Experimental chunk refactor.

This commit is contained in:
Gent S
2020-11-17 19:07:04 -05:00
parent 5cbb8538c0
commit e50a4c2edd
12 changed files with 441 additions and 529 deletions

View File

@@ -9,6 +9,11 @@ std::map<ChunkPos, Chunk*> ChunkManager::chunks;
void ChunkManager::init() {} // stubbed
void ChunkManager::newChunk(ChunkPos pos) {
if (chunkExists(pos)) {
std::cout << "[WARN] Tried to create a chunk that already exists\n";
return;
}
Chunk *chunk = new Chunk();
chunk->players = std::set<CNSocket*>();
@@ -17,158 +22,340 @@ void ChunkManager::newChunk(ChunkPos pos) {
chunks[pos] = chunk;
}
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)) {
if (c == chunk)
continue;
void ChunkManager::updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to) {
Player* plr = PlayerManager::getPlayer(sock);
for (CNSocket *s : c->players)
PlayerManager::getPlayer(s)->currentChunks->push_back(chunk);
// if the new chunk doesn't exist, make it first
if (!ChunkManager::chunkExists(to))
newChunk(to);
for (int32_t id : c->NPCs)
NPCManager::NPCs[id]->currentChunks.push_back(chunk);
}
// move to other chunk's player set
untrackPlayer(from, sock); // this will delete the chunk if it's empty
trackPlayer(to, sock);
// calculate viewable chunks from both points
std::set<Chunk*> oldViewables = getViewableChunks(from);
std::set<Chunk*> newViewables = getViewableChunks(to);
std::set<Chunk*> toExit, toEnter;
/*
* Calculate diffs. This is done to prevent phasing on chunk borders.
* toExit will contain old viewables - new viewables, so the player will only be exited in chunks that are out of sight.
* toEnter contains the opposite: new viewables - old viewables, chunks where we previously weren't visible from before.
*/
std::set_difference(oldViewables.begin(), oldViewables.end(), newViewables.begin(), newViewables.end(),
std::inserter(toExit, toExit.end())); // chunks we must be EXITed from (old - new)
std::set_difference(newViewables.begin(), newViewables.end(), oldViewables.begin(), oldViewables.end(),
std::inserter(toEnter, toEnter.end())); // chunks we must be ENTERed into (new - old)
// update views
removePlayerFromChunks(toExit, sock);
addPlayerToChunks(toEnter, sock);
}
void ChunkManager::addNPC(int posX, int posY, uint64_t instanceID, int32_t id) {
ChunkPos pos = grabChunk(posX, posY, instanceID);
void ChunkManager::updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to) {
BaseNPC* npc = NPCManager::NPCs[id];
bool newChunkUsed = false;
// if the new chunk doesn't exist, make it first
if (!ChunkManager::chunkExists(to))
newChunk(to);
// make chunk if it doesn't exist!
if (chunks.find(pos) == chunks.end()) {
newChunk(pos);
newChunkUsed = true;
}
// move to other chunk's player set
untrackNPC(from, id); // this will delete the chunk if it's empty
trackNPC(to, id);
Chunk* chunk = chunks[pos];
// calculate viewable chunks from both points
std::set<Chunk*> oldViewables = getViewableChunks(from);
std::set<Chunk*> newViewables = getViewableChunks(to);
std::set<Chunk*> toExit, toEnter;
if (newChunkUsed)
NPCManager::NPCs[id]->currentChunks.push_back(chunk);
/*
* Calculate diffs. This is done to prevent phasing on chunk borders.
* toExit will contain old viewables - new viewables, so the player will only be exited in chunks that are out of sight.
* toEnter contains the opposite: new viewables - old viewables, chunks where we previously weren't visible from before.
*/
std::set_difference(oldViewables.begin(), oldViewables.end(), newViewables.begin(), newViewables.end(),
std::inserter(toExit, toExit.end())); // chunks we must be EXITed from (old - new)
std::set_difference(newViewables.begin(), newViewables.end(), oldViewables.begin(), oldViewables.end(),
std::inserter(toEnter, toEnter.end())); // chunks we must be ENTERed into (new - old)
chunk->NPCs.insert(id);
// we must update other players after the NPC is added to chunk
if (newChunkUsed)
populateNewChunk(chunk, pos);
// update views
removeNPCFromChunks(toExit, id);
addNPCToChunks(toEnter, id);
}
void ChunkManager::addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock) {
ChunkPos pos = grabChunk(posX, posY, instanceID);
void ChunkManager::trackPlayer(ChunkPos chunkPos, CNSocket* sock) {
if (!chunkExists(chunkPos))
return; // shouldn't happen
bool newChunkUsed = false;
// make chunk if it doesn't exist!
