Get rid of PlayerView. For good.

This commit is contained in:
Gent S
2020-11-17 18:16:16 -05:00
parent d2e776b672
commit 5cbb8538c0
12 changed files with 241 additions and 246 deletions

View File

@@ -20,7 +20,7 @@
#include <vector>
#include <cmath>
std::map<CNSocket*, PlayerView> PlayerManager::players;
std::map<CNSocket*, Player*> PlayerManager::players;
void PlayerManager::init() {
// register packet types
@@ -52,11 +52,10 @@ void PlayerManager::addPlayer(CNSocket* key, Player plr) {
memcpy(p, &plr, sizeof(Player));
players[key] = PlayerView();
players[key].chunkPos = std::make_tuple(0, 0, 0);
players[key].currentChunks = std::vector<Chunk*>();
players[key].plr = p;
players[key].lastHeartbeat = 0;
players[key] = p;
p->chunkPos = std::make_tuple(0, 0, 0);
p->currentChunks = new std::vector<Chunk*>();
p->lastHeartbeat = 0;
key->plr = p;
@@ -65,28 +64,28 @@ void PlayerManager::addPlayer(CNSocket* key, Player plr) {
}
void PlayerManager::removePlayer(CNSocket* key) {
PlayerView& view = players[key];
uint64_t fromInstance = view.plr->instanceID;
Player* plr = getPlayer(key);
uint64_t fromInstance = plr->instanceID;
GroupManager::groupKickPlayer(view.plr);
GroupManager::groupKickPlayer(plr);
// remove player's bullets
MobManager::Bullets.erase(view.plr->iID);
MobManager::Bullets.erase(plr->iID);
// save player to DB
Database::updatePlayer(view.plr);
Database::updatePlayer(plr);
// remove players from all chunks
removePlayerFromChunks(view.currentChunks, key);
removePlayerFromChunks(*plr->currentChunks, key);
// remove from chunk
if (ChunkManager::chunks.find(view.chunkPos) != ChunkManager::chunks.end())
ChunkManager::chunks[view.chunkPos]->players.erase(key);
if (ChunkManager::chunks.find(plr->chunkPos) != ChunkManager::chunks.end())
ChunkManager::chunks[plr->chunkPos]->players.erase(key);
std::cout << getPlayerName(key->plr) << " has left!" << std::endl;
key->plr = nullptr;
delete view.plr;
delete plr;
players.erase(key);
// if the player was in a lair, clean it up
@@ -136,15 +135,15 @@ bool PlayerManager::removePlayerFromChunks(std::vector<Chunk*> chunks, CNSocket*
// remove players from eachother
for (CNSocket* otherSock : chunk->players) {
exitPlayer.iID = players[sock].plr->iID;
exitPlayer.iID = getPlayer(sock)->iID;
otherSock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
exitPlayer.iID = players[otherSock].plr->iID;
exitPlayer.iID = getPlayer(otherSock)->iID;
sock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
}
}
// remove us from that old stinky chunk
return ChunkManager::removePlayer(players[sock].chunkPos, sock);
return ChunkManager::removePlayer(getPlayer(sock)->chunkPos, sock);
}
void PlayerManager::addPlayerToChunks(std::vector<Chunk*> chunks, CNSocket* sock) {
@@ -182,8 +181,8 @@ void PlayerManager::addPlayerToChunks(std::vector<Chunk*> chunks, CNSocket* sock
if (sock == otherSock)
continue;
Player *otherPlr = players[otherSock].plr;
Player *plr = players[sock].plr;
Player *otherPlr = getPlayer(otherSock);
Player *plr = getPlayer(sock);
newPlayer.PCAppearanceData.iID = plr->iID;
newPlayer.PCAppearanceData.iHP = plr->HP;
@@ -219,61 +218,63 @@ void PlayerManager::addPlayerToChunks(std::vector<Chunk*> chunks, CNSocket* sock
}
void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, int angle) {
players[sock].plr->angle = angle;
getPlayer(sock)->angle = angle;
updatePlayerPosition(sock, X, Y, Z);
}
void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
PlayerView& view = players[sock];
view.plr->x = X;
view.plr->y = Y;
view.plr->z = Z;
updatePlayerChunk(sock, X, Y, view.plr->instanceID);
Player* plr = getPlayer(sock);
plr->x = X;
plr->y = Y;
plr->z = Z;
updatePlayerChunk(sock, X, Y, plr->instanceID);
}
