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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-12-22 19:30:05 +00:00
Remove redundant copy of Player object when added to the shard
Since the Player object is loaded up in loadPlayer() now, it's pretty apparent that there's no more reason to copy it around at any point.
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parent
3f44f53f97
commit
741b898230
@ -28,17 +28,12 @@ using namespace PlayerManager;
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std::map<CNSocket*, Player*> PlayerManager::players;
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static void addPlayer(CNSocket* key, Player& plr) {
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Player *p = new Player();
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static void addPlayer(CNSocket* key, Player *plr) {
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players[key] = plr;
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plr->chunkPos = Chunking::INVALID_CHUNK;
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plr->lastHeartbeat = 0;
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// copy object into heap memory
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*p = plr;
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players[key] = p;
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p->chunkPos = Chunking::INVALID_CHUNK;
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p->lastHeartbeat = 0;
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std::cout << getPlayerName(p) << " has joined!" << std::endl;
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std::cout << getPlayerName(plr) << " has joined!" << std::endl;
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std::cout << players.size() << " players" << std::endl;
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}
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@ -224,73 +219,73 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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return;
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}
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Player plr = {};
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Database::getPlayer(&plr, lm->playerId);
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Player *plr = new Player();
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Database::getPlayer(plr, lm->playerId);
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// check if account is already in use
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if (isAccountInUse(plr.accountId)) {
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if (isAccountInUse(plr->accountId)) {
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// kick the other player
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exitDuplicate(plr.accountId);
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exitDuplicate(plr->accountId);
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// re-read the player from disk, in case it was just flushed
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plr = {};
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Database::getPlayer(&plr, lm->playerId);
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*plr = {};
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Database::getPlayer(plr, lm->playerId);
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}
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plr.groupCnt = 1;
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plr.iIDGroup = plr.groupIDs[0] = plr.iID;
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plr->groupCnt = 1;
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plr->iIDGroup = plr->groupIDs[0] = plr->iID;
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response.iID = plr.iID;
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response.iID = plr->iID;
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response.uiSvrTime = getTime();
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response.PCLoadData2CL.iUserLevel = plr.accountLevel;
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response.PCLoadData2CL.iHP = plr.HP;
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response.PCLoadData2CL.iLevel = plr.level;
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response.PCLoadData2CL.iCandy = plr.money;
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response.PCLoadData2CL.iFusionMatter = plr.fusionmatter;
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response.PCLoadData2CL.iMentor = plr.mentor;
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response.PCLoadData2CL.iUserLevel = plr->accountLevel;
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response.PCLoadData2CL.iHP = plr->HP;
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response.PCLoadData2CL.iLevel = plr->level;
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response.PCLoadData2CL.iCandy = plr->money;
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response.PCLoadData2CL.iFusionMatter = plr->fusionmatter;
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response.PCLoadData2CL.iMentor = plr->mentor;
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response.PCLoadData2CL.iMentorCount = 1; // how many guides the player has had
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response.PCLoadData2CL.iX = plr.x;
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response.PCLoadData2CL.iY = plr.y;
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response.PCLoadData2CL.iZ = plr.z;
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response.PCLoadData2CL.iAngle = plr.angle;
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response.PCLoadData2CL.iBatteryN = plr.batteryN;
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response.PCLoadData2CL.iBatteryW = plr.batteryW;
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response.PCLoadData2CL.iX = plr->x;
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response.PCLoadData2CL.iY = plr->y;
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response.PCLoadData2CL.iZ = plr->z;
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response.PCLoadData2CL.iAngle = plr->angle;
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response.PCLoadData2CL.iBatteryN = plr->batteryN;
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response.PCLoadData2CL.iBatteryW = plr->batteryW;
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response.PCLoadData2CL.iBuddyWarpTime = 60; // sets 60s warp cooldown on login
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response.PCLoadData2CL.iWarpLocationFlag = plr.iWarpLocationFlag;
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response.PCLoadData2CL.aWyvernLocationFlag[0] = plr.aSkywayLocationFlag[0];
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response.PCLoadData2CL.aWyvernLocationFlag[1] = plr.aSkywayLocationFlag[1];
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response.PCLoadData2CL.iWarpLocationFlag = plr->iWarpLocationFlag;
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response.PCLoadData2CL.aWyvernLocationFlag[0] = plr->aSkywayLocationFlag[0];
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response.PCLoadData2CL.aWyvernLocationFlag[1] = plr->aSkywayLocationFlag[1];
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response.PCLoadData2CL.iActiveNanoSlotNum = -1;
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response.PCLoadData2CL.iFatigue = 50;
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response.PCLoadData2CL.PCStyle = plr.PCStyle;
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response.PCLoadData2CL.PCStyle = plr->PCStyle;
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// client doesnt read this, it gets it from charinfo
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// response.PCLoadData2CL.PCStyle2 = plr.PCStyle2;
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// response.PCLoadData2CL.PCStyle2 = plr->PCStyle2;
