[refactor] Remove the word 'Manager' from most source files/namespaces

ChatManager -> Chat
MissionManager -> Missions
NanoManager -> Nanos
TransportManager -> Transport
ChunkManager -> Chunking
BuddyManager -> Buddies
GroupManager -> Groups
RacingManager -> Racing
ItemManager -> Items

NPCManager and PlayerManager remain.

Note: You can use git log --follow src/file.cpp to trace the history of
a file from before it was renamed.
This commit is contained in:
2021-03-16 23:29:13 +01:00
parent cee09f6344
commit e9bc2fe561
38 changed files with 513 additions and 513 deletions

View File

@@ -1,15 +1,15 @@
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "CNShardServer.hpp"
#include "MissionManager.hpp"
#include "ItemManager.hpp"
#include "NanoManager.hpp"
#include "GroupManager.hpp"
#include "ChatManager.hpp"
#include "Missions.hpp"
#include "Items.hpp"
#include "Nanos.hpp"
#include "Groups.hpp"
#include "Chat.hpp"
#include "db/Database.hpp"
#include "BuddyManager.hpp"
#include "Buddies.hpp"
#include "Combat.hpp"
#include "RacingManager.hpp"
#include "Racing.hpp"
#include "BuiltinCommands.hpp"
#include "Abilities.hpp"
@@ -44,20 +44,20 @@ void PlayerManager::removePlayer(CNSocket* key) {
Player* plr = getPlayer(key);
uint64_t fromInstance = plr->instanceID;
GroupManager::groupKickPlayer(plr);
Groups::groupKickPlayer(plr);
// remove player's bullets
Combat::Bullets.erase(plr->iID);
// remove player's ongoing race, if it exists
RacingManager::EPRaces.erase(key);
Racing::EPRaces.erase(key);
// save player to DB
Database::updatePlayer(plr);
// remove player visually and untrack
ChunkManager::removePlayerFromChunks(ChunkManager::getViewableChunks(plr->chunkPos), key);
ChunkManager::untrackPlayer(plr->chunkPos, key);
Chunking::removePlayerFromChunks(Chunking::getViewableChunks(plr->chunkPos), key);
Chunking::untrackPlayer(plr->chunkPos, key);
std::cout << getPlayerName(plr) << " has left!" << std::endl;
@@ -67,7 +67,7 @@ void PlayerManager::removePlayer(CNSocket* key) {
players.erase(key);
// if the player was in a lair, clean it up
ChunkManager::destroyInstanceIfEmpty(fromInstance);
Chunking::destroyInstanceIfEmpty(fromInstance);
// remove player's buffs from the server
auto it = NPCManager::EggBuffs.begin();
@@ -86,14 +86,14 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, ui
Player* plr = getPlayer(sock);
plr->angle = angle;
ChunkPos oldChunk = plr->chunkPos;
ChunkPos newChunk = ChunkManager::chunkPosAt(X, Y, I);
ChunkPos newChunk = Chunking::chunkPosAt(X, Y, I);
plr->x = X;
plr->y = Y;
plr->z = Z;
plr->instanceID = I;
if (oldChunk == newChunk)
return; // didn't change chunks
ChunkManager::updatePlayerChunk(sock, oldChunk, newChunk);
Chunking::updatePlayerChunk(sock, oldChunk, newChunk);
}
void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I) {
@@ -108,7 +108,7 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
plr->lastAngle = plr->angle;
}
MissionManager::failInstancedMissions(sock); // fail any instanced missions
Missions::failInstancedMissions(sock); // fail any instanced missions
uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
@@ -127,8 +127,8 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
INITSTRUCT(sP_FE2CL_INSTANCE_MAP_INFO, pkt);
pkt.iInstanceMapNum = (int32_t)MAPNUM(I); // lower 32 bits are mapnum
if (I != fromInstance // do not retransmit MAP_INFO on recall
&& RacingManager::EPData.find(pkt.iInstanceMapNum) != RacingManager::EPData.end()) {
EPInfo* ep = &RacingManager::EPData[pkt.iInstanceMapNum];
&& Racing::EPData.find(pkt.iInstanceMapNum) != Racing::EPData.end()) {
EPInfo* ep = &Racing::EPData[pkt.iInstanceMapNum];
pkt.iEP_ID = ep->EPID;
pkt.iMapCoordX_Min = ep->zoneX * 51200;
pkt.iMapCoordX_Max = (ep->zoneX + 1) * 51200;
@@ -146,16 +146,16 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
pkt2.iY = Y;
pkt2.iZ = Z;
sock->sendPacket((void*)&pkt2, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
ChunkManager::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
Chunking::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
