DarkflameServer/dGame/dUtilities/ObjectIDManager.cpp

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#include "ObjectIDManager.h"
// Custom Classes
#include "MasterPackets.h"
#include "Database.h"
#include "Logger.h"
#include "Game.h"
//! The persistent ID request
struct PersistentIDRequest {
PersistentIDRequest(const uint64_t& requestID, const std::function<void(uint32_t)>& callback) : requestID(requestID), callback(callback) {}
uint64_t requestID;
std::function<void(uint32_t)> callback;
};
namespace {
std::vector<PersistentIDRequest> Requests; //!< All outstanding persistent ID requests
uint64_t CurrentRequestID = 0; //!< The current request ID
uint32_t CurrentObjectID = uint32_t(1152921508165007067); //!< The current object ID
std::uniform_int_distribution<int> Uni(10000000, INT32_MAX);
};
//! Requests a persistent ID
void ObjectIDManager::RequestPersistentID(const std::function<void(uint32_t)> callback) {
const auto& request = Requests.emplace_back(++CurrentRequestID, callback);
MasterPackets::SendPersistentIDRequest(Game::server, request.requestID);
}
//! Handles a persistent ID response
void ObjectIDManager::HandleRequestPersistentIDResponse(const uint64_t requestID, const uint32_t persistentID) {
auto it = std::find_if(Requests.begin(), Requests.end(), [requestID](const PersistentIDRequest& request) {
return request.requestID == requestID;
});
if (it == Requests.end()) return;
it->callback(persistentID);
Requests.erase(it);
}
//! Handles cases where we have to get a unique object ID synchronously
uint32_t ObjectIDManager::GenerateRandomObjectID() {
return Uni(Game::randomEngine);
}
//! Generates an object ID server-sided (used for regular entities like smashables)
uint32_t ObjectIDManager::GenerateObjectID() {
return ++CurrentObjectID;
}