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https://github.com/OpenFusionProject/OpenFusion.git
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Jade
cc06fdcf60
* Players/NPCs that initialize chunks now correctly pull their main chunk into their viewdata. * Tested on the public server, seems to have solved the chunking issues.
47 lines
1.6 KiB
C++
47 lines
1.6 KiB
C++
#pragma once
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#include "CNProtocol.hpp"
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#include <utility>
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#include <vector>
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#include <set>
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#include <map>
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#include <tuple>
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class Chunk {
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public:
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std::set<CNSocket*> players;
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std::set<int32_t> NPCs;
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};
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enum {
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INSTANCE_OVERWORLD, // default instance every player starts in
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INSTANCE_IZ, // these aren't actually used
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INSTANCE_UNIQUE // these aren't actually used
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};
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namespace ChunkManager {
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void init();
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void cleanup();
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extern std::map<std::tuple<int, int, uint64_t>, Chunk*> chunks;
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void newChunk(std::tuple<int, int, uint64_t> pos);
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void populateNewChunk(Chunk* chunk, std::tuple<int, int, uint64_t> pos);
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void addNPC(int posX, int posY, uint64_t instanceID, int32_t id);
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void addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock);
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bool removePlayer(std::tuple<int, int, uint64_t> chunkPos, CNSocket* sock);
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bool removeNPC(std::tuple<int, int, uint64_t> chunkPos, int32_t id);
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bool checkChunk(std::tuple<int, int, uint64_t> chunk);
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void destroyChunk(std::tuple<int, int, uint64_t> chunkPos);
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std::tuple<int, int, uint64_t> grabChunk(int posX, int posY, uint64_t instanceID);
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std::vector<Chunk*> grabChunks(std::tuple<int, int, uint64_t> chunkPos);
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std::vector<Chunk*> getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to);
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std::vector<std::tuple<int, int, uint64_t>> getChunksInMap(uint64_t mapNum);
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bool inPopulatedChunks(int posX, int posY, uint64_t instanceID);
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void createInstance(uint64_t);
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void destroyInstance(uint64_t);
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void destroyInstanceIfEmpty(uint64_t);
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}
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