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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-04 22:40:05 +00:00
Reimplement chunk data caching
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82b505a737
commit
95b385dee1
@ -20,6 +20,37 @@ void ChunkManager::newChunk(ChunkPos pos) {
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chunk->NPCs = std::set<int32_t>();
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chunks[pos] = chunk;
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// add the chunk to the cache of all players and NPCs in the surrounding chunks
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std::set<Chunk*> surroundings = getViewableChunks(pos);
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for (Chunk* c : surroundings) {
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for (CNSocket* sock : c->players)
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PlayerManager::getPlayer(sock)->viewableChunks->insert(chunk);
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for (int32_t id : c->NPCs)
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NPCManager::NPCs[id]->viewableChunks->insert(chunk);
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}
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}
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void ChunkManager::deleteChunk(ChunkPos pos) {
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if (!chunkExists(pos)) {
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std::cout << "[WARN] Tried to delete a chunk that doesn't exist\n";
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return;
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}
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Chunk* chunk = chunks[pos];
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// remove the chunk from the cache of all players and NPCs in the surrounding chunks
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std::set<Chunk*> surroundings = getViewableChunks(pos);
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for(Chunk* c : surroundings)
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{
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for (CNSocket* sock : c->players)
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PlayerManager::getPlayer(sock)->viewableChunks->erase(chunk);
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for (int32_t id : c->NPCs)
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NPCManager::NPCs[id]->viewableChunks->erase(chunk);
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}
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chunks.erase(pos); // remove from map
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delete chunk; // free from memory
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}
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void ChunkManager::updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to) {
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@ -53,6 +84,9 @@ void ChunkManager::updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to)
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addPlayerToChunks(toEnter, sock);
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plr->chunkPos = to; // update cached chunk position
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// updated cached viewable chunks
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plr->viewableChunks->clear();
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plr->viewableChunks->insert(newViewables.begin(), newViewables.end());
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}
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void ChunkManager::updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to) {
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@ -85,7 +119,10 @@ void ChunkManager::updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to) {
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removeNPCFromChunks(toExit, id);
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addNPCToChunks(toEnter, id);
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npc->chunkPos = to;
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npc->chunkPos = to; // update cached chunk position
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// updated cached viewable chunks
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npc->viewableChunks->clear();
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npc->viewableChunks->insert(newViewables.begin(), newViewables.end());
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}
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void ChunkManager::trackPlayer(ChunkPos chunkPos, CNSocket* sock) {
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@ -111,10 +148,8 @@ void ChunkManager::untrackPlayer(ChunkPos chunkPos, CNSocket* sock) {
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chunk->players.erase(sock); // gone
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// if chunk is empty, free it
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
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chunks.erase(chunkPos); // remove from map
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delete chunk; // free from memory
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}
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0)
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deleteChunk(chunkPos);
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}
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void ChunkManager::untrackNPC(ChunkPos chunkPos, int32_t id) {
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@ -126,10 +161,8 @@ void ChunkManager::untrackNPC(ChunkPos chunkPos, int32_t id) {
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chunk->NPCs.erase(id); // gone
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// if chunk is empty, free it
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
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chunks.erase(chunkPos); // remove from map
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delete chunk; // free from memory
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}
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0)
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deleteChunk(chunkPos);
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}
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void ChunkManager::addPlayerToChunks(std::set<Chunk*> chnks, CNSocket* sock) {
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@ -394,11 +427,10 @@ std::vector<ChunkPos> ChunkManager::getChunksInMap(uint64_t mapNum) {
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return chnks;
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}
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bool ChunkManager::inPopulatedChunks(int posX, int posY, uint64_t instanceID) {
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auto nearbyChunks = ChunkManager::getViewableChunks(chunkPosAt(posX, posY, instanceID));
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bool ChunkManager::inPopulatedChunks(std::set<Chunk*>* chnks) {
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for (Chunk *c: nearbyChunks) {
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if (!c->players.empty())
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for (auto it = chnks->begin(); it != chnks->end(); it++) {
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if (!(*it)->players.empty())
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return true;
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}
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@ -28,6 +28,7 @@ namespace ChunkManager {
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extern std::map<ChunkPos, Chunk*> chunks;
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void newChunk(ChunkPos pos);
