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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-12-23 11:50:04 +00:00
Reimplement chunk position caching
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@ -51,6 +51,8 @@ void ChunkManager::updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to)
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// update views
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removePlayerFromChunks(toExit, sock);
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addPlayerToChunks(toEnter, sock);
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plr->chunkPos = to; // update cached chunk position
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}
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void ChunkManager::updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to) {
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@ -82,6 +84,8 @@ void ChunkManager::updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to) {
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// update views
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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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}
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void ChunkManager::trackPlayer(ChunkPos chunkPos, CNSocket* sock) {
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@ -424,7 +428,7 @@ void ChunkManager::createInstance(uint64_t instanceID) {
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NPCManager::updateNPCPosition(newID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
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instanceID, baseNPC->appearanceData.iAngle);
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// force chunk update
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updateNPCChunk(newID, {0, 0, 0}, chunkPosAt(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, instanceID));
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updateNPCChunk(newID, std::make_tuple(0, 0, 0), chunkPosAt(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, instanceID));
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}
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}
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} else {
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@ -1115,7 +1115,7 @@ 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(ChunkManager::chunkPosAt(mob->appearanceData.iX, mob->appearanceData.iY, mob->instanceID));
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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 (CNSocket *s : chunk->players) {
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Player *plr = s->plr;
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@ -9,7 +9,6 @@ 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::vector<Chunk*> currentChunks;
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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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@ -24,6 +23,8 @@ public:
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appearanceData.iNPC_ID = id;
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instanceID = iID;
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chunkPos = std::make_tuple(0, 0, 0);
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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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@ -62,19 +62,18 @@ void NPCManager::destroyNPC(int32_t id) {
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}
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BaseNPC* entity = NPCs[id];
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ChunkPos chunkPos = ChunkManager::chunkPosAt(entity->appearanceData.iX, entity->appearanceData.iY, entity->instanceID);
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// sanity check
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if (!ChunkManager::chunkExists(chunkPos)) {
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if (!ChunkManager::chunkExists(entity->chunkPos)) {
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std::cout << "chunk not found!" << std::endl;
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return;
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}
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// remove NPC from the chunk
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ChunkManager::untrackNPC(chunkPos, id);
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ChunkManager::untrackNPC(entity->chunkPos, id);
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// remove from viewable chunks
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ChunkManager::removeNPCFromChunks(ChunkManager::getViewableChunks(chunkPos), id);
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ChunkManager::removeNPCFromChunks(ChunkManager::getViewableChunks(entity->chunkPos), id);
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// remove from mob manager
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if (MobManager::Mobs.find(id) != MobManager::Mobs.end())
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@ -92,7 +91,7 @@ void NPCManager::destroyNPC(int32_t id) {
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void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I, int angle) {
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BaseNPC* npc = NPCs[id];
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npc->appearanceData.iAngle = angle;
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ChunkPos oldChunk = ChunkManager::chunkPosAt(npc->appearanceData.iX, npc->appearanceData.iY, npc->instanceID);
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ChunkPos oldChunk = npc->chunkPos;
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ChunkPos newChunk = ChunkManager::chunkPosAt(X, Y, I);
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npc->appearanceData.iX = X;
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npc->appearanceData.iY = Y;
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@ -104,7 +103,7 @@ 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(ChunkManager::chunkPosAt(npc->appearanceData.iX, npc->appearanceData.iY, npc->instanceID));
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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 (CNSocket *s : chunk->players) {
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s->sendPacket(buf, type, size);
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@ -485,7 +484,7 @@ void NPCManager::npcSummonHandler(CNSocket* sock, CNPacketData* data) {
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updateNPCPosition(id, plr->x, plr->y, plr->z, plr->instanceID, 0);
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// force chunk update
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ChunkManager::updateNPCChunk(id, { 0, 0, 0 }, ChunkManager::chunkPosAt(plr->x, plr->y, plr->instanceID));
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ChunkManager::updateNPCChunk(id, std::make_tuple(0, 0, 0), ChunkManager::chunkPosAt(plr->x, plr->y, plr->instanceID));
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}
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}
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@ -727,7 +726,7 @@ void NPCManager::eggStep(CNServer* serv, time_t currTime) {
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egg.second->deadUntil = 0;
