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chunks are now cleaned up when not in use
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@ -45,7 +45,9 @@ void ChunkManager::removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* so
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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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// if players and NPCs are empty, free chunk and remove it from surrounding views
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0)
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destroyChunk(chunkPos);
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}
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void ChunkManager::removeNPC(std::tuple<int, int, int> chunkPos, int32_t id) {
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@ -56,7 +58,50 @@ void ChunkManager::removeNPC(std::tuple<int, int, int> chunkPos, int32_t id) {
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chunk->NPCs.erase(id); // gone
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// TODO: if players and NPCs are empty, free chunk and remove it from surrounding views
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// if players and NPCs are empty, free chunk and remove it from surrounding views
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0)
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destroyChunk(chunkPos);
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}
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void ChunkManager::destroyChunk(std::tuple<int, int, int> chunkPos) {
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if (!checkChunk(chunkPos))
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return; // chunk doesn't exist, we don't need to do anything
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Chunk* chunk = chunks[chunkPos];
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// unspawn all of the mobs/npcs
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for (uint32_t id : chunk->NPCs) {
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NPCManager::destroyNPC(id);
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}
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// we also need to remove it from all NPCs/Players views
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for (Chunk* otherChunk : grabChunks(chunkPos)) {
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if (otherChunk == chunk)
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continue;
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// remove from NPCs
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for (uint32_t id : otherChunk->NPCs) {
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if (std::find(NPCManager::NPCs[id]->currentChunks.begin(), NPCManager::NPCs[id]->currentChunks.end(), chunk) != NPCManager::NPCs[id]->currentChunks.end()) {
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NPCManager::NPCs[id]->currentChunks.erase(std::remove(NPCManager::NPCs[id]->currentChunks.begin(), NPCManager::NPCs[id]->currentChunks.end(), chunk), NPCManager::NPCs[id]->currentChunks.end());
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}
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}
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// remove from players
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for (CNSocket* sock : otherChunk->players) {
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PlayerView* plyr = &PlayerManager::players[sock];
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if (std::find(plyr->currentChunks.begin(), plyr->currentChunks.end(), chunk) != plyr->currentChunks.end()) {
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plyr->currentChunks.erase(std::remove(plyr->currentChunks.begin(), plyr->currentChunks.end(), chunk), plyr->currentChunks.end());
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}
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}
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}
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assert(chunk->players.size() == 0);
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// remove from the map
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chunks.erase(chunkPos);
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delete chunk;
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}
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bool ChunkManager::checkChunk(std::tuple<int, int, int> chunk) {
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@ -31,6 +31,7 @@ namespace ChunkManager {
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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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void destroyChunk(std::tuple<int, int, int> chunkPos);
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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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