mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-12-23 11:50:04 +00:00
Removed the Player pointer from CNSocket
It was a leak in the abstraction that we weren't even using that much. This is technically a de-optimization, but it's okay since it's not a hot code path.
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@ -135,8 +135,6 @@ enum ACTIVEKEY {
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SOCKETKEY_FE
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};
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struct Player;
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class CNSocket;
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typedef void (*PacketHandler)(CNSocket* sock, CNPacketData* data);
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@ -158,7 +156,6 @@ private:
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public:
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SOCKET sock;
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PacketHandler pHandler;
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Player *plr = nullptr;
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CNSocket(SOCKET s, PacketHandler ph);
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@ -591,8 +591,8 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED)
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speed /= 2;
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int targetX = mob->target->plr->x;
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int targetY = mob->target->plr->y;
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int targetX = plr->x;
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int targetY = plr->y;
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if (mob->groupLeader != 0) {
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targetX += mob->offsetX*distance/(mob->idleRange + 1);
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targetY += mob->offsetY*distance/(mob->idleRange + 1);
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@ -608,7 +608,7 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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pkt.iSpeed = speed;
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pkt.iToX = mob->appearanceData.iX = targ.first;
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pkt.iToY = mob->appearanceData.iY = targ.second;
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pkt.iToZ = mob->target->plr->z;
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pkt.iToZ = plr->z;
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pkt.iMoveStyle = 1;
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// notify all nearby players
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@ -1192,7 +1192,7 @@ bool MobManager::aggroCheck(Mob *mob, time_t currTime) {
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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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Player *plr = PlayerManager::getPlayer(s);
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if (plr->HP <= 0)
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continue;
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@ -1463,9 +1463,11 @@ void MobManager::followToCombat(Mob *mob) {
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}
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void MobManager::useAbilities(Mob *mob, time_t currTime) {
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Player *plr = PlayerManager::getPlayer(mob->target);
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if (mob->skillStyle >= 0) { // corruption hit
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int skillID = (int)mob->data["m_iCorruptionType"];
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std::vector<int> targetData = {1, mob->target->plr->iID, 0, 0, 0};
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std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
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int temp = mob->skillStyle;
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mob->skillStyle = -3; // corruption cooldown
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mob->nextAttack = currTime + 1000;
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@ -1481,7 +1483,7 @@ void MobManager::useAbilities(Mob *mob, time_t currTime) {
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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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Player *plr = PlayerManager::getPlayer(s);
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if (plr->HP <= 0)
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continue;
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@ -1516,7 +1518,7 @@ void MobManager::useAbilities(Mob *mob, time_t currTime) {
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if (random < prob1) { // active skill hit
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int skillID = (int)mob->data["m_iActiveSkill1"];
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std::vector<int> targetData = {1, mob->target->plr->iID, 0, 0, 0};
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std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
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for (auto& pwr : MobPowers)
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if (pwr.skillType == NanoManager::SkillTable[skillID].skillType)
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pwr.handle(mob, targetData, skillID, NanoManager::SkillTable[skillID].durationTime[0], NanoManager::SkillTable[skillID].powerIntensity[0]);
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@ -1529,10 +1531,10 @@ void MobManager::useAbilities(Mob *mob, time_t currTime) {
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INITSTRUCT(sP_FE2CL_NPC_SKILL_CORRUPTION_READY, pkt);
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSkillID = skillID;
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pkt.iValue1 = mob->target->plr->x;
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pkt.iValue2 = mob->target->plr->y;
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pkt.iValue3 = mob->target->plr->z;
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mob->skillStyle = NanoManager::nanoStyle(mob->target->plr->activeNano) - 1;
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pkt.iValue1 = plr->x;
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pkt.iValue2 = plr->y;
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pkt.iValue3 = plr->z;
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mob->skillStyle = NanoManager::nanoStyle(plr->activeNano) - 1;
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if (mob->skillStyle == -1)
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mob->skillStyle = 2;
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if (mob->skillStyle == -2)
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@ -1548,9 +1550,9 @@ void MobManager::useAbilities(Mob *mob, time_t currTime) {
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INITSTRUCT(sP_FE2CL_NPC_SKILL_READY, pkt);
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSkillID = skillID;
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pkt.iValue1 = mob->hitX = mob->target->plr->x;
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pkt.iValue2 = mob->hitY = mob->target->plr->y;
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pkt.iValue3 = mob->hitZ = mob->target->plr->z;
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pkt.iValue1 = mob->hitX = plr->x;
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pkt.iValue2 = mob->hitY = plr->y;
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pkt.iValue3 = mob->hitZ = plr->z;
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_SKILL_READY, sizeof(sP_FE2CL_NPC_SKILL_READY));
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mob->nextAttack = currTime + 2500;
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mob->skillStyle = -2;
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@ -1561,6 +1563,8 @@ void MobManager::useAbilities(Mob *mob, time_t currTime) {
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}
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void MobManager::dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int style) {
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Player *plr = PlayerManager::getPlayer(mob->target);
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT) + targetData[0] * sizeof(sCAttackResult);
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// validate response packet
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@ -1578,9 +1582,9 @@ void MobManager::dealCorruption(Mob *mob, std::vector<int> targetData, int skill
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resp->iNPC_ID = mob->appearanceData.iNPC_ID;
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resp->iSkillID = skillID;
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resp->iStyle = style;
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resp->iValue1 = mob->target->plr->x;
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resp->iValue2 = mob->target->plr->y;
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resp->iValue3 = mob->target->plr->z;
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resp->iValue1 = plr->x;
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resp->iValue2 = plr->y;
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resp->iValue3 = plr->z;
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resp->iTargetCnt = targetData[0];
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for (int i = 0; i < targetData[0]; i++) {
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@ -3,6 +3,7 @@
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#include <set>
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#include <vector>
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#include "Player.hpp"
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#include "CNShardServer.hpp"
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typedef void (*PowerHandler)(CNSocket*, std::vector<int>, int16_t, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t);
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@ -57,8 +57,6 @@ void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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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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std::cout << getPlayerName(p) << " has joined!" << std::endl;
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std::cout << players.size() << " players" << std::endl;
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}
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@ -79,10 +77,9 @@ void PlayerManager::removePlayer(CNSocket* key) {
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ChunkManager::removePlayerFromChunks(ChunkManager::getViewableChunks(plr->chunkPos), key);
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ChunkManager::untrackPlayer(plr->chunkPos, key);
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std::cout << getPlayerName(key->plr) << " has left!" << std::endl;
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std::cout << getPlayerName(plr) << " has left!" << std::endl;
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delete plr->viewableChunks;
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key->plr = nullptr;
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delete plr;
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players.erase(key);
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@ -872,7 +869,8 @@ Player *PlayerManager::getPlayer(CNSocket* key) {
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if (players.find(key) != players.end())
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return players[key];
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return nullptr;
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// this should never happen
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assert(false);
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}
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std::string PlayerManager::getPlayerName(Player *plr, bool id) {
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