updatePlayerPosition(sock, X, Y, Z, I, plr->angle);
// post-warp: check if the source instance has no more players in it and delete it if so
ChunkManager::destroyInstanceIfEmpty(fromInstance);
Chunking::destroyInstanceIfEmpty(fromInstance);
// clean up EPRaces if we were likely in an IZ and left
if (fromInstance != INSTANCE_OVERWORLD && fromInstance != I
&& RacingManager::EPRaces.find(sock) != RacingManager::EPRaces.end())
RacingManager::EPRaces.erase(sock);
&& Racing::EPRaces.find(sock) != Racing::EPRaces.end())
Racing::EPRaces.erase(sock);
}
void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
@@ -266,7 +266,7 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
if (plr.tasks[i] == 0)
break;
response.PCLoadData2CL.aRunningQuest[i].m_aCurrTaskID = plr.tasks[i];
TaskData &task = *MissionManager::Tasks[plr.tasks[i]];
TaskData &task = *Missions::Tasks[plr.tasks[i]];
for (int j = 0; j < 3; j++) {
response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCID[j] = (int)task["m_iCSUEnemyID"][j];
response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr.RemainingNPCCount[i][j];
@@ -307,25 +307,25 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_ENTER_SUCC, sizeof(sP_FE2CL_REP_PC_ENTER_SUCC));
// transmit MOTD after entering the game, so the client hopefully changes modes on time
ChatManager::sendServerMessage(sock, settings::MOTDSTRING);
Chat::sendServerMessage(sock, settings::MOTDSTRING);
addPlayer(sock, plr);
// check if there is an expiring vehicle
ItemManager::checkItemExpire(sock, getPlayer(sock));
Items::checkItemExpire(sock, getPlayer(sock));
// set player equip stats
ItemManager::setItemStats(getPlayer(sock));
Items::setItemStats(getPlayer(sock));
MissionManager::failInstancedMissions(sock);
Missions::failInstancedMissions(sock);
sendNanoBookSubset(sock);
// initial buddy sync
BuddyManager::refreshBuddyList(sock);
Buddies::refreshBuddyList(sock);
for (auto& pair : players)
if (pair.second->notify)
ChatManager::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(&plr) + " has joined.");
Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(&plr) + " has joined.");
}
void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {
@@ -411,7 +411,7 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
// nano revive
plr->Nanos[plr->activeNano].iStamina = 0;
plr->HP = PC_MAXHEALTH(plr->level);
NanoManager::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
Nanos::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
} else if (reviveData->iRegenType == 4) {
plr->HP = PC_MAXHEALTH(plr->level);
} else {
@@ -471,7 +471,7 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
Player *otherPlr = getPlayerFromID(plr->iIDGroup);
if (otherPlr != nullptr) {
int bitFlag = GroupManager::getGroupFlags(otherPlr);
int bitFlag = Groups::getGroupFlags(otherPlr);
resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->iConditionBitFlag = plr->iSelfConditionBitFlag | bitFlag;
resp2.PCRegenDataForOtherPC.iPCState = plr->iPCState;
@@ -484,7 +484,7 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
if (!move)
return;
ChunkManager::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
Chunking::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
updatePlayerPosition(sock, x, y, z, plr->instanceID, plr->angle);
}
@@ -512,7 +512,7 @@ static void enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
if (expired) {
plr->toRemoveVehicle.eIL = 0;
plr->toRemoveVehicle.iSlotNum = 8;
ItemManager::checkItemExpire(sock, plr);
Items::checkItemExpire(sock, plr);
}
}
}
@@ -558,11 +558,11 @@ static void changePlayerGuide(CNSocket *sock, CNPacketData *data) {
// remove all active missions
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] != 0)
MissionManager::quitTask(sock, plr->tasks[i], true);
Missions::quitTask(sock, plr->tasks[i], true);
}
// start Blossom nano mission if applicable
MissionManager::updateFusionMatter(sock, 0);
Missions::updateFusionMatter(sock, 0);
}
// save it on player
plr->mentor = pkt->iMentor;