Merge pull request #35 from dongresource/work1

Avoid excessive copying of large Player struct
This commit is contained in:
CPunch 2020-08-24 19:05:24 -05:00 committed by GitHub
commit d025b611a1
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 145 additions and 148 deletions

9
.vimrc Normal file
View File

@ -0,0 +1,9 @@
" vim configuration file
" you will need to put 'set exrc' and 'set secure' into your main .vimrc file,
" in which case this file will be loaded automatically, but *only* if you
" start vim in this dir, or you can just load it directly with ':so .vimrc'
" every time.
set tabstop=4
set shiftwidth=4
set expandtab

View File

@ -96,6 +96,7 @@ It's what's called a landwalker; enough of the server has been implemented to al
To make your landwalking experience more pleasant, you can make use of a few admin commands to get around easier: To make your landwalking experience more pleasant, you can make use of a few admin commands to get around easier:
### Movement commands
* A `/speed` of around 2400 or 3000 is nice. * A `/speed` of around 2400 or 3000 is nice.
* A `/jump` of about 50 will send you soaring * A `/jump` of about 50 will send you soaring
* [This map](res/dong_number_map.png) (credit to Danny O) is useful for `/warp` coordinates. * [This map](res/dong_number_map.png) (credit to Danny O) is useful for `/warp` coordinates.

View File

@ -16,7 +16,6 @@ randomcharacters=true
# Shard Server configuration # Shard Server configuration
[shard] [shard]
port=8002 port=8002
# you'll want to change this one
ip=127.0.0.1 ip=127.0.0.1
# distance at which other players and NPCs become visible # distance at which other players and NPCs become visible
view=20000 view=20000

View File

@ -275,7 +275,6 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
CNSharedData::setPlayer(resp.iEnterSerialKey, loginSessions[sock].characters[loginSessions[sock].selectedChar]); CNSharedData::setPlayer(resp.iEnterSerialKey, loginSessions[sock].characters[loginSessions[sock].selectedChar]);
sock->sendPacket((void*)&resp, P_LS2CL_REP_SHARD_SELECT_SUCC, sizeof(sP_LS2CL_REP_SHARD_SELECT_SUCC)); sock->sendPacket((void*)&resp, P_LS2CL_REP_SHARD_SELECT_SUCC, sizeof(sP_LS2CL_REP_SHARD_SELECT_SUCC));
sock->kill(); // client should connect to the Shard server now
break; break;
} }
default: default:

View File

@ -48,11 +48,15 @@ void CNShardServer::newConnection(CNSocket* cns) {
} }
void CNShardServer::killConnection(CNSocket* cns) { void CNShardServer::killConnection(CNSocket* cns) {
// check if the player ever sent a REQ_PC_ENTER
if (PlayerManager::players.find(cns) == PlayerManager::players.end())
return;
// remove from CNSharedData // remove from CNSharedData
Player cachedPlr = PlayerManager::getPlayer(cns); int64_t key = PlayerManager::getPlayer(cns)->SerialKey;
PlayerManager::removePlayer(cns); PlayerManager::removePlayer(cns);
CNSharedData::erasePlayer(cachedPlr.SerialKey); CNSharedData::erasePlayer(key);
} }
void CNShardServer::onStep() { void CNShardServer::onStep() {

View File

@ -18,7 +18,7 @@ void ChatManager::chatHandler(CNSocket* sock, CNPacketData* data) {
// send to client // send to client
INITSTRUCT(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, resp);
memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->szFreeChat)); memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->szFreeChat));
resp.iPC_ID = plr.plr.iID; resp.iPC_ID = plr.plr->iID;
resp.iEmoteCode = chat->iEmoteCode; resp.iEmoteCode = chat->iEmoteCode;
sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC)); sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC));
@ -36,7 +36,7 @@ void ChatManager::menuChatHandler(CNSocket* sock, CNPacketData* data) {
// send to client // send to client
INITSTRUCT(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, resp);
memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->szFreeChat)); memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->szFreeChat));
resp.iPC_ID = PlayerManager::players[sock].plr.iID; resp.iPC_ID = PlayerManager::players[sock].plr->iID;
resp.iEmoteCode = chat->iEmoteCode; resp.iEmoteCode = chat->iEmoteCode;
sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC)); sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC));
@ -57,7 +57,7 @@ void ChatManager::emoteHandler(CNSocket* sock, CNPacketData* data) {
// send to client // send to client
INITSTRUCT(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, resp); INITSTRUCT(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, resp);
resp.iEmoteCode = emote->iEmoteCode; resp.iEmoteCode = emote->iEmoteCode;
resp.iID_From = plr.plr.iID; resp.iID_From = plr.plr->iID;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT)); sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT));
// send to visible players (players within render distance) // send to visible players (players within render distance)