if (chunks.find(pos) == chunks.end()) {
newChunk(pos);
newChunkUsed = true;
}
Chunk* chunk = chunks[pos];
if (newChunkUsed)
PlayerManager::getPlayer(sock)->currentChunks->push_back(chunk);
chunk->players.insert(sock);
// we must update other players after this player is added to chunk
if (newChunkUsed)
populateNewChunk(chunk, pos);
chunks[chunkPos]->players.insert(sock);
}
bool ChunkManager::removePlayer(ChunkPos chunkPos, CNSocket* sock) {
if (!checkChunk(chunkPos))
return false; // do nothing if chunk doesn't even exist
void ChunkManager::trackNPC(ChunkPos chunkPos, int32_t id) {
if (!chunkExists(chunkPos))
return; // shouldn't happen
chunks[chunkPos]->NPCs.insert(id);
}
void ChunkManager::untrackPlayer(ChunkPos chunkPos, CNSocket* sock) {
if (!chunkExists(chunkPos))
return; // do nothing if chunk doesn't even exist
Chunk* chunk = chunks[chunkPos];
chunk->players.erase(sock); // gone
// if players and NPCs are empty, free chunk and remove it from surrounding views
// if chunk is empty, free it
if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
destroyChunk(chunkPos);
// the chunk we left was destroyed
return true;
chunks.erase(chunkPos); // remove from map
delete chunk; // free from memory
}
// the chunk we left was not destroyed
return false;
}
bool ChunkManager::removeNPC(ChunkPos chunkPos, int32_t id) {
if (!checkChunk(chunkPos))
return false; // do nothing if chunk doesn't even exist
void ChunkManager::untrackNPC(ChunkPos chunkPos, int32_t id) {
if (!chunkExists(chunkPos))
return; // do nothing if chunk doesn't even exist
Chunk* chunk = chunks[chunkPos];
chunk->NPCs.erase(id); // gone
// if players and NPCs are empty, free chunk and remove it from surrounding views
// if chunk is empty, free it
if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
destroyChunk(chunkPos);
// the chunk we left was destroyed
return true;
chunks.erase(chunkPos); // remove from map
delete chunk; // free from memory
}
// the chunk we left was not destroyed
return false;
}
void ChunkManager::destroyChunk(ChunkPos chunkPos) {
if (!checkChunk(chunkPos))
void ChunkManager::addPlayerToChunks(std::set<Chunk*> chnks, CNSocket* sock) {
INITSTRUCT(sP_FE2CL_PC_NEW, newPlayer);
for (Chunk* chunk : chnks) {
// add npcs
for (int32_t id : chunk->NPCs) {
BaseNPC* npc = NPCManager::NPCs[id];
if (npc->appearanceData.iHP <= 0)
continue;
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData);
enterBusData.AppearanceData = { 3, npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ };
sock->sendPacket((void*)&enterBusData, P_FE2CL_TRANSPORTATION_ENTER, sizeof(sP_FE2CL_TRANSPORTATION_ENTER));
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_ENTER, enterEggData);
NPCManager::npcDataToEggData(&npc->appearanceData, &enterEggData.ShinyAppearanceData);
sock->sendPacket((void*)&enterEggData, P_FE2CL_SHINY_ENTER, sizeof(sP_FE2CL_SHINY_ENTER));
break;
default:
INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
enterData.NPCAppearanceData = NPCManager::NPCs[id]->appearanceData;
sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
break;
}
}
// add players
for (CNSocket* otherSock : chunk->players) {
if (sock == otherSock)
continue; // that's us :P
Player* otherPlr = PlayerManager::getPlayer(otherSock);
Player* plr = PlayerManager::getPlayer(sock);
newPlayer.PCAppearanceData.iID = plr->iID;
newPlayer.PCAppearanceData.iHP = plr->HP;
newPlayer.PCAppearanceData.iLv = plr->level;
newPlayer.PCAppearanceData.iX = plr->x;
newPlayer.PCAppearanceData.iY = plr->y;
newPlayer.PCAppearanceData.iZ = plr->z;
newPlayer.PCAppearanceData.iAngle = plr->angle;
newPlayer.PCAppearanceData.PCStyle = plr->PCStyle;
newPlayer.PCAppearanceData.Nano = plr->Nanos[plr->activeNano];
newPlayer.PCAppearanceData.iPCState = plr->iPCState;
newPlayer.PCAppearanceData.iSpecialState = plr->iSpecialState;
memcpy(newPlayer.PCAppearanceData.ItemEquip, plr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
otherSock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
newPlayer.PCAppearanceData.iID = otherPlr->iID;
newPlayer.PCAppearanceData.iHP = otherPlr->HP;