void PlayerManager::updatePlayerChunk(CNSocket* sock, int X, int Y, uint64_t instanceID) {
PlayerView& view = players[sock];
ChunkPos newPos = ChunkManager::grabChunk(X, Y, view.plr->instanceID);
Player* plr = getPlayer(sock);
ChunkPos newPos = ChunkManager::grabChunk(X, Y, plr->instanceID);
// nothing to be done
if (newPos == view.chunkPos)
if (newPos == plr->chunkPos)
return;
// add player to chunk
ChunkManager::addPlayer(X, Y, view.plr->instanceID, sock);
ChunkManager::addPlayer(X, Y, plr->instanceID, sock);
std::vector<Chunk*> allChunks = ChunkManager::grabChunks(newPos);
Chunk *chunk = nullptr;
if (ChunkManager::checkChunk(view.chunkPos))
chunk = ChunkManager::chunks[view.chunkPos];
if (ChunkManager::checkChunk(plr->chunkPos))
chunk = ChunkManager::chunks[plr->chunkPos];
// first, remove all the old npcs & players from the old chunks
if (removePlayerFromChunks(ChunkManager::getDeltaChunks(view.currentChunks, allChunks), sock)) {
if (removePlayerFromChunks(ChunkManager::getDeltaChunks(*plr->currentChunks, allChunks), sock)) {
allChunks.erase(std::remove(allChunks.begin(), allChunks.end(), chunk), allChunks.end());
}
// now, add all the new npcs & players!
addPlayerToChunks(ChunkManager::getDeltaChunks(allChunks, view.currentChunks), sock);
addPlayerToChunks(ChunkManager::getDeltaChunks(allChunks, *plr->currentChunks), sock);
view.chunkPos = newPos;
view.currentChunks = allChunks;
plr->chunkPos = newPos;
plr->currentChunks->clear();
for (Chunk* c : allChunks) {
plr->currentChunks->push_back(c);
}
}
void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I) {
PlayerView& plrv = PlayerManager::players[sock];
Player* plr = plrv.plr;
Player* plr = getPlayer(sock);
if (plrv.plr->instanceID == 0) {
if (plr->instanceID == 0) {
// save last uninstanced coords
plrv.plr->lastX = plrv.plr->x;
plrv.plr->lastY = plrv.plr->y;
plrv.plr->lastZ = plrv.plr->z;
plrv.plr->lastAngle = plrv.plr->angle;
plr->lastX = plr->x;
plr->lastY = plr->y;
plr->lastZ = plr->z;
plr->lastAngle = plr->angle;
}
MissionManager::failInstancedMissions(sock); // fail any instanced missions
uint64_t fromInstance = plrv.plr->instanceID; // pre-warp instance, saved for post-warp
uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
plr->instanceID = I;
if (I != INSTANCE_OVERWORLD) {
@@ -288,10 +289,10 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
resp.iX = X;
resp.iY = Y;
resp.iZ = Z;
resp.iCandy = plrv.plr->money;
resp.iCandy = plr->money;
resp.eIL = 4; // do not take away any items
PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
plrv.currentChunks.clear();
PlayerManager::removePlayerFromChunks(*plr->currentChunks, sock);
plr->currentChunks->clear();
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
updatePlayerPosition(sock, X, Y, Z);
}
@@ -308,10 +309,10 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
pkt.iZ = Z;
// force player & NPC reload
PlayerView& plrv = players[sock];
PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
plrv.currentChunks.clear();
plrv.chunkPos = std::make_tuple(0, 0, plrv.plr->instanceID);
Player* plr = getPlayer(sock);
PlayerManager::removePlayerFromChunks(*plr->currentChunks, sock);
plr->currentChunks->clear();
plr->chunkPos = std::make_tuple(0, 0, plr->instanceID);
sock->sendPacket((void*)&pkt, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
}
@@ -439,12 +440,12 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
BuddyManager::refreshBuddyList(sock);
for (auto& pair : PlayerManager::players)
if (pair.second.plr->notify)
if (pair.second->notify)
ChatManager::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(&plr) + " has joined.");
}
void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {
for (Chunk* chunk : players[sock].currentChunks) {