View File

@ -23,10 +23,10 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
// this packet should never happen, tell the client to do nothing and do nothing ourself // this packet should never happen, tell the client to do nothing and do nothing ourself
resp.eTo = itemmove->eFrom; resp.eTo = itemmove->eFrom;
resp.iToSlotNum = itemmove->iFromSlotNum; resp.iToSlotNum = itemmove->iFromSlotNum;
resp.ToSlotItem = plr.plr.Equip[itemmove->iToSlotNum]; resp.ToSlotItem = plr.plr->Equip[itemmove->iToSlotNum];
resp.eFrom = itemmove->eTo; resp.eFrom = itemmove->eTo;
resp.iFromSlotNum = itemmove->iToSlotNum; resp.iFromSlotNum = itemmove->iToSlotNum;
resp.FromSlotItem = plr.plr.Equip[itemmove->iFromSlotNum]; resp.FromSlotItem = plr.plr->Equip[itemmove->iFromSlotNum];
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_ITEM_DELETE_SUCC, sizeof(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC)); sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_ITEM_DELETE_SUCC, sizeof(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC));
return; return;
@ -41,31 +41,31 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
// eFrom 0 means from equip // eFrom 0 means from equip
if (itemmove->eFrom == 0) { if (itemmove->eFrom == 0) {
// unequiping an item // unequiping an item
fromItem = plr.plr.Equip[itemmove->iFromSlotNum]; fromItem = plr.plr->Equip[itemmove->iFromSlotNum];
} else { } else {
fromItem = plr.plr.Inven[itemmove->iFromSlotNum]; fromItem = plr.plr->Inven[itemmove->iFromSlotNum];
} }
// eTo 0 means to equip // eTo 0 means to equip
if (itemmove->eTo == 0) { if (itemmove->eTo == 0) {
// equiping an item // equiping an item
toItem = plr.plr.Equip[itemmove->iToSlotNum]; toItem = plr.plr->Equip[itemmove->iToSlotNum];
plr.plr.Equip[itemmove->iToSlotNum] = fromItem; plr.plr->Equip[itemmove->iToSlotNum] = fromItem;
} else { } else {
toItem = plr.plr.Inven[itemmove->iToSlotNum]; toItem = plr.plr->Inven[itemmove->iToSlotNum];
plr.plr.Inven[itemmove->iToSlotNum] = fromItem; plr.plr->Inven[itemmove->iToSlotNum] = fromItem;
} }
if (itemmove->eFrom == 0) { if (itemmove->eFrom == 0) {
plr.plr.Equip[itemmove->iFromSlotNum] = toItem; plr.plr->Equip[itemmove->iFromSlotNum] = toItem;
} else { } else {
plr.plr.Inven[itemmove->iFromSlotNum] = toItem; plr.plr->Inven[itemmove->iFromSlotNum] = toItem;
} }
if (itemmove->eFrom == 0 || itemmove->eTo == 0) { if (itemmove->eFrom == 0 || itemmove->eTo == 0) {
INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, equipChange); INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, equipChange);
equipChange.iPC_ID = plr.plr.iID; equipChange.iPC_ID = plr.plr->iID;
if (itemmove->eFrom == 0) { if (itemmove->eFrom == 0) {
equipChange.iEquipSlotNum = itemmove->iFromSlotNum; equipChange.iEquipSlotNum = itemmove->iFromSlotNum;
equipChange.EquipSlotItem = toItem; equipChange.EquipSlotItem = toItem;
@ -103,9 +103,9 @@ void ItemManager::itemDeleteHandler(CNSocket* sock, CNPacketData* data) {
resp.iSlotNum = itemdel->iSlotNum; resp.iSlotNum = itemdel->iSlotNum;
// so, im not sure what this eIL thing does since you always delete items in inventory and not equips // so, im not sure what this eIL thing does since you always delete items in inventory and not equips
plr.plr.Inven[itemdel->iSlotNum].iID = 0; plr.plr->Inven[itemdel->iSlotNum].iID = 0;
plr.plr.Inven[itemdel->iSlotNum].iType = 0; plr.plr->Inven[itemdel->iSlotNum].iType = 0;
plr.plr.Inven[itemdel->iSlotNum].iOpt = 0; plr.plr->Inven[itemdel->iSlotNum].iOpt = 0;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_ITEM_DELETE_SUCC, sizeof(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC)); sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_ITEM_DELETE_SUCC, sizeof(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC));
} }
@ -118,7 +118,7 @@ void ItemManager::itemGMGiveHandler(CNSocket* sock, CNPacketData* data) {
PlayerView& plr = PlayerManager::players[sock]; PlayerView& plr = PlayerManager::players[sock];
// Commented and disabled for future use // Commented and disabled for future use
//if (!plr.plr.IsGM) { //if (!plr.plr->IsGM) {
// TODO: send fail packet // TODO: send fail packet
// return; // return;
//} //}
@ -134,16 +134,16 @@ void ItemManager::itemGMGiveHandler(CNSocket* sock, CNPacketData* data) {
resp.iSlotNum = itemreq->iSlotNum; resp.iSlotNum = itemreq->iSlotNum;
resp.Item = itemreq->Item; resp.Item = itemreq->Item;
plr.plr.Inven[itemreq->iSlotNum] = itemreq->Item; plr.plr->Inven[itemreq->iSlotNum] = itemreq->Item;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_GIVE_ITEM_SUCC, sizeof(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC)); sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_GIVE_ITEM_SUCC, sizeof(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC));
// some items require a level, for now we're just going to bypass this by setting your level to 36 // some items require a level, for now we're just going to bypass this by setting your level to 36
//plr.plr.level = 36; //plr.plr->level = 36;
//sP_FE2CL_REP_PC_CHANGE_LEVEL resp2; //sP_FE2CL_REP_PC_CHANGE_LEVEL resp2;
//resp2.iPC_ID = plr.plr.iID; //resp2.iPC_ID = plr.plr->iID;
//resp2.iPC_Level = 36; //resp2.iPC_Level = 36;
//sock->sendPacket((void*)&resp2, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL)); //sock->sendPacket((void*)&resp2, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL));