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// inventory
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for (int i = 0; i < AEQUIP_COUNT; i++)
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response.PCLoadData2CL.aEquip[i] = plr.Equip[i];
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response.PCLoadData2CL.aEquip[i] = plr->Equip[i];
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for (int i = 0; i < AINVEN_COUNT; i++)
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response.PCLoadData2CL.aInven[i] = plr.Inven[i];
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response.PCLoadData2CL.aInven[i] = plr->Inven[i];
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// quest inventory
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for (int i = 0; i < AQINVEN_COUNT; i++)
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response.PCLoadData2CL.aQInven[i] = plr.QInven[i];
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response.PCLoadData2CL.aQInven[i] = plr->QInven[i];
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// nanos
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for (int i = 1; i < SIZEOF_NANO_BANK_SLOT; i++) {
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response.PCLoadData2CL.aNanoBank[i] = plr.Nanos[i];
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response.PCLoadData2CL.aNanoBank[i] = plr->Nanos[i];
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}
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for (int i = 0; i < 3; i++) {
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response.PCLoadData2CL.aNanoSlots[i] = plr.equippedNanos[i];
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response.PCLoadData2CL.aNanoSlots[i] = plr->equippedNanos[i];
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}
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// missions in progress
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for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
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if (plr.tasks[i] == 0)
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if (plr->tasks[i] == 0)
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break;
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response.PCLoadData2CL.aRunningQuest[i].m_aCurrTaskID = plr.tasks[i];
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TaskData &task = *Missions::Tasks[plr.tasks[i]];
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response.PCLoadData2CL.aRunningQuest[i].m_aCurrTaskID = plr->tasks[i];
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TaskData &task = *Missions::Tasks[plr->tasks[i]];
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for (int j = 0; j < 3; j++) {
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response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCID[j] = (int)task["m_iCSUEnemyID"][j];
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response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr.RemainingNPCCount[i][j];
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response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr->RemainingNPCCount[i][j];
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/*
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* client doesn't care about NeededItem ID and Count,
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* it gets Count from Quest Inventory
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@ -300,12 +295,12 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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*/
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}
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}
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response.PCLoadData2CL.iCurrentMissionID = plr.CurrentMissionID;
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response.PCLoadData2CL.iCurrentMissionID = plr->CurrentMissionID;
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// completed missions
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// the packet requires 32 items, but the client only checks the first 16 (shrug)
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for (int i = 0; i < 16; i++) {
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response.PCLoadData2CL.aQuestFlag[i] = plr.aQuestFlag[i];
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response.PCLoadData2CL.aQuestFlag[i] = plr->aQuestFlag[i];
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}
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// Computress tips
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@ -314,11 +309,11 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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response.PCLoadData2CL.iFirstUseFlag2 = UINT64_MAX;
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}
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else {
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response.PCLoadData2CL.iFirstUseFlag1 = plr.iFirstUseFlag[0];
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response.PCLoadData2CL.iFirstUseFlag2 = plr.iFirstUseFlag[1];
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response.PCLoadData2CL.iFirstUseFlag1 = plr->iFirstUseFlag[0];
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response.PCLoadData2CL.iFirstUseFlag2 = plr->iFirstUseFlag[1];
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}
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plr.instanceID = INSTANCE_OVERWORLD; // the player should never be in an instance on enter
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plr->instanceID = INSTANCE_OVERWORLD; // the player should never be in an instance on enter
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sock->setEKey(CNSocketEncryption::createNewKey(response.uiSvrTime, response.iID + 1, response.PCLoadData2CL.iFusionMatter + 1));
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sock->setFEKey(lm->FEKey);
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@ -329,14 +324,14 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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// transmit MOTD after entering the game, so the client hopefully changes modes on time
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Chat::sendServerMessage(sock, settings::MOTDSTRING);
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// copy Player object into the shard
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// transfer ownership of Player object into the shard (still valid in this function though)
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addPlayer(sock, plr);
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// check if there is an expiring vehicle
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Items::checkItemExpire(sock, getPlayer(sock));
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Items::checkItemExpire(sock, plr);
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// set player equip stats
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Items::setItemStats(getPlayer(sock));
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Items::setItemStats(plr);
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Missions::failInstancedMissions(sock);
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@ -347,7 +342,7 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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for (auto& pair : players)
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if (pair.second->notify)
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Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(&plr) + " has joined.");
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Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(plr) + " has joined.");
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// deallocate lm
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delete lm;
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