for (Chunk* chunk : *getPlayer(sock)->currentChunks) {
for (CNSocket* otherSock : chunk->players) {
if (otherSock == sock)
continue;
@@ -482,12 +483,14 @@ void PlayerManager::movePlayer(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_MOVE* moveData = (sP_CL2FE_REQ_PC_MOVE*)data->buf;
updatePlayerPosition(sock, moveData->iX, moveData->iY, moveData->iZ, moveData->iAngle);
players[sock].plr->angle = moveData->iAngle;
Player* plr = getPlayer(sock);
plr->angle = moveData->iAngle;
uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_MOVE, moveResponse);
moveResponse.iID = players[sock].plr->iID;
moveResponse.iID = plr->iID;
moveResponse.cKeyValue = moveData->cKeyValue;
moveResponse.iX = moveData->iX;
@@ -516,7 +519,7 @@ void PlayerManager::stopPlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_STOP, stopResponse);
stopResponse.iID = players[sock].plr->iID;
stopResponse.iID = getPlayer(sock)->iID;
stopResponse.iX = stopData->iX;
stopResponse.iY = stopData->iY;
@@ -539,7 +542,7 @@ void PlayerManager::jumpPlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_JUMP, jumpResponse);
jumpResponse.iID = players[sock].plr->iID;
jumpResponse.iID = getPlayer(sock)->iID;
jumpResponse.cKeyValue = jumpData->cKeyValue;
jumpResponse.iX = jumpData->iX;
@@ -568,7 +571,7 @@ void PlayerManager::jumppadPlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_JUMPPAD, jumppadResponse);
jumppadResponse.iPC_ID = players[sock].plr->iID;
jumppadResponse.iPC_ID = getPlayer(sock)->iID;
jumppadResponse.cKeyValue = jumppadData->cKeyValue;
jumppadResponse.iX = jumppadData->iX;
@@ -595,7 +598,7 @@ void PlayerManager::launchPlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_LAUNCHER, launchResponse);
launchResponse.iPC_ID = players[sock].plr->iID;
launchResponse.iPC_ID = getPlayer(sock)->iID;
launchResponse.iX = launchData->iX;
launchResponse.iY = launchData->iY;
@@ -623,7 +626,7 @@ void PlayerManager::ziplinePlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_ZIPLINE, ziplineResponse);
ziplineResponse.iPC_ID = players[sock].plr->iID;
ziplineResponse.iPC_ID = getPlayer(sock)->iID;
ziplineResponse.iCliTime = ziplineData->iCliTime;
ziplineResponse.iSvrTime = tm;
ziplineResponse.iX = ziplineData->iX;
@@ -658,7 +661,7 @@ void PlayerManager::movePlatformPlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_MOVEPLATFORM, platResponse);
platResponse.iPC_ID = players[sock].plr->iID;
platResponse.iPC_ID = getPlayer(sock)->iID;
platResponse.iCliTime = platformData->iCliTime;
platResponse.iSvrTime = tm;
platResponse.iX = platformData->iX;
@@ -690,7 +693,7 @@ void PlayerManager::moveSliderPlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_MOVETRANSPORTATION, sliderResponse);
sliderResponse.iPC_ID = players[sock].plr->iID;
sliderResponse.iPC_ID = getPlayer(sock)->iID;
sliderResponse.iCliTime = sliderData->iCliTime;
sliderResponse.iSvrTime = tm;
sliderResponse.iX = sliderData->iX;
@@ -721,7 +724,7 @@ void PlayerManager::moveSlopePlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_SLOPE, slopeResponse);
slopeResponse.iPC_ID = players[sock].plr->iID;
slopeResponse.iPC_ID = getPlayer(sock)->iID;
slopeResponse.iCliTime = slopeData->iCliTime;
slopeResponse.iSvrTime = tm;
slopeResponse.iX = slopeData->iX;
@@ -809,7 +812,7 @@ void PlayerManager::setSpecialPlayer(CNSocket* sock, CNPacketData* data) {
}
void PlayerManager::heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
players[sock].lastHeartbeat = getTime();
getPlayer(sock)->lastHeartbeat = getTime();
}
void PlayerManager::exitGame(CNSocket* sock, CNPacketData* data) {
@@ -893,48 +896,44 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
}
void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
PlayerView& plr = PlayerManager::players[sock];