View File

@ -58,8 +58,8 @@ void NPCManager::updatePlayerNPCS(CNSocket* sock, PlayerView& view) {
std::list<int32_t> noView; std::list<int32_t> noView;
for (auto& pair : NPCs) { for (auto& pair : NPCs) {
int diffX = abs(view.plr.x - pair.second.appearanceData.iX); int diffX = abs(view.plr->x - pair.second.appearanceData.iX);
int diffY = abs(view.plr.y - pair.second.appearanceData.iY); int diffY = abs(view.plr->y - pair.second.appearanceData.iY);
if (diffX < settings::VIEWDISTANCE && diffY < settings::VIEWDISTANCE) { if (diffX < settings::VIEWDISTANCE && diffY < settings::VIEWDISTANCE) {
yesView.push_back(pair.first); yesView.push_back(pair.first);

View File

@ -18,7 +18,7 @@ void NanoManager::nanoEquipHandler(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_NANO_EQUIP* nano = (sP_CL2FE_REQ_NANO_EQUIP*)data->buf; sP_CL2FE_REQ_NANO_EQUIP* nano = (sP_CL2FE_REQ_NANO_EQUIP*)data->buf;
INITSTRUCT(sP_FE2CL_REP_NANO_EQUIP_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_NANO_EQUIP_SUCC, resp);
Player plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
if (nano->iNanoSlotNum > 2) if (nano->iNanoSlotNum > 2)
return; return;
@ -28,8 +28,7 @@ void NanoManager::nanoEquipHandler(CNSocket* sock, CNPacketData* data) {
// Update player // Update player
plr.equippedNanos[nano->iNanoSlotNum] = nano->iNanoID; plr->equippedNanos[nano->iNanoSlotNum] = nano->iNanoID;
PlayerManager::updatePlayer(sock, plr);
sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_EQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_EQUIP_SUCC)); sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_EQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_EQUIP_SUCC));
} }
@ -40,7 +39,7 @@ void NanoManager::nanoUnEquipHandler(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_NANO_UNEQUIP* nano = (sP_CL2FE_REQ_NANO_UNEQUIP*)data->buf; sP_CL2FE_REQ_NANO_UNEQUIP* nano = (sP_CL2FE_REQ_NANO_UNEQUIP*)data->buf;
INITSTRUCT(sP_FE2CL_REP_NANO_UNEQUIP_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_NANO_UNEQUIP_SUCC, resp);
Player plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
if (nano->iNanoSlotNum > 2) if (nano->iNanoSlotNum > 2)
return; return;
@ -48,8 +47,7 @@ void NanoManager::nanoUnEquipHandler(CNSocket* sock, CNPacketData* data) {
resp.iNanoSlotNum = nano->iNanoSlotNum; resp.iNanoSlotNum = nano->iNanoSlotNum;
// update player // update player
plr.equippedNanos[nano->iNanoSlotNum] = 0; plr->equippedNanos[nano->iNanoSlotNum] = 0;
PlayerManager::updatePlayer(sock, plr);
sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_UNEQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_UNEQUIP_SUCC)); sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_UNEQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_UNEQUIP_SUCC));
} }
@ -60,13 +58,13 @@ void NanoManager::nanoGMGiveHandler(CNSocket* sock, CNPacketData* data) {
// Cmd: /nano <nanoId> // Cmd: /nano <nanoId>
sP_CL2FE_REQ_PC_GIVE_NANO* nano = (sP_CL2FE_REQ_PC_GIVE_NANO*)data->buf; sP_CL2FE_REQ_PC_GIVE_NANO* nano = (sP_CL2FE_REQ_PC_GIVE_NANO*)data->buf;
Player plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
// Add nano to player // Add nano to player
addNano(sock, nano->iNanoID, 0); addNano(sock, nano->iNanoID, 0);
DEBUGLOG( DEBUGLOG(
std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " requested to add nano id: " << nano->iNanoID << std::endl; std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to add nano id: " << nano->iNanoID << std::endl;
) )
} }
@ -75,7 +73,7 @@ void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
return; // malformed packet return; // malformed packet
sP_CL2FE_REQ_NANO_ACTIVE* pkt = (sP_CL2FE_REQ_NANO_ACTIVE*)data->buf; sP_CL2FE_REQ_NANO_ACTIVE* pkt = (sP_CL2FE_REQ_NANO_ACTIVE*)data->buf;
Player plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
// Send to client // Send to client
INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp);
@ -85,28 +83,27 @@ void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
if (pkt->iNanoSlotNum > 2) if (pkt->iNanoSlotNum > 2)
return; return;
int nanoId = plr.equippedNanos[pkt->iNanoSlotNum]; int nanoId = plr->equippedNanos[pkt->iNanoSlotNum];
if (nanoId > 36) if (nanoId > 36)
return; // sanity check return; // sanity check
sNano nano = plr.Nanos[nanoId]; sNano nano = plr->Nanos[nanoId];
// Send to other players // Send to other players
INITSTRUCT(sP_FE2CL_NANO_ACTIVE, pkt1); INITSTRUCT(sP_FE2CL_NANO_ACTIVE, pkt1);
pkt1.iPC_ID = plr.iID; pkt1.iPC_ID = plr->iID;
pkt1.Nano = nano; pkt1.Nano = nano;
