CHUNKPOS macro -> ChunkPos typedef

This commit is contained in:
Gent S 2020-11-16 09:59:53 -05:00
parent b22ba781c8
commit 8ad3f3aabd
7 changed files with 36 additions and 36 deletions

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@ -32,8 +32,8 @@
#define MAPNUM(x) ((x) & 0xffffffff) #define MAPNUM(x) ((x) & 0xffffffff)
#define PLAYERID(x) ((x) >> 32) #define PLAYERID(x) ((x) >> 32)
// macro for chunk position type // typedef for chunk position tuple
#define CHUNKPOS std::tuple<int, int, uint64_t> typedef std::tuple<int, int, uint64_t> ChunkPos;
// TODO: rewrite U16toU8 & U8toU16 to not use codecvt // TODO: rewrite U16toU8 & U8toU16 to not use codecvt

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@ -4,11 +4,11 @@
#include "settings.hpp" #include "settings.hpp"
#include "MobManager.hpp" #include "MobManager.hpp"
std::map<CHUNKPOS, Chunk*> ChunkManager::chunks; std::map<ChunkPos, Chunk*> ChunkManager::chunks;
void ChunkManager::init() {} // stubbed void ChunkManager::init() {} // stubbed
void ChunkManager::newChunk(CHUNKPOS pos) { void ChunkManager::newChunk(ChunkPos pos) {
Chunk *chunk = new Chunk(); Chunk *chunk = new Chunk();
chunk->players = std::set<CNSocket*>(); chunk->players = std::set<CNSocket*>();
@ -17,7 +17,7 @@ void ChunkManager::newChunk(CHUNKPOS pos) {
chunks[pos] = chunk; chunks[pos] = chunk;
} }
void ChunkManager::populateNewChunk(Chunk* chunk, CHUNKPOS pos) {// add the new chunk to every player and mob that's near it void ChunkManager::populateNewChunk(Chunk* chunk, ChunkPos pos) {// add the new chunk to every player and mob that's near it
for (Chunk *c : grabChunks(pos)) { for (Chunk *c : grabChunks(pos)) {
if (c == chunk) if (c == chunk)
continue; continue;
@ -31,7 +31,7 @@ void ChunkManager::populateNewChunk(Chunk* chunk, CHUNKPOS pos) {// add the new
} }
void ChunkManager::addNPC(int posX, int posY, uint64_t instanceID, int32_t id) { void ChunkManager::addNPC(int posX, int posY, uint64_t instanceID, int32_t id) {
CHUNKPOS pos = grabChunk(posX, posY, instanceID); ChunkPos pos = grabChunk(posX, posY, instanceID);
bool newChunkUsed = false; bool newChunkUsed = false;
@ -54,7 +54,7 @@ void ChunkManager::addNPC(int posX, int posY, uint64_t instanceID, int32_t id) {
} }
void ChunkManager::addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock) { void ChunkManager::addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock) {
CHUNKPOS pos = grabChunk(posX, posY, instanceID); ChunkPos pos = grabChunk(posX, posY, instanceID);
bool newChunkUsed = false; bool newChunkUsed = false;
@ -76,7 +76,7 @@ void ChunkManager::addPlayer(int posX, int posY, uint64_t instanceID, CNSocket*
populateNewChunk(chunk, pos); populateNewChunk(chunk, pos);
} }
bool ChunkManager::removePlayer(CHUNKPOS chunkPos, CNSocket* sock) { bool ChunkManager::removePlayer(ChunkPos chunkPos, CNSocket* sock) {
if (!checkChunk(chunkPos)) if (!checkChunk(chunkPos))
return false; // do nothing if chunk doesn't even exist return false; // do nothing if chunk doesn't even exist
@ -96,7 +96,7 @@ bool ChunkManager::removePlayer(CHUNKPOS chunkPos, CNSocket* sock) {
return false; return false;
} }
bool ChunkManager::removeNPC(CHUNKPOS chunkPos, int32_t id) { bool ChunkManager::removeNPC(ChunkPos chunkPos, int32_t id) {
if (!checkChunk(chunkPos)) if (!checkChunk(chunkPos))
return false; // do nothing if chunk doesn't even exist return false; // do nothing if chunk doesn't even exist
@ -116,7 +116,7 @@ bool ChunkManager::removeNPC(CHUNKPOS chunkPos, int32_t id) {
return false; return false;
} }
void ChunkManager::destroyChunk(CHUNKPOS chunkPos) { void ChunkManager::destroyChunk(ChunkPos chunkPos) {
if (!checkChunk(chunkPos)) if (!checkChunk(chunkPos))
return; // chunk doesn't exist, we don't need to do anything return; // chunk doesn't exist, we don't need to do anything
@ -158,15 +158,15 @@ void ChunkManager::destroyChunk(CHUNKPOS chunkPos) {
delete chunk; delete chunk;
} }
bool ChunkManager::checkChunk(CHUNKPOS chunk) { bool ChunkManager::checkChunk(ChunkPos chunk) {
return chunks.find(chunk) != chunks.end(); return chunks.find(chunk) != chunks.end();
} }