newPlayer.PCAppearanceData.iLv = otherPlr->level;
newPlayer.PCAppearanceData.iX = otherPlr->x;
newPlayer.PCAppearanceData.iY = otherPlr->y;
newPlayer.PCAppearanceData.iZ = otherPlr->z;
newPlayer.PCAppearanceData.iAngle = otherPlr->angle;
newPlayer.PCAppearanceData.PCStyle = otherPlr->PCStyle;
newPlayer.PCAppearanceData.Nano = otherPlr->Nanos[otherPlr->activeNano];
newPlayer.PCAppearanceData.iPCState = otherPlr->iPCState;
newPlayer.PCAppearanceData.iSpecialState = otherPlr->iSpecialState;
memcpy(newPlayer.PCAppearanceData.ItemEquip, otherPlr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
sock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
}
}
}
void ChunkManager::addNPCToChunks(std::set<Chunk*> chnks, int32_t id) {
BaseNPC* npc = NPCManager::NPCs[id];
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData);
enterBusData.AppearanceData = { 3, npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ };
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&enterBusData, P_FE2CL_TRANSPORTATION_ENTER, sizeof(sP_FE2CL_TRANSPORTATION_ENTER));
}
}
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_ENTER, enterEggData);
NPCManager::npcDataToEggData(&npc->appearanceData, &enterEggData.ShinyAppearanceData);
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&enterEggData, P_FE2CL_SHINY_ENTER, sizeof(sP_FE2CL_SHINY_ENTER));
}
}
break;
default:
// create struct
INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
enterData.NPCAppearanceData = npc->appearanceData;
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
}
}
break;
}
}
void ChunkManager::removePlayerFromChunks(std::set<Chunk*> chnks, CNSocket* sock) {
INITSTRUCT(sP_FE2CL_PC_EXIT, exitPlayer);
// for chunks that need the player to be removed from
for (Chunk* chunk : chnks) {
// remove NPCs from view
for (int32_t id : chunk->NPCs) {
BaseNPC* npc = NPCManager::NPCs[id];
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, exitBusData);
exitBusData.eTT = 3;
exitBusData.iT_ID = id;
sock->sendPacket((void*)&exitBusData, P_FE2CL_TRANSPORTATION_EXIT, sizeof(sP_FE2CL_TRANSPORTATION_EXIT));
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_EXIT, exitEggData);
exitEggData.iShinyID = id;
sock->sendPacket((void*)&exitEggData, P_FE2CL_SHINY_EXIT, sizeof(sP_FE2CL_SHINY_EXIT));
break;
default:
INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData);
exitData.iNPC_ID = id;
sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
break;
}
}
// remove players from eachother's views
for (CNSocket* otherSock : chunk->players) {
if (sock == otherSock)
continue; // that's us :P
exitPlayer.iID = PlayerManager::getPlayer(sock)->iID;
otherSock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
exitPlayer.iID = PlayerManager::getPlayer(otherSock)->iID;
sock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
}
}
}
void ChunkManager::removeNPCFromChunks(std::set<Chunk*> chnks, int32_t id) {
BaseNPC* npc = NPCManager::NPCs[id];
switch (npc->npcClass) {
case NPC_BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, exitBusData);
exitBusData.eTT = 3;
exitBusData.iT_ID = id;
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&exitBusData, P_FE2CL_TRANSPORTATION_EXIT, sizeof(sP_FE2CL_TRANSPORTATION_EXIT));
}
}
break;
case NPC_EGG:
INITSTRUCT(sP_FE2CL_SHINY_EXIT, exitEggData);
exitEggData.iShinyID = id;
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&exitEggData, P_FE2CL_SHINY_EXIT, sizeof(sP_FE2CL_SHINY_EXIT));
}
}
break;
default:
// create struct
INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData);
exitData.iNPC_ID = id;
// remove it from the clients
for (Chunk* chunk : chnks) {
for (CNSocket* sock : chunk->players) {
// send to socket
sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
}
}
break;
}
}
void ChunkManager::emptyChunk(ChunkPos chunkPos) {
if (!chunkExists(chunkPos)) {
std::cout << "[WARN] Tried to empty chunk that doesn't exist\n";
return; // chunk doesn't exist, we don't need to do anything
}
Chunk* chunk = chunks[chunkPos];
if (chunk->players.size() > 0) {
std::cout << "[WARN] Tried to empty chunk that still had players\n";