for (CNSocket* s : PlayerManager::players[sock].viewable) for (CNSocket* s : PlayerManager::players[sock].viewable)
s->sendPacket((void*)&pkt1, P_FE2CL_NANO_ACTIVE, sizeof(sP_FE2CL_NANO_ACTIVE)); s->sendPacket((void*)&pkt1, P_FE2CL_NANO_ACTIVE, sizeof(sP_FE2CL_NANO_ACTIVE));
// update player // update player
plr.activeNano = nanoId; plr->activeNano = nanoId;
PlayerManager::updatePlayer(sock, plr);
DEBUGLOG( DEBUGLOG(
std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " requested to summon nano slot: " << pkt->iNanoSlotNum << std::endl; std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to summon nano slot: " << pkt->iNanoSlotNum << std::endl;
) )
} }
@ -115,7 +112,7 @@ void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
return; // malformed packet return; // malformed packet
sP_CL2FE_REQ_NANO_SKILL_USE* skill = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf; sP_CL2FE_REQ_NANO_SKILL_USE* skill = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf;
Player plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
// Send to client // Send to client
INITSTRUCT(sP_FE2CL_NANO_SKILL_USE_SUCC, resp); INITSTRUCT(sP_FE2CL_NANO_SKILL_USE_SUCC, resp);
@ -124,10 +121,14 @@ void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
resp.iArg3 = skill->iArg3; resp.iArg3 = skill->iArg3;
resp.iBulletID = skill->iBulletID; resp.iBulletID = skill->iBulletID;
resp.iTargetCnt = skill->iTargetCnt; resp.iTargetCnt = skill->iTargetCnt;
resp.iPC_ID = plr.iID; resp.iPC_ID = plr->iID;
resp.iNanoStamina = 150; // Hardcoded for now resp.iNanoStamina = 150; // Hardcoded for now
sock->sendPacket((void*)&resp, P_FE2CL_NANO_SKILL_USE_SUCC, sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC)); sock->sendPacket((void*)&resp, P_FE2CL_NANO_SKILL_USE_SUCC, sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC));
DEBUGLOG(
std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to summon nano skill " << std::endl;
)
} }
void NanoManager::nanoSkillSetHandler(CNSocket* sock, CNPacketData* data) { void NanoManager::nanoSkillSetHandler(CNSocket* sock, CNPacketData* data) {
@ -143,7 +144,7 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
if (nanoId > 36) if (nanoId > 36)
return; return;
Player plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
// Send to client // Send to client
INITSTRUCT(sP_FE2CL_REP_PC_NANO_CREATE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_PC_NANO_CREATE_SUCC, resp);
@ -154,19 +155,18 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_NANO_CREATE_SUCC, sizeof(sP_FE2CL_REP_PC_NANO_CREATE_SUCC)); sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_NANO_CREATE_SUCC, sizeof(sP_FE2CL_REP_PC_NANO_CREATE_SUCC));
// Update player // Update player
plr.Nanos[nanoId] = resp.Nano; plr->Nanos[nanoId] = resp.Nano;
PlayerManager::updatePlayer(sock, plr);
} }
void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId) { void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId) {
if (nanoId > 36) if (nanoId > 36)
return; return;
Player plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
sNano nano = plr.Nanos[nanoId]; sNano nano = plr->Nanos[nanoId];
nano.iSkillID = skillId; nano.iSkillID = skillId;
plr.Nanos[nanoId] = nano; plr->Nanos[nanoId] = nano;
// Send to client // Send to client
INITSTRUCT(sP_FE2CL_REP_NANO_TUNE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_NANO_TUNE_SUCC, resp);
@ -175,27 +175,20 @@ void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId)
sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_TUNE_SUCC, sizeof(sP_FE2CL_REP_NANO_TUNE_SUCC)); sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_TUNE_SUCC, sizeof(sP_FE2CL_REP_NANO_TUNE_SUCC));
// Update the player
PlayerManager::updatePlayer(sock, plr);
DEBUGLOG( DEBUGLOG(
std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " set skill id " << skillId << " for nano: " << nanoId << std::endl; std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " set skill id " << skillId << " for nano: " << nanoId << std::endl;
) )
} }
void NanoManager::resetNanoSkill(CNSocket* sock, int16_t nanoId) { void NanoManager::resetNanoSkill(CNSocket* sock, int16_t nanoId) {
if (nanoId > 36) if (nanoId > 36)
return; return;
Player plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
sNano nano = plr.Nanos[nanoId]; sNano nano = plr->Nanos[nanoId];
// 0 is reset // 0 is reset
nano.iSkillID = 0; nano.iSkillID = 0;
plr.Nanos[nanoId] = nano; plr->Nanos[nanoId] = nano;
// Update the player
PlayerManager::updatePlayer(sock, plr);
} }
#pragma endregion #pragma endregion