CHUNKPOS ChunkManager::grabChunk(int posX, int posY, uint64_t instanceID) { ChunkPos ChunkManager::grabChunk(int posX, int posY, uint64_t instanceID) {
return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID); return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
} }
std::vector<Chunk*> ChunkManager::grabChunks(CHUNKPOS chunk) { std::vector<Chunk*> ChunkManager::grabChunks(ChunkPos chunk) {
std::vector<Chunk*> chnks; std::vector<Chunk*> chnks;
chnks.reserve(9); chnks.reserve(9);
@ -177,7 +177,7 @@ std::vector<Chunk*> ChunkManager::grabChunks(CHUNKPOS chunk) {
// grabs surrounding chunks if they exist // grabs surrounding chunks if they exist
for (int i = -1; i < 2; i++) { for (int i = -1; i < 2; i++) {
for (int z = -1; z < 2; z++) { for (int z = -1; z < 2; z++) {
CHUNKPOS pos = std::make_tuple(x+i, y+z, inst); ChunkPos pos = std::make_tuple(x+i, y+z, inst);
// if chunk exists, add it to the vector // if chunk exists, add it to the vector
if (checkChunk(pos)) if (checkChunk(pos))
@ -214,8 +214,8 @@ std::vector<Chunk*> ChunkManager::getDeltaChunks(std::vector<Chunk*> from, std::
/* /*
* inefficient algorithm to get all chunks from a specific instance * inefficient algorithm to get all chunks from a specific instance
*/ */
std::vector<CHUNKPOS> ChunkManager::getChunksInMap(uint64_t mapNum) { std::vector<ChunkPos> ChunkManager::getChunksInMap(uint64_t mapNum) {
std::vector<CHUNKPOS> chnks; std::vector<ChunkPos> chnks;
for (auto it = ChunkManager::chunks.begin(); it != ChunkManager::chunks.end(); it++) { for (auto it = ChunkManager::chunks.begin(); it != ChunkManager::chunks.end(); it++) {
if (std::get<2>(it->first) == mapNum) { if (std::get<2>(it->first) == mapNum) {
@ -240,10 +240,10 @@ bool ChunkManager::inPopulatedChunks(int posX, int posY, uint64_t instanceID) {
void ChunkManager::createInstance(uint64_t instanceID) { void ChunkManager::createInstance(uint64_t instanceID) {
std::vector<CHUNKPOS> templateChunks = ChunkManager::getChunksInMap(MAPNUM(instanceID)); // base instance chunks std::vector<ChunkPos> templateChunks = ChunkManager::getChunksInMap(MAPNUM(instanceID)); // base instance chunks
if (ChunkManager::getChunksInMap(instanceID).size() == 0) { // only instantiate if the instance doesn't exist already if (ChunkManager::getChunksInMap(instanceID).size() == 0) { // only instantiate if the instance doesn't exist already
std::cout << "Creating instance " << instanceID << std::endl; std::cout << "Creating instance " << instanceID << std::endl;
for (CHUNKPOS &coords : templateChunks) { for (ChunkPos &coords : templateChunks) {
for (int npcID : chunks[coords]->NPCs) { for (int npcID : chunks[coords]->NPCs) {
// make a copy of each NPC in the template chunks and put them in the new instance // make a copy of each NPC in the template chunks and put them in the new instance
int newID = NPCManager::nextId++; int newID = NPCManager::nextId++;
@ -268,9 +268,9 @@ void ChunkManager::createInstance(uint64_t instanceID) {
void ChunkManager::destroyInstance(uint64_t instanceID) { void ChunkManager::destroyInstance(uint64_t instanceID) {
std::vector<CHUNKPOS> instanceChunks = ChunkManager::getChunksInMap(instanceID); std::vector<ChunkPos> instanceChunks = ChunkManager::getChunksInMap(instanceID);
std::cout << "Deleting instance " << instanceID << " (" << instanceChunks.size() << " chunks)" << std::endl; std::cout << "Deleting instance " << instanceID << " (" << instanceChunks.size() << " chunks)" << std::endl;
for (CHUNKPOS& coords : instanceChunks) { for (ChunkPos& coords : instanceChunks) {
destroyChunk(coords); destroyChunk(coords);
} }
} }
@ -279,9 +279,9 @@ void ChunkManager::destroyInstanceIfEmpty(uint64_t instanceID) {
if (PLAYERID(instanceID) == 0) if (PLAYERID(instanceID) == 0)
return; // don't clean up overworld/IZ chunks return; // don't clean up overworld/IZ chunks
std::vector<CHUNKPOS> sourceChunkCoords = getChunksInMap(instanceID); std::vector<ChunkPos> sourceChunkCoords = getChunksInMap(instanceID);
for (CHUNKPOS& coords : sourceChunkCoords) { for (ChunkPos& coords : sourceChunkCoords) {
Chunk* chunk = chunks[coords]; Chunk* chunk = chunks[coords];
if (chunk->players.size() > 0) if (chunk->players.size() > 0)

