#include "ChunkManager.hpp" #include "PlayerManager.hpp" #include "NPCManager.hpp" #include "settings.hpp" #include "MobManager.hpp" std::map 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(); chunk->NPCs = std::set(); chunks[pos] = chunk; // add the chunk to the cache of all players and NPCs in the surrounding chunks std::set surroundings = getViewableChunks(pos); for (Chunk* c : surroundings) { for (CNSocket* sock : c->players) PlayerManager::getPlayer(sock)->viewableChunks->insert(chunk); for (int32_t id : c->NPCs) NPCManager::NPCs[id]->viewableChunks->insert(chunk); } } void ChunkManager::deleteChunk(ChunkPos pos) { if (!chunkExists(pos)) { std::cout << "[WARN] Tried to delete a chunk that doesn't exist\n"; return; } Chunk* chunk = chunks[pos]; // remove the chunk from the cache of all players and NPCs in the surrounding chunks std::set surroundings = getViewableChunks(pos); for(Chunk* c : surroundings) { for (CNSocket* sock : c->players) PlayerManager::getPlayer(sock)->viewableChunks->erase(chunk); for (int32_t id : c->NPCs) NPCManager::NPCs[id]->viewableChunks->erase(chunk); } chunks.erase(pos); // remove from map delete chunk; // free from memory } void ChunkManager::updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to) { Player* plr = PlayerManager::getPlayer(sock); // if the new chunk doesn't exist, make it first if (!ChunkManager::chunkExists(to)) newChunk(to); // 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 oldViewables = getViewableChunks(from); std::set newViewables = getViewableChunks(to); std::set 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); plr->chunkPos = to; // update cached chunk position // updated cached viewable chunks plr->viewableChunks->clear(); plr->viewableChunks->insert(newViewables.begin(), newViewables.end()); } void ChunkManager::updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to) { BaseNPC* npc = NPCManager::NPCs[id]; // if the new chunk doesn't exist, make it first if (!ChunkManager::chunkExists(to)) newChunk(to); // move to other chunk's player set untrackNPC(from, id); // this will delete the chunk if it's empty trackNPC(to, id); // calculate viewable chunks from both points std::set oldViewables = getViewableChunks(from); std::set newViewables = getViewableChunks(to); std::set 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 removeNPCFromChunks(toExit, id); addNPCToChunks(toEnter, id); npc->chunkPos = to; // update cached chunk position // updated cached viewable chunks npc->viewableChunks->clear(); npc->viewableChunks->insert(newViewables.begin(), newViewables.end()); } void ChunkManager::trackPlayer(ChunkPos chunkPos, CNSocket* sock) { if (!chunkExists(chunkPos)) return; // shouldn't happen chunks[chunkPos]->players.insert(sock); } 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 chunk is empty, free it if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) deleteChunk(chunkPos); } 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 chunk is empty, free it if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) deleteChunk(chunkPos); } void ChunkManager::addPlayerToChunks(std::set 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]; npc->playersInView++; 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 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)); npc->playersInView++; } } 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)); npc->playersInView++; } } 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)); npc->playersInView++; } } break; } } void ChunkManager::removePlayerFromChunks(std::set 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]; npc->playersInView--; 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 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)); npc->playersInView--; } } 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)); npc->playersInView--; } } 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)); npc->playersInView--; } } 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); } } bool ChunkManager::chunkExists(ChunkPos chunk) { return chunks.find(chunk) != chunks.end(); } ChunkPos ChunkManager::chunkPosAt(int posX, int posY, uint64_t instanceID) { return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID); } std::set ChunkManager::getViewableChunks(ChunkPos chunk) { std::set chnks; int x, y; uint64_t inst; std::tie(x, y, inst) = chunk; // grabs surrounding chunks if they exist for (int i = -1; i < 2; i++) { for (int z = -1; z < 2; z++) { ChunkPos pos = std::make_tuple(x+i, y+z, inst); // if chunk exists, add it to the set if (chunkExists(pos)) chnks.insert(chunks[pos]); } } return chnks; } /* * inefficient algorithm to get all chunks from a specific instance */ std::vector ChunkManager::getChunksInMap(uint64_t mapNum) { std::vector chnks; for (auto it = ChunkManager::chunks.begin(); it != ChunkManager::chunks.end(); it++) { if (std::get<2>(it->first) == mapNum) { chnks.push_back(it->first); } } return chnks; } /* * Used only for eggs; use npc->playersInView for everything visible */ bool ChunkManager::inPopulatedChunks(std::set* chnks) { for (auto it = chnks->begin(); it != chnks->end(); it++) { if (!(*it)->players.empty()) return true; } return false; } void ChunkManager::createInstance(uint64_t instanceID) { std::vector templateChunks = ChunkManager::getChunksInMap(MAPNUM(instanceID)); // base instance chunks if (ChunkManager::getChunksInMap(instanceID).size() == 0) { // only instantiate if the instance doesn't exist already std::cout << "Creating instance " << instanceID << std::endl; for (ChunkPos &coords : templateChunks) { for (int npcID : chunks[coords]->NPCs) { // make a copy of each NPC in the template chunks and put them in the new instance int newID = NPCManager::nextId++; BaseNPC* baseNPC = NPCManager::NPCs[npcID]; if (baseNPC->npcClass == NPC_MOB) { Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle, instanceID, baseNPC->appearanceData.iNPCType, ((Mob*)baseNPC)->maxHealth, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], newID); NPCManager::NPCs[newID] = newMob; MobManager::Mobs[newID] = newMob; } else { BaseNPC* newNPC = new BaseNPC(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle, instanceID, baseNPC->appearanceData.iNPCType, newID); NPCManager::NPCs[newID] = newNPC; } NPCManager::updateNPCPosition(newID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, instanceID, baseNPC->appearanceData.iAngle); } } } else { std::cout << "Instance " << instanceID << " already exists" << std::endl; } } void ChunkManager::destroyInstance(uint64_t instanceID) { std::vector instanceChunks = ChunkManager::getChunksInMap(instanceID); std::cout << "Deleting instance " << instanceID << " (" << instanceChunks.size() << " chunks)" << std::endl; for (ChunkPos& coords : instanceChunks) { emptyChunk(coords); } } void ChunkManager::destroyInstanceIfEmpty(uint64_t instanceID) { if (PLAYERID(instanceID) == 0) return; // don't clean up overworld/IZ chunks std::vector sourceChunkCoords = getChunksInMap(instanceID); for (ChunkPos& coords : sourceChunkCoords) { Chunk* chunk = chunks[coords]; if (chunk->players.size() > 0) return; // there are still players inside } destroyInstance(instanceID); }