return; // chunk doesn't exist, we don't need to do anything
}
// unspawn all of the mobs/npcs
std::set npcIDs(chunk->NPCs);
for (uint32_t id : npcIDs) {
// every call of this will check if the chunk is empty and delete it if so
NPCManager::destroyNPC(id);
}
// we also need to remove it from all NPCs/Players views
for (Chunk* otherChunk : grabChunks(chunkPos)) {
if (otherChunk == chunk)
continue;
// remove from NPCs
for (uint32_t id : otherChunk->NPCs) {
if (std::find(NPCManager::NPCs[id]->currentChunks.begin(), NPCManager::NPCs[id]->currentChunks.end(), chunk) != NPCManager::NPCs[id]->currentChunks.end()) {
NPCManager::NPCs[id]->currentChunks.erase(std::remove(NPCManager::NPCs[id]->currentChunks.begin(), NPCManager::NPCs[id]->currentChunks.end(), chunk), NPCManager::NPCs[id]->currentChunks.end());
}
}
// remove from players
for (CNSocket* sock : otherChunk->players) {
Player* plr = PlayerManager::getPlayer(sock);
if (std::find(plr->currentChunks->begin(), plr->currentChunks->end(), chunk) != plr->currentChunks->end()) {
plr->currentChunks->erase(std::remove(plr->currentChunks->begin(), plr->currentChunks->end(), chunk), plr->currentChunks->end());
}
}
}
assert(chunk->players.size() == 0);
// remove from the map
chunks.erase(chunkPos);
delete chunk;
}
bool ChunkManager::checkChunk(ChunkPos chunk) {
bool ChunkManager::chunkExists(ChunkPos chunk) {
return chunks.find(chunk) != chunks.end();
}
ChunkPos ChunkManager::grabChunk(int posX, int posY, uint64_t instanceID) {
ChunkPos ChunkManager::chunkPosAt(int posX, int posY, uint64_t instanceID) {
return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
}
std::vector<Chunk*> ChunkManager::grabChunks(ChunkPos chunk) {
std::vector<Chunk*> chnks;
chnks.reserve(9);
std::set<Chunk*> ChunkManager::getViewableChunks(ChunkPos chunk) {
std::set<Chunk*> chnks;
int x, y;
uint64_t inst;
@@ -179,38 +366,15 @@ std::vector<Chunk*> ChunkManager::grabChunks(ChunkPos chunk) {
for (int z = -1; z < 2; z++) {
ChunkPos pos = std::make_tuple(x+i, y+z, inst);
// if chunk exists, add it to the vector
if (checkChunk(pos))
chnks.push_back(chunks[pos]);
// if chunk exists, add it to the set
if (chunkExists(pos))
chnks.insert(chunks[pos]);
}
}
return chnks;
}
// returns the chunks that aren't shared (only from from)
std::vector<Chunk*> ChunkManager::getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to) {
std::vector<Chunk*> delta;
for (Chunk* i : from) {
bool found = false;
// search for it in the other array
for (Chunk* z : to) {
if (i == z) {
found = true;
break;
}
}
// add it to the vector if we didn't find it!
if (!found)
delta.push_back(i);
}
return delta;
}
/*
* inefficient algorithm to get all chunks from a specific instance
*/
@@ -227,8 +391,7 @@ std::vector<ChunkPos> ChunkManager::getChunksInMap(uint64_t mapNum) {
}
bool ChunkManager::inPopulatedChunks(int posX, int posY, uint64_t instanceID) {
auto chunk = ChunkManager::grabChunk(posX, posY, instanceID);
auto nearbyChunks = ChunkManager::grabChunks(chunk);
auto nearbyChunks = ChunkManager::getViewableChunks(chunkPosAt(posX, posY, instanceID));
for (Chunk *c: nearbyChunks) {
if (!c->players.empty())
@@ -258,7 +421,10 @@ void ChunkManager::createInstance(uint64_t instanceID) {
instanceID, baseNPC->appearanceData.iNPCType, newID);
NPCManager::NPCs[newID] = newNPC;
}
NPCManager::updateNPCInstance(newID, instanceID); // make sure the npc state gets updated
NPCManager::updateNPCPosition(newID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
instanceID, baseNPC->appearanceData.iAngle);
// force chunk update
updateNPCChunk(newID, {0, 0, 0}, chunkPosAt(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, instanceID));
}
}
} else {
@@ -271,7 +437,7 @@ void ChunkManager::destroyInstance(uint64_t instanceID) {
std::vector<ChunkPos> instanceChunks = ChunkManager::getChunksInMap(instanceID);
std::cout << "Deleting instance " << instanceID << " (" << instanceChunks.size() << " chunks)" << std::endl;
for (ChunkPos& coords : instanceChunks) {
destroyChunk(coords);
emptyChunk(coords);
}
}