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@ -25,20 +25,20 @@ namespace ChunkManager {
void init(); void init();
void cleanup(); void cleanup();
extern std::map<CHUNKPOS, Chunk*> chunks; extern std::map<ChunkPos, Chunk*> chunks;
void newChunk(CHUNKPOS pos); void newChunk(ChunkPos pos);
void populateNewChunk(Chunk* chunk, CHUNKPOS pos); void populateNewChunk(Chunk* chunk, ChunkPos pos);
void addNPC(int posX, int posY, uint64_t instanceID, int32_t id); void addNPC(int posX, int posY, uint64_t instanceID, int32_t id);
void addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock); void addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock);
bool removePlayer(CHUNKPOS chunkPos, CNSocket* sock); bool removePlayer(ChunkPos chunkPos, CNSocket* sock);
bool removeNPC(CHUNKPOS chunkPos, int32_t id); bool removeNPC(ChunkPos chunkPos, int32_t id);
bool checkChunk(CHUNKPOS chunk); bool checkChunk(ChunkPos chunk);
void destroyChunk(CHUNKPOS chunkPos); void destroyChunk(ChunkPos chunkPos);
CHUNKPOS grabChunk(int posX, int posY, uint64_t instanceID); ChunkPos grabChunk(int posX, int posY, uint64_t instanceID);
std::vector<Chunk*> grabChunks(CHUNKPOS chunkPos); std::vector<Chunk*> grabChunks(ChunkPos chunkPos);
std::vector<Chunk*> getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to); std::vector<Chunk*> getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to);
std::vector<CHUNKPOS> getChunksInMap(uint64_t mapNum); std::vector<ChunkPos> getChunksInMap(uint64_t mapNum);
bool inPopulatedChunks(int posX, int posY, uint64_t instanceID); bool inPopulatedChunks(int posX, int posY, uint64_t instanceID);
void createInstance(uint64_t); void createInstance(uint64_t);

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@ -8,7 +8,7 @@ public:
sNPCAppearanceData appearanceData; sNPCAppearanceData appearanceData;
NPCClass npcClass; NPCClass npcClass;
uint64_t instanceID; uint64_t instanceID;
CHUNKPOS chunkPos; ChunkPos chunkPos;
std::vector<Chunk*> currentChunks; std::vector<Chunk*> currentChunks;
BaseNPC() {}; BaseNPC() {};

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@ -185,7 +185,7 @@ void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z) {
npc->appearanceData.iY = Y; npc->appearanceData.iY = Y;
npc->appearanceData.iZ = Z; npc->appearanceData.iZ = Z;
CHUNKPOS newPos = ChunkManager::grabChunk(X, Y, npc->instanceID); ChunkPos newPos = ChunkManager::grabChunk(X, Y, npc->instanceID);
// nothing to be done (but we should also update currentChunks to add/remove stale chunks) // nothing to be done (but we should also update currentChunks to add/remove stale chunks)
if (newPos == npc->chunkPos) { if (newPos == npc->chunkPos) {

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@ -229,7 +229,7 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
void PlayerManager::updatePlayerChunk(CNSocket* sock, int X, int Y, uint64_t instanceID) { void PlayerManager::updatePlayerChunk(CNSocket* sock, int X, int Y, uint64_t instanceID) {
PlayerView& view = players[sock]; PlayerView& view = players[sock];
CHUNKPOS newPos = ChunkManager::grabChunk(X, Y, view.plr->instanceID); ChunkPos newPos = ChunkManager::grabChunk(X, Y, view.plr->instanceID);
// nothing to be done // nothing to be done
if (newPos == view.chunkPos) if (newPos == view.chunkPos)

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@ -13,7 +13,7 @@
struct WarpLocation; struct WarpLocation;
struct PlayerView { struct PlayerView {
CHUNKPOS chunkPos; ChunkPos chunkPos;
std::vector<Chunk*> currentChunks; std::vector<Chunk*> currentChunks;
Player *plr; Player *plr;
time_t lastHeartbeat; time_t lastHeartbeat;