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.
This commit is contained in:
dongresource 2022-12-06 02:11:31 +01:00
parent 3f44f53f97
commit 741b898230

View File

@ -28,17 +28,12 @@ using namespace PlayerManager;
std::map<CNSocket*, Player*> PlayerManager::players; std::map<CNSocket*, Player*> PlayerManager::players;
static void addPlayer(CNSocket* key, Player& plr) { static void addPlayer(CNSocket* key, Player *plr) {
Player *p = new Player(); players[key] = plr;
plr->chunkPos = Chunking::INVALID_CHUNK;
plr->lastHeartbeat = 0;
// copy object into heap memory std::cout << getPlayerName(plr) << " has joined!" << std::endl;
*p = plr;
players[key] = p;
p->chunkPos = Chunking::INVALID_CHUNK;
p->lastHeartbeat = 0;
std::cout << getPlayerName(p) << " has joined!" << std::endl;
std::cout << players.size() << " players" << std::endl; std::cout << players.size() << " players" << std::endl;
} }
@ -224,73 +219,73 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
return; return;
} }
Player plr = {}; Player *plr = new Player();
Database::getPlayer(&plr, lm->playerId); Database::getPlayer(plr, lm->playerId);
// check if account is already in use // check if account is already in use
if (isAccountInUse(plr.accountId)) { if (isAccountInUse(plr->accountId)) {
// kick the other player // kick the other player
exitDuplicate(plr.accountId); exitDuplicate(plr->accountId);
// re-read the player from disk, in case it was just flushed // re-read the player from disk, in case it was just flushed
plr = {}; *plr = {};
Database::getPlayer(&plr, lm->playerId); Database::getPlayer(plr, lm->playerId);
} }
plr.groupCnt = 1; plr->groupCnt = 1;
plr.iIDGroup = plr.groupIDs[0] = plr.iID; plr->iIDGroup = plr->groupIDs[0] = plr->iID;
response.iID = plr.iID; response.iID = plr->iID;
response.uiSvrTime = getTime(); response.uiSvrTime = getTime();
response.PCLoadData2CL.iUserLevel = plr.accountLevel; response.PCLoadData2CL.iUserLevel = plr->accountLevel;
response.PCLoadData2CL.iHP = plr.HP; response.PCLoadData2CL.iHP = plr->HP;
response.PCLoadData2CL.iLevel = plr.level; response.PCLoadData2CL.iLevel = plr->level;
response.PCLoadData2CL.iCandy = plr.money; response.PCLoadData2CL.iCandy = plr->money;
response.PCLoadData2CL.iFusionMatter = plr.fusionmatter; response.PCLoadData2CL.iFusionMatter = plr->fusionmatter;
response.PCLoadData2CL.iMentor = plr.mentor; response.PCLoadData2CL.iMentor = plr->mentor;
response.PCLoadData2CL.iMentorCount = 1; // how many guides the player has had response.PCLoadData2CL.iMentorCount = 1; // how many guides the player has had
response.PCLoadData2CL.iX = plr.x; response.PCLoadData2CL.iX = plr->x;
response.PCLoadData2CL.iY = plr.y; response.PCLoadData2CL.iY = plr->y;
response.PCLoadData2CL.iZ = plr.z; response.PCLoadData2CL.iZ = plr->z;
response.PCLoadData2CL.iAngle = plr.angle; response.PCLoadData2CL.iAngle = plr->angle;
response.PCLoadData2CL.iBatteryN = plr.batteryN; response.PCLoadData2CL.iBatteryN = plr->batteryN;
response.PCLoadData2CL.iBatteryW = plr.batteryW; response.PCLoadData2CL.iBatteryW = plr->batteryW;
response.PCLoadData2CL.iBuddyWarpTime = 60; // sets 60s warp cooldown on login response.PCLoadData2CL.iBuddyWarpTime = 60; // sets 60s warp cooldown on login
response.PCLoadData2CL.iWarpLocationFlag = plr.iWarpLocationFlag; response.PCLoadData2CL.iWarpLocationFlag = plr->iWarpLocationFlag;
response.PCLoadData2CL.aWyvernLocationFlag[0] = plr.aSkywayLocationFlag[0]; response.PCLoadData2CL.aWyvernLocationFlag[0] = plr->aSkywayLocationFlag[0];
response.PCLoadData2CL.aWyvernLocationFlag[1] = plr.aSkywayLocationFlag[1]; response.PCLoadData2CL.aWyvernLocationFlag[1] = plr->aSkywayLocationFlag[1];
response.PCLoadData2CL.iActiveNanoSlotNum = -1; response.PCLoadData2CL.iActiveNanoSlotNum = -1;
response.PCLoadData2CL.iFatigue = 50; response.PCLoadData2CL.iFatigue = 50;
response.PCLoadData2CL.PCStyle = plr.PCStyle; response.PCLoadData2CL.PCStyle = plr->PCStyle;
// client doesnt read this, it gets it from charinfo // client doesnt read this, it gets it from charinfo
// response.PCLoadData2CL.PCStyle2 = plr.PCStyle2; // response.PCLoadData2CL.PCStyle2 = plr->PCStyle2;
// inventory // inventory
for (int i = 0; i < AEQUIP_COUNT; i++) for (int i = 0; i < AEQUIP_COUNT; i++)
response.PCLoadData2CL.aEquip[i] = plr.Equip[i]; response.PCLoadData2CL.aEquip[i] = plr->Equip[i];
for (int i = 0; i < AINVEN_COUNT; i++) for (int i = 0; i < AINVEN_COUNT; i++)
response.PCLoadData2CL.aInven[i] = plr.Inven[i]; response.PCLoadData2CL.aInven[i] = plr->Inven[i];
// quest inventory // quest inventory