Player* plr = getPlayer(sock);
if (plr.plr->Equip[8].iID > 0 && plr.plr->Equip[8].iTimeLimit>getTimestamp()) {
if (plr->Equip[8].iID > 0 && plr->Equip[8].iTimeLimit>getTimestamp()) {
INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_SUCC, response);
sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_ON_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_ON_SUCC));
// send to other players
plr.plr->iPCState |= 8;
plr->iPCState |= 8;
INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2);
response2.iPC_ID = plr.plr->iID;
response2.iState = plr.plr->iPCState;
response2.iPC_ID = plr->iID;
response2.iState = plr->iPCState;
sendToViewable(sock, (void*)&response2, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
for (Chunk* chunk : players[sock].currentChunks) {
for (CNSocket* otherSock : chunk->players) {
otherSock->sendPacket((void*)&response2, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
}
}
} else {
INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_FAIL, response);
sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_ON_FAIL, sizeof(sP_FE2CL_PC_VEHICLE_ON_FAIL));
// check if vehicle didn't expire
if (plr.plr->Equip[8].iTimeLimit < getTimestamp()) {
plr.plr->toRemoveVehicle.eIL = 0;
plr.plr->toRemoveVehicle.iSlotNum = 8;
ItemManager::checkItemExpire(sock, plr.plr);
if (plr->Equip[8].iTimeLimit < getTimestamp()) {
plr->toRemoveVehicle.eIL = 0;
plr->toRemoveVehicle.iSlotNum = 8;
ItemManager::checkItemExpire(sock, plr);
}
}
}
void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
PlayerView plr = PlayerManager::players[sock];
Player* plr = getPlayer(sock);
if (plr.plr->iPCState & 8) {
if (plr->iPCState & 8) {
INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
// send to other players
plr.plr->iPCState &= ~8;
plr->iPCState &= ~8;
INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2);
response2.iPC_ID = plr.plr->iID;
response2.iState = plr.plr->iPCState;
response2.iPC_ID = plr->iID;
response2.iState = plr->iPCState;
sendToViewable(sock, (void*)&response2, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
}
@@ -985,7 +984,7 @@ void PlayerManager::changePlayerGuide(CNSocket *sock, CNPacketData *data) {
#pragma region Helper methods
Player *PlayerManager::getPlayer(CNSocket* key) {
if (players.find(key) != players.end())
return players[key].plr;
return players[key];
return nullptr;
}
@@ -1019,20 +1018,20 @@ WarpLocation PlayerManager::getRespawnPoint(Player *plr) {
}
bool PlayerManager::isAccountInUse(int accountId) {
std::map<CNSocket*, PlayerView>::iterator it;
std::map<CNSocket*, Player*>::iterator it;
for (it = PlayerManager::players.begin(); it != PlayerManager::players.end(); it++) {
if (it->second.plr->accountId == accountId)
if (it->second->accountId == accountId)
return true;
}
return false;
}
void PlayerManager::exitDuplicate(int accountId) {
std::map<CNSocket*, PlayerView>::iterator it;
std::map<CNSocket*, Player*>::iterator it;
// disconnect any duplicate players
for (it = players.begin(); it != players.end(); it++) {
if (it->second.plr->accountId == accountId) {
if (it->second->accountId == accountId) {
CNSocket* sock = it->first;
INITSTRUCT(sP_FE2CL_REP_PC_EXIT_DUPLICATE, resp);
@@ -1074,15 +1073,15 @@ void PlayerManager::setSpecialState(CNSocket* sock, CNPacketData* data) {
Player *PlayerManager::getPlayerFromID(int32_t iID) {
for (auto& pair : PlayerManager::players)
if (pair.second.plr->iID == iID)
return pair.second.plr;
if (pair.second->iID == iID)
return pair.second;
return nullptr;
}
CNSocket *PlayerManager::getSockFromID(int32_t iID) {
for (auto& pair : PlayerManager::players)
if (pair.second.plr->iID == iID)
if (pair.second->iID == iID)
return pair.first;
return nullptr;