<int, int> chunkPos);
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void addNPC(int posX, int posY, int instanceID, int32_t id);
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void addPlayer(int posX, int posY, int instanceID, CNSocket* sock);
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void removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* sock);
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void removeNPC(std::tuple<int, int, int> chunkPos, int32_t id);
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bool checkChunk(std::tuple<int, int, int> chunk);
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std::tuple<int, int, int> grabChunk(int posX, int posY, int instanceID);
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std::vector<Chunk*> grabChunks(std::tuple<int, int, int> chunkPos);
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std::vector<Chunk*> getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to);
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bool inPopulatedChunks(int posX, int posY);
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bool inPopulatedChunks(int posX, int posY, int instanceID);
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}
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@ -457,7 +457,7 @@ void MobManager::step(CNServer *serv, time_t currTime) {
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int y = pair.second->appearanceData.iY;
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// skip chunks without players
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if (!ChunkManager::inPopulatedChunks(x, y))
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if (!ChunkManager::inPopulatedChunks(x, y, pair.second->instanceID))
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continue;
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// skip mob movement and combat if disabled
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@ -42,8 +42,8 @@ struct Mob : public BaseNPC {
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// temporary; until we're sure what's what
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nlohmann::json data;
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Mob(int x, int y, int z, int type, int hp, int angle, nlohmann::json d, int32_t id)
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: BaseNPC(x, y, z, type, id), maxHealth(hp) {
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Mob(int x, int y, int z, int iID, int type, int hp, int angle, nlohmann::json d, int32_t id)
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: BaseNPC(x, y, z, iID, type, id), maxHealth(hp) {
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state = MobState::ROAMING;
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data = d;
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@ -68,8 +68,8 @@ struct Mob : public BaseNPC {
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}
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// constructor for /summon
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Mob(int x, int y, int z, int type, nlohmann::json d, int32_t id)
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: Mob(x, y, z, type, 0, 0, d, id) {
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Mob(int x, int y, int z, int iID, int type, nlohmann::json d, int32_t id)
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: Mob(x, y, z, iID, type, 0, 0, d, id) {
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summoned = true; // will be despawned and deallocated when killed
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appearanceData.iHP = maxHealth = d["m_iHP"];
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}
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11
src/NPC.hpp
11
src/NPC.hpp
@ -7,11 +7,12 @@ class BaseNPC {
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public:
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sNPCAppearanceData appearanceData;
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NPCClass npcClass;
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std::pair<int, int> chunkPos;
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int instanceID;
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std::tuple<int, int, int> chunkPos;
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std::vector<Chunk*> currentChunks;
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BaseNPC() {};
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BaseNPC(int x, int y, int z, int type, int id) {
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BaseNPC(int x, int y, int z, int iID, int type, int id) {
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appearanceData.iX = x;
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appearanceData.iY = y;
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appearanceData.iZ = z;
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@ -22,9 +23,11 @@ public:
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appearanceData.iBarkerType = 0;
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appearanceData.iNPC_ID = id;
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chunkPos = std::pair<int, int>(0, 0);
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instanceID = iID;
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chunkPos = std::make_tuple(0, 0, instanceID);
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};
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BaseNPC(int x, int y, int z, int type, int id, NPCClass classType) : BaseNPC(x, y, z, type, id) {
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BaseNPC(int x, int y, int z, int iID, int type, int id, NPCClass classType) : BaseNPC(x, y, z, iID, type, id) {
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npcClass = classType;
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}
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};
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@ -140,7 +140,7 @@ void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z) {
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npc->appearanceData.iX = X;
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npc->appearanceData.iY = Y;
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npc->appearanceData.iZ = Z;
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std::pair<int, int> newPos = ChunkManager::grabChunk(X, Y);
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std::tuple<int, int, int> newPos = ChunkManager::grabChunk(X, Y, npc->instanceID);
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// nothing to be done (but we should also update currentChunks to add/remove stale chunks)
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if (newPos == npc->chunkPos) {
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@ -158,7 +158,7 @@ void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z) {
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// update chunks
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ChunkManager::removeNPC(npc->chunkPos, id);
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ChunkManager::addNPC(X, Y, id);
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ChunkManager::addNPC(X, Y, npc->instanceID, id);
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npc->chunkPos = newPos;
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npc->currentChunks = allChunks;
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@ -544,10 +544,10 @@ void NPCManager::npcSummonHandler(CNSocket* sock, CNPacketData* data) {
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resp.NPCAppearanceData.iZ = plr->z;
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if (team == 2) {
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NPCs[resp.NPCAppearanceData.iNPC_ID] = new Mob(plr->x, plr->y, plr->z, req->iNPCType, NPCData[req->iNPCType], resp.NPCAppearanceData.iNPC_ID);
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NPCs[resp.NPCAppearanceData.iNPC_ID] = new Mob(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType, NPCData[req->iNPCType], resp.NPCAppearanceData.iNPC_ID);
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MobManager::Mobs[resp.NPCAppearanceData.iNPC_ID] = (Mob*)NPCs[resp.NPCAppearanceData.iNPC_ID];
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} else
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NPCs[resp.NPCAppearanceData.iNPC_ID] = new BaseNPC(plr->x, plr->y, plr->z, req->iNPCType, resp.NPCAppearanceData.iNPC_ID);
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NPCs[resp.NPCAppearanceData.iNPC_ID] = new BaseNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType, resp.NPCAppearanceData.iNPC_ID);
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updateNPCPosition(resp.NPCAppearanceData.iNPC_ID, plr->x, plr->y, plr->z);
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}
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@ -585,7 +585,7 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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// force player & NPC reload