View File

@ -30,15 +30,18 @@ void PlayerManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_REGEN, PlayerManager::revivePlayer); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_REGEN, PlayerManager::revivePlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EXIT, PlayerManager::exitGame); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EXIT, PlayerManager::exitGame);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH, PlayerManager::setSpecialSwitchPlayer); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH, PlayerManager::setSpecialSwitchPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_ON, PlayerManager::enterPlayerVehicle); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_ON, PlayerManager::enterPlayerVehicle);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_OFF, PlayerManager::exitPlayerVehicle); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_OFF, PlayerManager::exitPlayerVehicle);
} }
void PlayerManager::addPlayer(CNSocket* key, Player plr) { void PlayerManager::addPlayer(CNSocket* key, Player plr) {
Player *p = new Player();
memcpy(p, &plr, sizeof(Player));
players[key] = PlayerView(); players[key] = PlayerView();
players[key].viewable = std::list<CNSocket*>(); players[key].viewable = std::list<CNSocket*>();
players[key].plr = plr; players[key].plr = p;
players[key].lastHeartbeat = 0; players[key].lastHeartbeat = 0;
std::cout << U16toU8(plr.PCStyle.szFirstName) << " " << U16toU8(plr.PCStyle.szLastName) << " has joined!" << std::endl; std::cout << U16toU8(plr.PCStyle.szFirstName) << " " << U16toU8(plr.PCStyle.szLastName) << " has joined!" << std::endl;
@ -54,21 +57,22 @@ void PlayerManager::removePlayer(CNSocket* key) {
// now sent PC_EXIT packet // now sent PC_EXIT packet
sP_FE2CL_PC_EXIT exitPacket; sP_FE2CL_PC_EXIT exitPacket;
exitPacket.iID = players[key].plr.iID; exitPacket.iID = players[key].plr->iID;
otherSock->sendPacket((void*)&exitPacket, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT)); otherSock->sendPacket((void*)&exitPacket, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
} }
delete cachedView.plr;
players.erase(key); players.erase(key);
std::cout << U16toU8(cachedView.plr.PCStyle.szFirstName) << U16toU8(cachedView.plr.PCStyle.szLastName) << " has left!" << std::endl; std::cout << U16toU8(cachedView.plr->PCStyle.szFirstName) << U16toU8(cachedView.plr->PCStyle.szLastName) << " has left!" << std::endl;
std::cout << players.size() << " players" << std::endl; std::cout << players.size() << " players" << std::endl;
} }
void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) { void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
players[sock].plr.x = X; players[sock].plr->x = X;
players[sock].plr.y = Y; players[sock].plr->y = Y;
players[sock].plr.z = Z; players[sock].plr->z = Z;
std::vector<CNSocket*> noView; std::vector<CNSocket*> noView;
std::vector<CNSocket*> yesView; std::vector<CNSocket*> yesView;
@ -78,8 +82,8 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
if (pair.first == sock) if (pair.first == sock)
continue; // ignore our own connection continue; // ignore our own connection
int diffX = abs(pair.second.plr.x - X); // the map is like a grid, X and Y are your position on the map, Z is the height. very different from other games... int diffX = abs(pair.second.plr->x - X); // the map is like a grid, X and Y are your position on the map, Z is the height. very different from other games...
int diffY = abs(pair.second.plr.y - Y); int diffY = abs(pair.second.plr->y - Y);
if (diffX < settings::VIEWDISTANCE && diffY < settings::VIEWDISTANCE) { if (diffX < settings::VIEWDISTANCE && diffY < settings::VIEWDISTANCE) {
yesView.push_back(pair.first); yesView.push_back(pair.first);
@ -96,9 +100,9 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
if (std::find(noView.begin(), noView.end(), otherSock) != noView.end()) { if (std::find(noView.begin(), noView.end(), otherSock) != noView.end()) {
// sock shouldn't be visible, send PC_EXIT packet // sock shouldn't be visible, send PC_EXIT packet
exitPacket.iID = players[sock].plr.iID; exitPacket.iID = players[sock].plr->iID;
