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54 lines
1.7 KiB
C++
54 lines
1.7 KiB
C++
#pragma once
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#include "Player.hpp"
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#include "core/Core.hpp"
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#include "servers/CNShardServer.hpp"
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#include "Chunking.hpp"
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#include <utility>
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#include <map>
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#include <list>
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struct WarpLocation;
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namespace PlayerManager {
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extern std::map<CNSocket*, Player*> players;
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void init();
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void removePlayer(CNSocket* key);
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void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, uint64_t I, int angle);
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void updatePlayerPositionForWarp(CNSocket* sock, int X, int Y, int Z, uint64_t inst);
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void sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I);
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void sendPlayerTo(CNSocket* sock, int X, int Y, int Z);
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Player *getPlayer(CNSocket* key);
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std::string getPlayerName(Player *plr, bool id=true);
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bool isAccountInUse(int accountId);
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void exitDuplicate(int accountId);
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Player *getPlayerFromID(int32_t iID);
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CNSocket *getSockFromID(int32_t iID);
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CNSocket *getSockFromName(std::string firstname, std::string lastname);
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CNSocket *getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname);
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WarpLocation *getRespawnPoint(Player *plr);
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void sendToViewable(CNSocket *sock, void* buf, uint32_t type, size_t size);
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// TODO: unify this under the new Entity system
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template<class T>
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void sendToViewable(CNSocket *sock, T& pkt, uint32_t type) {
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Player* plr = getPlayer(sock);
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for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) {
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Chunk* chunk = *it;
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for (const EntityRef& ref : chunk->entities) {
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if (ref.kind != EntityKind::PLAYER || ref.sock == sock)
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continue;
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ref.sock->sendPacket(pkt, type);
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}
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}
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}
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}
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