#pragma once #include "Player.hpp" #include "CNProtocol.hpp" #include "CNStructs.hpp" #include "CNShardServer.hpp" #include "ChunkManager.hpp" #include #include #include struct WarpLocation; struct PlayerView { std::tuple chunkPos; std::vector currentChunks; Player *plr; time_t lastHeartbeat; }; namespace PlayerManager { extern std::map players; void init(); void addPlayer(CNSocket* key, Player plr); void removePlayer(CNSocket* key); void removePlayerFromChunks(std::vector chunks, CNSocket* sock); void addPlayerToChunks(std::vector chunks, CNSocket* sock); void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z); void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, int angle); void updatePlayerChunk(CNSocket* sock, int X, int Y); void sendPlayerTo(CNSocket* sock, int X, int Y, int Z, int I); void sendPlayerTo(CNSocket* sock, int X, int Y, int Z); void sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size); void enterPlayer(CNSocket* sock, CNPacketData* data); void loadPlayer(CNSocket* sock, CNPacketData* data); void movePlayer(CNSocket* sock, CNPacketData* data); void stopPlayer(CNSocket* sock, CNPacketData* data); void jumpPlayer(CNSocket* sock, CNPacketData* data); void jumppadPlayer(CNSocket* sock, CNPacketData* data); void launchPlayer(CNSocket* sock, CNPacketData* data); void ziplinePlayer(CNSocket* sock, CNPacketData* data); void movePlatformPlayer(CNSocket* sock, CNPacketData* data); void moveSliderPlayer(CNSocket* sock, CNPacketData* data); void moveSlopePlayer(CNSocket* sock, CNPacketData* data); void gotoPlayer(CNSocket* sock, CNPacketData* data); void setSpecialPlayer(CNSocket* sock, CNPacketData* data); void heartbeatPlayer(CNSocket* sock, CNPacketData* data); void revivePlayer(CNSocket* sock, CNPacketData* data); void exitGame(CNSocket* sock, CNPacketData* data); void setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data); void setGMSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data); void changePlayerGuide(CNSocket *sock, CNPacketData *data); void enterPlayerVehicle(CNSocket* sock, CNPacketData* data); void exitPlayerVehicle(CNSocket* sock, CNPacketData* data); Player *getPlayer(CNSocket* key); WarpLocation getRespawnPoint(Player *plr); bool isAccountInUse(int accountId); void exitDuplicate(int accountId); void setSpecialState(CNSocket* sock, CNPacketData* data); CNSocket* getSockFromID(int32_t iID); }