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void deleteChunk(ChunkPos pos);
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void updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to);
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void updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to);
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@ -48,7 +49,7 @@ namespace ChunkManager {
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std::set<Chunk*> getViewableChunks(ChunkPos chunkPos);
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std::vector<ChunkPos> getChunksInMap(uint64_t mapNum);
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bool inPopulatedChunks(int posX, int posY, uint64_t instanceID);
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bool inPopulatedChunks(std::set<Chunk*>* chnks);
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void createInstance(uint64_t);
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void destroyInstance(uint64_t);
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void destroyInstanceIfEmpty(uint64_t);
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@ -689,11 +689,9 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
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void MobManager::step(CNServer *serv, time_t currTime) {
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for (auto& pair : Mobs) {
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int x = pair.second->appearanceData.iX;
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int y = pair.second->appearanceData.iY;
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// skip chunks without players
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if (!ChunkManager::inPopulatedChunks(x, y, pair.second->instanceID))
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if (!ChunkManager::inPopulatedChunks(pair.second->viewableChunks))
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continue;
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// skip mob movement and combat if disabled
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@ -1115,8 +1113,8 @@ bool MobManager::aggroCheck(Mob *mob, time_t currTime) {
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CNSocket *closest = nullptr;
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int closestDistance = INT_MAX;
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std::set<Chunk*> chunks = ChunkManager::getViewableChunks(mob->chunkPos);
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for (Chunk *chunk : chunks) {
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for (auto it = mob->viewableChunks->begin(); it != mob->viewableChunks->end(); it++) {
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Chunk* chunk = *it;
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for (CNSocket *s : chunk->players) {
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Player *plr = s->plr;
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@ -9,6 +9,7 @@ public:
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NPCClass npcClass;
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uint64_t instanceID;
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ChunkPos chunkPos;
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std::set<Chunk*>* viewableChunks;
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BaseNPC() {};
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BaseNPC(int x, int y, int z, int angle, uint64_t iID, int type, int id) {
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@ -25,6 +26,7 @@ public:
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instanceID = iID;
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chunkPos = std::make_tuple(0, 0, 0);
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viewableChunks = new std::set<Chunk*>();
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};
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BaseNPC(int x, int y, int z, int angle, uint64_t iID, int type, int id, NPCClass classType) : BaseNPC(x, y, z, angle, iID, type, id) {
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npcClass = classType;
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@ -103,8 +103,8 @@ void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I,
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}
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void NPCManager::sendToViewable(BaseNPC *npc, void *buf, uint32_t type, size_t size) {
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std::set<Chunk*> chunks = ChunkManager::getViewableChunks(npc->chunkPos);
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for (Chunk *chunk : chunks) {
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for (auto it = npc->viewableChunks->begin(); it != npc->viewableChunks->end(); it++) {
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Chunk* chunk = *it;
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for (CNSocket *s : chunk->players) {
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s->sendPacket(buf, type, size);
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}
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@ -718,7 +718,7 @@ void NPCManager::eggStep(CNServer* serv, time_t currTime) {
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// check dead eggs and eggs in inactive chunks
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for (auto egg : Eggs) {
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if (!egg.second->dead || !ChunkManager::inPopulatedChunks(egg.second->appearanceData.iX, egg.second->appearanceData.iY, egg.second->instanceID))
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if (!egg.second->dead || !ChunkManager::inPopulatedChunks(egg.second->viewableChunks))
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continue;
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if (egg.second->deadUntil <= timeStamp) {
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// respawn it
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@ -78,5 +78,6 @@ struct Player {
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int64_t buddyIDs[50];
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ChunkPos chunkPos;
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std::set<Chunk*>* viewableChunks;
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time_t lastHeartbeat;
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};
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@ -54,6 +54,7 @@ void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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players[key] = p;
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p->chunkPos = std::make_tuple(0, 0, 0);
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p->viewableChunks = new std::set<Chunk*>();
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p->lastHeartbeat = 0;
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key->plr = p;
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@ -291,8 +292,8 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {
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Player* plr = getPlayer(sock);
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std::set<Chunk*> chunks = ChunkManager::getViewableChunks(plr->chunkPos);
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for (Chunk* chunk : chunks) {
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for (auto it = plr->viewableChunks->begin(); it != plr->viewableChunks->end(); it++) {
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Chunk* chunk = *it;
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for (CNSocket* otherSock : chunk->players) {
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if (otherSock == sock)
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continue;
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