otherSock->sendPacket((void*)&exitPacket, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT)); otherSock->sendPacket((void*)&exitPacket, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
exitPacket.iID = players[otherSock].plr.iID; exitPacket.iID = players[otherSock].plr->iID;
sock->sendPacket((void*)&exitPacket, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT)); sock->sendPacket((void*)&exitPacket, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
// remove them from the viewable list // remove them from the viewable list
@ -115,34 +119,34 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
if (std::find(players[sock].viewable.begin(), players[sock].viewable.end(), otherSock) == players[sock].viewable.end()) { if (std::find(players[sock].viewable.begin(), players[sock].viewable.end(), otherSock) == players[sock].viewable.end()) {
// this needs to be added to the viewable players, send PC_ENTER // this needs to be added to the viewable players, send PC_ENTER
Player otherPlr = players[otherSock].plr; Player *otherPlr = players[otherSock].plr;
Player plr = players[sock].plr; Player *plr = players[sock].plr;
newPlayer.PCAppearanceData.iID = plr.iID; newPlayer.PCAppearanceData.iID = plr->iID;
newPlayer.PCAppearanceData.iHP = plr.HP; newPlayer.PCAppearanceData.iHP = plr->HP;
newPlayer.PCAppearanceData.iLv = plr.level; newPlayer.PCAppearanceData.iLv = plr->level;
newPlayer.PCAppearanceData.iX = plr.x; newPlayer.PCAppearanceData.iX = plr->x;
newPlayer.PCAppearanceData.iY = plr.y; newPlayer.PCAppearanceData.iY = plr->y;
newPlayer.PCAppearanceData.iZ = plr.z; newPlayer.PCAppearanceData.iZ = plr->z;
newPlayer.PCAppearanceData.iAngle = plr.angle; newPlayer.PCAppearanceData.iAngle = plr->angle;
newPlayer.PCAppearanceData.PCStyle = plr.PCStyle; newPlayer.PCAppearanceData.PCStyle = plr->PCStyle;
newPlayer.PCAppearanceData.Nano = plr.Nanos[plr.activeNano]; newPlayer.PCAppearanceData.Nano = plr->Nanos[plr->activeNano];
newPlayer.PCAppearanceData.iPCState = plr.iPCState; newPlayer.PCAppearanceData.iPCState = plr->iPCState;
memcpy(newPlayer.PCAppearanceData.ItemEquip, plr.Equip, sizeof(sItemBase) * AEQUIP_COUNT); memcpy(newPlayer.PCAppearanceData.ItemEquip, plr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
otherSock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW)); otherSock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
newPlayer.PCAppearanceData.iID = otherPlr.iID; newPlayer.PCAppearanceData.iID = otherPlr->iID;
newPlayer.PCAppearanceData.iHP = otherPlr.HP; newPlayer.PCAppearanceData.iHP = otherPlr->HP;
newPlayer.PCAppearanceData.iLv = otherPlr.level; newPlayer.PCAppearanceData.iLv = otherPlr->level;
newPlayer.PCAppearanceData.iX = otherPlr.x; newPlayer.PCAppearanceData.iX = otherPlr->x;
newPlayer.PCAppearanceData.iY = otherPlr.y; newPlayer.PCAppearanceData.iY = otherPlr->y;
newPlayer.PCAppearanceData.iZ = otherPlr.z; newPlayer.PCAppearanceData.iZ = otherPlr->z;
newPlayer.PCAppearanceData.iAngle = otherPlr.angle; newPlayer.PCAppearanceData.iAngle = otherPlr->angle;
newPlayer.PCAppearanceData.PCStyle = otherPlr.PCStyle; newPlayer.PCAppearanceData.PCStyle = otherPlr->PCStyle;
newPlayer.PCAppearanceData.Nano = otherPlr.Nanos[otherPlr.activeNano]; newPlayer.PCAppearanceData.Nano = otherPlr->Nanos[otherPlr->activeNano];
newPlayer.PCAppearanceData.iPCState = otherPlr.iPCState; newPlayer.PCAppearanceData.iPCState = otherPlr->iPCState;
memcpy(newPlayer.PCAppearanceData.ItemEquip, otherPlr.Equip, sizeof(sItemBase) * AEQUIP_COUNT); memcpy(newPlayer.PCAppearanceData.ItemEquip, otherPlr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
sock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW)); sock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
@ -158,8 +162,8 @@ std::list<CNSocket*> PlayerManager::getNearbyPlayers(int x, int y, int dist) {
std::list<CNSocket*> plrs; std::list<CNSocket*> plrs;
for (auto pair : players) { for (auto pair : players) {
int diffX = abs(pair.second.plr.x - x); int diffX = abs(pair.second.plr->x - x);
int diffY = abs(pair.second.plr.x - x); int diffY = abs(pair.second.plr->x - x);
if (diffX < dist && diffY < dist) if (diffX < dist && diffY < dist)
plrs.push_back(pair.first); plrs.push_back(pair.first);