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egg.second->appearanceData.iHP = 400;
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ChunkManager::addNPCToChunks(ChunkManager::getViewableChunks(ChunkManager::chunkPosAt(egg.second->appearanceData.iX, egg.second->appearanceData.iY, egg.second->instanceID)),
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ChunkManager::addNPCToChunks(ChunkManager::getViewableChunks(egg.second->chunkPos),
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egg.first);
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}
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}
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@ -896,8 +895,7 @@ void NPCManager::eggPickup(CNSocket* sock, CNPacketData* data) {
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if (egg->summoned)
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destroyNPC(eggId);
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else {
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ChunkManager::removeNPCFromChunks(ChunkManager::getViewableChunks(ChunkManager::chunkPosAt(egg->appearanceData.iX, egg->appearanceData.iY, egg->instanceID)),
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eggId);
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ChunkManager::removeNPCFromChunks(ChunkManager::getViewableChunks(egg->chunkPos), eggId);
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egg->dead = true;
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egg->deadUntil = getTime() + (time_t)type->regen * 1000;
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egg->appearanceData.iHP = 0;
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@ -77,7 +77,6 @@ struct Player {
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bool buddiesSynced;
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int64_t buddyIDs[50];
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//ChunkPos chunkPos;
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std::set<Chunk*>* currentChunks;
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ChunkPos chunkPos;
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time_t lastHeartbeat;
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};
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@ -53,8 +53,7 @@ void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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memcpy(p, &plr, sizeof(Player));
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players[key] = p;
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//p->chunkPos = std::make_tuple(0, 0, 0);
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p->currentChunks = new std::set<Chunk*>();
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p->chunkPos = std::make_tuple(0, 0, 0);
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p->lastHeartbeat = 0;
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key->plr = p;
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@ -75,11 +74,9 @@ void PlayerManager::removePlayer(CNSocket* key) {
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// save player to DB
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Database::updatePlayer(plr);
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ChunkPos chunkPos = ChunkManager::chunkPosAt(plr->x, plr->y, plr->instanceID);
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// remove player visually and untrack
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ChunkManager::removePlayerFromChunks(ChunkManager::getViewableChunks(chunkPos), key);
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ChunkManager::untrackPlayer(chunkPos, 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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@ -106,7 +103,7 @@ void PlayerManager::removePlayer(CNSocket* key) {
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void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, uint64_t I, int angle) {
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Player* plr = getPlayer(sock);
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plr->angle = angle;
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ChunkPos oldChunk = ChunkManager::chunkPosAt(plr->x, plr->y, plr->instanceID);
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ChunkPos oldChunk = plr->chunkPos;
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ChunkPos newChunk = ChunkManager::chunkPosAt(X, Y, I);
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plr->x = X;
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plr->y = Y;
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@ -294,7 +291,7 @@ 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(ChunkManager::chunkPosAt(plr->x, plr->y, plr->instanceID));
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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 (CNSocket* otherSock : chunk->players) {
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if (otherSock == sock)
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@ -322,7 +319,7 @@ void PlayerManager::loadPlayer(CNSocket* sock, CNPacketData* data) {
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// reload players & NPCs
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updatePlayerPosition(sock, plr->x, plr->y, plr->z, plr->instanceID, plr->angle);
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ChunkManager::updatePlayerChunk(sock, { 0, 0, 0 }, ChunkManager::chunkPosAt(plr->x, plr->y, plr->instanceID));
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ChunkManager::updatePlayerChunk(sock, std::make_tuple(0, 0, 0), ChunkManager::chunkPosAt(plr->x, plr->y, plr->instanceID));
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, sizeof(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC));
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}
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@ -44,7 +44,7 @@ void TableData::init() {
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NPCManager::NPCs[nextId] = tmp;
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NPCManager::updateNPCPosition(nextId, npc["x"], npc["y"], npc["z"], instanceID, npc["angle"]);
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ChunkManager::updateNPCChunk(nextId, {0, 0, 0}, ChunkManager::chunkPosAt(npc["x"], npc["y"], instanceID));
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ChunkManager::updateNPCChunk(nextId, std::make_tuple(0, 0, 0), ChunkManager::chunkPosAt(npc["x"], npc["y"], instanceID));
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nextId++;
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if (npc["id"] == 641 || npc["id"] == 642)
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@ -212,7 +212,7 @@ void TableData::init() {
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NPCManager::NPCs[nextId] = tmp;
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MobManager::Mobs[nextId] = (Mob*)NPCManager::NPCs[nextId];
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NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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ChunkManager::updateNPCChunk(nextId, { 0, 0, 0 }, ChunkManager::chunkPosAt(npc["iX"], npc["iY"], instanceID));
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ChunkManager::updateNPCChunk(nextId, std::make_tuple(0, 0, 0), ChunkManager::chunkPosAt(npc["iX"], npc["iY"], instanceID));
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nextId++;
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}
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