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PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
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plrv.currentChunks.clear();
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plrv.chunkPos = std::make_pair<int, int>(0, 0);
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plrv.chunkPos = std::make_tuple(0, 0, plrv.plr->instanceID);
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
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}
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@ -37,7 +37,7 @@ struct Player {
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int32_t iConditionBitFlag;
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int8_t iSpecialState;
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int x, y, z, angle;
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int x, y, z, angle, instanceID;
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sItemBase Equip[AEQUIP_COUNT];
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sItemBase Inven[AINVEN_COUNT];
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sItemBase Bank[ABANK_COUNT];
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@ -47,7 +47,7 @@ void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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memcpy(p, &plr, sizeof(Player));
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players[key] = PlayerView();
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players[key].chunkPos = std::make_pair<int, int>(0, 0);
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players[key].chunkPos = std::make_tuple(0, 0, p->instanceID);
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players[key].currentChunks = std::vector<Chunk*>();
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players[key].plr = p;
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players[key].lastHeartbeat = 0;
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@ -191,7 +191,7 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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void PlayerManager::updatePlayerChunk(CNSocket* sock, int X, int Y) {
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PlayerView& view = players[sock];
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std::pair<int, int> newPos = ChunkManager::grabChunk(X, Y);
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std::tuple<int, int, int> newPos = ChunkManager::grabChunk(X, Y, view.plr->instanceID);
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// nothing to be done
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if (newPos == view.chunkPos)
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@ -206,7 +206,7 @@ void PlayerManager::updatePlayerChunk(CNSocket* sock, int X, int Y) {
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// now, add all the new npcs & players!
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addPlayerToChunks(ChunkManager::getDeltaChunks(allChunks, view.currentChunks), sock);
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ChunkManager::addPlayer(X, Y, sock); // takes care of adding the player to the chunk if it exists or not
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ChunkManager::addPlayer(X, Y, view.plr->instanceID, sock); // takes care of adding the player to the chunk if it exists or not
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view.chunkPos = newPos;
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view.currentChunks = allChunks;
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}
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@ -309,6 +309,7 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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response.PCLoadData2CL.iFirstUseFlag2 = UINT64_MAX;
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plr.SerialKey = enter->iEnterSerialKey;
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plr.instanceID = INSTANCE_OVERWORLD; // TODO: load this from the database (as long as it's not a unique instance)
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motd.iType = 1;
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U8toU16(settings::MOTDSTRING, (char16_t*)motd.szSystemMsg);
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@ -647,7 +648,7 @@ void PlayerManager::gotoPlayer(CNSocket* sock, CNPacketData* data) {
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// force player & NPC reload
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PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
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plrv.currentChunks.clear();
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plrv.chunkPos = std::make_pair<int, int>(0, 0);
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plrv.chunkPos = std::make_tuple(0, 0, plrv.plr->instanceID);
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
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}
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@ -13,7 +13,7 @@
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struct WarpLocation;
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struct PlayerView {
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std::pair<int, int> chunkPos;
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std::tuple<int, int, int> chunkPos;
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std::vector<Chunk*> currentChunks;
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Player *plr;
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time_t lastHeartbeat;
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@ -25,7 +25,7 @@ void TableData::init() {
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for (nlohmann::json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
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auto npc = _npc.value();
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BaseNPC *tmp = new BaseNPC(npc["x"], npc["y"], npc["z"], npc["id"], nextId);
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BaseNPC *tmp = new BaseNPC(npc["x"], npc["y"], npc["z"], INSTANCE_OVERWORLD, npc["id"], nextId);
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NPCManager::NPCs[nextId] = tmp;
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NPCManager::updateNPCPosition(nextId, npc["x"], npc["y"], npc["z"]);
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@ -179,7 +179,7 @@ void TableData::init() {
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for (nlohmann::json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
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auto npc = _npc.value();
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auto td = NPCManager::NPCData[(int)npc["iNPCType"]];
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Mob *tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iNPCType"], npc["iHP"], npc["iAngle"], td, nextId);
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Mob *tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], INSTANCE_OVERWORLD, npc["iNPCType"], npc["iHP"], npc["iAngle"], td, nextId);
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NPCManager::NPCs[nextId] = tmp;
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MobManager::Mobs[nextId] = (Mob*)NPCManager::NPCs[nextId];
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@ -149,7 +149,7 @@ void TransportManager::transportWarpHandler(CNSocket* sock, CNPacketData* data)
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*/
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PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
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plrv.currentChunks.clear();
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plrv.chunkPos = std::make_pair<int, int>(0, 0);
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plrv.chunkPos = std::make_tuple(0, 0, plrv.plr->instanceID);
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break;
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case 2: // Monkey Skyway
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if (SkywayPaths.find(route.mssRouteNum) != SkywayPaths.end()) { // check if route exists
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@ -268,7 +268,7 @@ void TransportManager::stepNPCPathing() {
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, point.x, point.y, point.z);
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// get chunks in view
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auto chunk = ChunkManager::grabChunk(npc->appearanceData.iX, npc->appearanceData.iY);
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auto chunk = ChunkManager::grabChunk(npc->appearanceData.iX, npc->appearanceData.iY, npc->instanceID);
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auto chunks = ChunkManager::grabChunks(chunk);
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switch (npc->npcClass) {
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