@ -266,12 +270,12 @@ void PlayerManager::movePlayer(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_MOVE* moveData = (sP_CL2FE_REQ_PC_MOVE*)data->buf; sP_CL2FE_REQ_PC_MOVE* moveData = (sP_CL2FE_REQ_PC_MOVE*)data->buf;
updatePlayerPosition(sock, moveData->iX, moveData->iY, moveData->iZ); updatePlayerPosition(sock, moveData->iX, moveData->iY, moveData->iZ);
players[sock].plr.angle = moveData->iAngle; players[sock].plr->angle = moveData->iAngle;
uint64_t tm = getTime(); uint64_t tm = getTime();
INITSTRUCT(sP_FE2CL_PC_MOVE, moveResponse); INITSTRUCT(sP_FE2CL_PC_MOVE, moveResponse);
moveResponse.iID = players[sock].plr.iID; moveResponse.iID = players[sock].plr->iID;
moveResponse.cKeyValue = moveData->cKeyValue; moveResponse.cKeyValue = moveData->cKeyValue;
moveResponse.iX = moveData->iX; moveResponse.iX = moveData->iX;
@ -302,7 +306,7 @@ void PlayerManager::stopPlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_STOP, stopResponse); INITSTRUCT(sP_FE2CL_PC_STOP, stopResponse);
stopResponse.iID = players[sock].plr.iID; stopResponse.iID = players[sock].plr->iID;
stopResponse.iX = stopData->iX; stopResponse.iX = stopData->iX;
stopResponse.iY = stopData->iY; stopResponse.iY = stopData->iY;
@ -327,7 +331,7 @@ void PlayerManager::jumpPlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_JUMP, jumpResponse); INITSTRUCT(sP_FE2CL_PC_JUMP, jumpResponse);
jumpResponse.iID = players[sock].plr.iID; jumpResponse.iID = players[sock].plr->iID;
jumpResponse.cKeyValue = jumpData->cKeyValue; jumpResponse.cKeyValue = jumpData->cKeyValue;
jumpResponse.iX = jumpData->iX; jumpResponse.iX = jumpData->iX;
@ -358,7 +362,7 @@ void PlayerManager::jumppadPlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_JUMPPAD, jumppadResponse); INITSTRUCT(sP_FE2CL_PC_JUMPPAD, jumppadResponse);
jumppadResponse.iPC_ID = players[sock].plr.iID; jumppadResponse.iPC_ID = players[sock].plr->iID;
jumppadResponse.cKeyValue = jumppadData->cKeyValue; jumppadResponse.cKeyValue = jumppadData->cKeyValue;
jumppadResponse.iX = jumppadData->iX; jumppadResponse.iX = jumppadData->iX;
@ -387,7 +391,7 @@ void PlayerManager::launchPlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_LAUNCHER, launchResponse); INITSTRUCT(sP_FE2CL_PC_LAUNCHER, launchResponse);
launchResponse.iPC_ID = players[sock].plr.iID; launchResponse.iPC_ID = players[sock].plr->iID;
launchResponse.iX = launchData->iX; launchResponse.iX = launchData->iX;
launchResponse.iY = launchData->iY; launchResponse.iY = launchData->iY;
@ -417,7 +421,7 @@ void PlayerManager::ziplinePlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_ZIPLINE, ziplineResponse); INITSTRUCT(sP_FE2CL_PC_ZIPLINE, ziplineResponse);
ziplineResponse.iPC_ID = players[sock].plr.iID; ziplineResponse.iPC_ID = players[sock].plr->iID;
ziplineResponse.iCliTime = ziplineData->iCliTime; ziplineResponse.iCliTime = ziplineData->iCliTime;
ziplineResponse.iSvrTime = tm; ziplineResponse.iSvrTime = tm;
ziplineResponse.iX = ziplineData->iX; ziplineResponse.iX = ziplineData->iX;
@ -454,7 +458,7 @@ void PlayerManager::movePlatformPlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_MOVEPLATFORM, platResponse); INITSTRUCT(sP_FE2CL_PC_MOVEPLATFORM, platResponse);
platResponse.iPC_ID = players[sock].plr.iID; platResponse.iPC_ID = players[sock].plr->iID;
platResponse.iCliTime = platformData->iCliTime; platResponse.iCliTime = platformData->iCliTime;
platResponse.iSvrTime = tm; platResponse.iSvrTime = tm;
platResponse.iX = platformData->iX; platResponse.iX = platformData->iX;
@ -488,7 +492,7 @@ void PlayerManager::moveSlopePlayer(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_PC_SLOPE, slopeResponse); INITSTRUCT(sP_FE2CL_PC_SLOPE, slopeResponse);
slopeResponse.iPC_ID = players[sock].plr.iID; slopeResponse.iPC_ID = players[sock].plr->iID;
slopeResponse.iCliTime = slopeData->iCliTime; slopeResponse.iCliTime = slopeData->iCliTime;
slopeResponse.iSvrTime = tm; slopeResponse.iSvrTime = tm;
slopeResponse.iX = slopeData->iX; slopeResponse.iX = slopeData->iX;
@ -570,23 +574,22 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_REGEN)) if (data->size != sizeof(sP_CL2FE_REQ_PC_REGEN))
return; return;
Player plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
