Initial concept for CDClient rework.

Utilizes `boost::interprocess` to share a map between worlds.
The master server loads the table into memory, and the worlds hook into it when they want to get an entry.

This solves the issue of skill delay, but introduces the third-party library Boost.
There should be a conversation about the introduction of Boost — it is a large library and adds extra steps to the installation.
This commit is contained in:
wincent
2022-07-09 22:59:36 +02:00
parent 485de6173a
commit 34fa43ed93
8 changed files with 143 additions and 67 deletions

View File

@@ -3,6 +3,8 @@
#include "Game.h"
#include "dLogger.h"
#include <sstream>
void AndBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
{
for (auto* behavior : this->m_behaviors)
@@ -27,15 +29,19 @@ void AndBehavior::UnCast(BehaviorContext* context, const BehaviorBranchContext b
void AndBehavior::Load()
{
const auto parameters = GetParameterNames();
std::string ss = "behavior ";
for (const auto& parameter : parameters)
{
if (parameter.first.rfind("behavior", 0) == 0)
{
auto* action = GetAction(parameter.second);
int i = 1;
this->m_behaviors.push_back(action);
while (true) {
std::string s = ss + std::to_string(i);
if (GetInt(s, 0) == 0) {
break;
}
m_behaviors.push_back(GetAction(s));
++i;
}
}

View File

@@ -453,7 +453,7 @@ float Behavior::GetFloat(const std::string& name, const float defaultValue) cons
{
// Get the behavior parameter entry and return its value.
if (!BehaviorParameterTable) BehaviorParameterTable = CDClientManager::Instance()->GetTable<CDBehaviorParameterTable>("BehaviorParameter");
return BehaviorParameterTable->GetEntry(this->m_behaviorId, name, defaultValue).value;
return BehaviorParameterTable->GetEntry(this->m_behaviorId, name, defaultValue);
}
@@ -485,10 +485,10 @@ std::map<std::string, float> Behavior::GetParameterNames() const
{
std::map<std::string, float> templatesInDatabase;
// Find behavior template by its behavior id.
if (!BehaviorParameterTable) BehaviorParameterTable = CDClientManager::Instance()->GetTable<CDBehaviorParameterTable>("BehaviorParameter");
/*if (!BehaviorParameterTable) BehaviorParameterTable = CDClientManager::Instance()->GetTable<CDBehaviorParameterTable>("BehaviorParameter");
if (BehaviorParameterTable) {
templatesInDatabase = BehaviorParameterTable->GetParametersByBehaviorID(this->m_behaviorId);
}
}*/
return templatesInDatabase;
}

View File

@@ -26,15 +26,19 @@ void ChainBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitSt
void ChainBehavior::Load()
{
const auto parameters = GetParameterNames();
std::string ss = "behavior ";
for (const auto& parameter : parameters)
{
if (parameter.first.rfind("behavior", 0) == 0)
{
auto* action = GetAction(parameter.second);
int i = 1;
this->m_behaviors.push_back(action);
while (true) {
std::string s = ss + std::to_string(i);
if (GetInt(s, 0) == 0) {
break;
}
m_behaviors.push_back(GetAction(s));
++i;
}
}

View File

@@ -17,15 +17,19 @@ void NpcCombatSkillBehavior::Load()
{
this->m_npcSkillTime = GetFloat("npc skill time");
const auto parameters = GetParameterNames();
std::string ss = "behavior ";
for (const auto& parameter : parameters)
{
if (parameter.first.rfind("behavior", 0) == 0)
{
auto* action = GetAction(parameter.second);
int i = 1;
this->m_behaviors.push_back(action);
while (true) {
std::string s = ss + std::to_string(i);
if (GetInt(s, 0) == 0) {
break;
}
m_behaviors.push_back(GetAction(s));
++i;
}
}