for (int i = 0; i < AQINVEN_COUNT; i++) for (int i = 0; i < AQINVEN_COUNT; i++)
response.PCLoadData2CL.aQInven[i] = plr.QInven[i]; response.PCLoadData2CL.aQInven[i] = plr->QInven[i];
// nanos // nanos
for (int i = 1; i < SIZEOF_NANO_BANK_SLOT; i++) { for (int i = 1; i < SIZEOF_NANO_BANK_SLOT; i++) {
response.PCLoadData2CL.aNanoBank[i] = plr.Nanos[i]; response.PCLoadData2CL.aNanoBank[i] = plr->Nanos[i];
} }
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
response.PCLoadData2CL.aNanoSlots[i] = plr.equippedNanos[i]; response.PCLoadData2CL.aNanoSlots[i] = plr->equippedNanos[i];
} }
// missions in progress // missions in progress
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) { for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr.tasks[i] == 0) if (plr->tasks[i] == 0)
break; break;
response.PCLoadData2CL.aRunningQuest[i].m_aCurrTaskID = plr.tasks[i]; response.PCLoadData2CL.aRunningQuest[i].m_aCurrTaskID = plr->tasks[i];
TaskData &task = *Missions::Tasks[plr.tasks[i]]; TaskData &task = *Missions::Tasks[plr->tasks[i]];
for (int j = 0; j < 3; j++) { for (int j = 0; j < 3; j++) {
response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCID[j] = (int)task["m_iCSUEnemyID"][j]; response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCID[j] = (int)task["m_iCSUEnemyID"][j];
response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr.RemainingNPCCount[i][j]; response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr->RemainingNPCCount[i][j];
/* /*
* client doesn't care about NeededItem ID and Count, * client doesn't care about NeededItem ID and Count,
* it gets Count from Quest Inventory * it gets Count from Quest Inventory
@ -300,12 +295,12 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
*/ */
} }
} }
response.PCLoadData2CL.iCurrentMissionID = plr.CurrentMissionID; response.PCLoadData2CL.iCurrentMissionID = plr->CurrentMissionID;
// completed missions // completed missions
// the packet requires 32 items, but the client only checks the first 16 (shrug) // the packet requires 32 items, but the client only checks the first 16 (shrug)
for (int i = 0; i < 16; i++) { for (int i = 0; i < 16; i++) {
response.PCLoadData2CL.aQuestFlag[i] = plr.aQuestFlag[i]; response.PCLoadData2CL.aQuestFlag[i] = plr->aQuestFlag[i];
} }
// Computress tips // Computress tips
@ -314,11 +309,11 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
response.PCLoadData2CL.iFirstUseFlag2 = UINT64_MAX; response.PCLoadData2CL.iFirstUseFlag2 = UINT64_MAX;
} }
else { else {
response.PCLoadData2CL.iFirstUseFlag1 = plr.iFirstUseFlag[0]; response.PCLoadData2CL.iFirstUseFlag1 = plr->iFirstUseFlag[0];
response.PCLoadData2CL.iFirstUseFlag2 = plr.iFirstUseFlag[1]; response.PCLoadData2CL.iFirstUseFlag2 = plr->iFirstUseFlag[1];
} }
plr.instanceID = INSTANCE_OVERWORLD; // the player should never be in an instance on enter plr->instanceID = INSTANCE_OVERWORLD; // the player should never be in an instance on enter
sock->setEKey(CNSocketEncryption::createNewKey(response.uiSvrTime, response.iID + 1, response.PCLoadData2CL.iFusionMatter + 1)); sock->setEKey(CNSocketEncryption::createNewKey(response.uiSvrTime, response.iID + 1, response.PCLoadData2CL.iFusionMatter + 1));
sock->setFEKey(lm->FEKey); sock->setFEKey(lm->FEKey);
@ -329,14 +324,14 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
// transmit MOTD after entering the game, so the client hopefully changes modes on time // transmit MOTD after entering the game, so the client hopefully changes modes on time
Chat::sendServerMessage(sock, settings::MOTDSTRING); Chat::sendServerMessage(sock, settings::MOTDSTRING);
// copy Player object into the shard // transfer ownership of Player object into the shard (still valid in this function though)
addPlayer(sock, plr); addPlayer(sock, plr);
// check if there is an expiring vehicle // check if there is an expiring vehicle
Items::checkItemExpire(sock, getPlayer(sock)); Items::checkItemExpire(sock, plr);
// set player equip stats // set player equip stats
Items::setItemStats(getPlayer(sock)); Items::setItemStats(plr);
Missions::failInstancedMissions(sock); Missions::failInstancedMissions(sock);
@ -347,7 +342,7 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
for (auto& pair : players) for (auto& pair : players)
if (pair.second->notify) if (pair.second->notify)
Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(&plr) + " has joined."); Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(plr) + " has joined.");
// deallocate lm // deallocate lm
delete lm; delete lm;