// players respawn at same spot they died at for now... // players respawn at same spot they died at for now...
sP_CL2FE_REQ_PC_REGEN* reviveData = (sP_CL2FE_REQ_PC_REGEN*)data->buf; sP_CL2FE_REQ_PC_REGEN* reviveData = (sP_CL2FE_REQ_PC_REGEN*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_REGEN_SUCC, response); INITSTRUCT(sP_FE2CL_REP_PC_REGEN_SUCC, response);
response.bMoveLocation = reviveData->eIL; response.bMoveLocation = reviveData->eIL;
response.PCRegenData.iMapNum = reviveData->iIndex; response.PCRegenData.iMapNum = reviveData->iIndex;
response.PCRegenData.iHP = 1000 * plr.level; response.PCRegenData.iHP = 1000 * plr->level;
response.PCRegenData.iX = plr.x; response.PCRegenData.iX = plr->x;
response.PCRegenData.iY = plr.y; response.PCRegenData.iY = plr->y;
response.PCRegenData.iZ = plr.z; response.PCRegenData.iZ = plr->z;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_REGEN_SUCC, sizeof(sP_FE2CL_REP_PC_REGEN_SUCC)); sock->sendPacket((void*)&response, P_FE2CL_REP_PC_REGEN_SUCC, sizeof(sP_FE2CL_REP_PC_REGEN_SUCC));
} }
void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) { void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_VEHICLE_ON* vehicleData = (sP_CL2FE_REQ_PC_VEHICLE_ON*)data->buf;
INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_SUCC, response); INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_SUCC, response);
PlayerView plrv = PlayerManager::players[sock]; PlayerView plrv = PlayerManager::players[sock];
@ -598,14 +601,12 @@ void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
otherSock->sendPacket((void*)&pkt, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE)); otherSock->sendPacket((void*)&pkt, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
} }
plrv.plr.iPCState = 8; plrv.plr->iPCState = 8;
updatePlayer(sock, plrv.plr);
sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_ON_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_ON_SUCC)); sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_ON_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_ON_SUCC));
} }
void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) { void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_VEHICLE_OFF* vehicleData = (sP_CL2FE_REQ_PC_VEHICLE_OFF*)data->buf;
INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response); INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
PlayerView plrv = PlayerManager::players[sock]; PlayerView plrv = PlayerManager::players[sock];
@ -617,8 +618,7 @@ void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
otherSock->sendPacket((void*)&pkt, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE)); otherSock->sendPacket((void*)&pkt, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
} }
plrv.plr.iPCState = 0; plrv.plr->iPCState = 0;
updatePlayer(sock, plrv.plr);
sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC)); sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
} }
@ -633,14 +633,7 @@ void PlayerManager::setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data) {
} }
#pragma region Helper methods #pragma region Helper methods
Player PlayerManager::getPlayer(CNSocket* key) { Player *PlayerManager::getPlayer(CNSocket* key) {
return players[key].plr; return players[key].plr;
} }
void PlayerManager::updatePlayer(CNSocket* key, Player plr) {
PlayerView plrv = players[key];
plrv.plr = plr;
players[key] = plrv;
}
#pragma endregion #pragma endregion

View File

@ -11,7 +11,7 @@
struct PlayerView { struct PlayerView {
std::list<CNSocket*> viewable; std::list<CNSocket*> viewable;
std::list<int32_t> viewableNPCs; std::list<int32_t> viewableNPCs;
Player plr; Player *plr;
uint64_t lastHeartbeat; uint64_t lastHeartbeat;
}; };
@ -22,9 +22,8 @@ namespace PlayerManager {
void addPlayer(CNSocket* key, Player plr); void addPlayer(CNSocket* key, Player plr);
void removePlayer(CNSocket* key); void removePlayer(CNSocket* key);
Player getPlayer(CNSocket* key); Player *getPlayer(CNSocket* key);
void updatePlayer(CNSocket* key, Player plr);
void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z); void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z);
std::list<CNSocket*> getNearbyPlayers(int X, int Y, int dist); std::list<CNSocket*> getNearbyPlayers(int X, int Y, int dist);