Move EntityManager to Game namespace (#1140)

* Move EntityManager to Game namespace

* move initialization to later

Need to wait for dZoneManager to be initialized.

* Fix bugs

- Cannot delete from a RandomAccessIterator while in a range based for loop.

Touchup zone manager initialize

replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control

change initialize timings

If zone is not zero we expect to initialize the entity manager during zone manager initialization

Add constexpr for zone control LOT

* Add proper error handling

* revert vanity changes

* Update WorldServer.cpp

* Update dZoneManager.cpp
This commit is contained in:
David Markowitz
2023-07-15 13:56:33 -07:00
committed by GitHub
parent 9375c36c7b
commit 455f9470a5
200 changed files with 861 additions and 862 deletions

View File

@@ -90,7 +90,7 @@ LWOOBJID PropertyManagementComponent::GetOwnerId() const {
}
Entity* PropertyManagementComponent::GetOwner() const {
return EntityManager::Instance()->GetEntity(owner);
return Game::entityManager->GetEntity(owner);
}
void PropertyManagementComponent::SetOwner(Entity* value) {
@@ -185,7 +185,7 @@ bool PropertyManagementComponent::Claim(const LWOOBJID playerId) {
return false;
}
auto* entity = EntityManager::Instance()->GetEntity(playerId);
auto* entity = Game::entityManager->GetEntity(playerId);
auto* user = entity->GetParentUser();
@@ -256,7 +256,7 @@ void PropertyManagementComponent::OnStartBuilding() {
LWOMAPID zoneId = 1100;
const auto entrance = EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::PROPERTY_ENTRANCE);
const auto entrance = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::PROPERTY_ENTRANCE);
originalPrivacyOption = privacyOption;
@@ -339,9 +339,9 @@ void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const N
info.settings.push_back(setting->Copy());
}
Entity* newEntity = EntityManager::Instance()->CreateEntity(info);
Entity* newEntity = Game::entityManager->CreateEntity(info);
if (newEntity != nullptr) {
EntityManager::Instance()->ConstructEntity(newEntity);
Game::entityManager->ConstructEntity(newEntity);
// Make sure the propMgmt doesn't delete our model after the server dies
// Trying to do this after the entity is constructed. Shouldn't really change anything but
@@ -371,7 +371,7 @@ void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const N
info.respawnTime = 10;
info.emulated = true;
info.emulator = EntityManager::Instance()->GetZoneControlEntity()->GetObjectID();
info.emulator = Game::entityManager->GetZoneControlEntity()->GetObjectID();
info.spawnerID = persistentId;
GeneralUtils::SetBit(info.spawnerID, eObjectBits::CLIENT);
@@ -401,7 +401,7 @@ void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const N
GameMessages::SendGetModelsOnProperty(entity->GetObjectID(), GetModels(), UNASSIGNED_SYSTEM_ADDRESS);
EntityManager::Instance()->GetZoneControlEntity()->OnZonePropertyModelPlaced(entity);
Game::entityManager->GetZoneControlEntity()->OnZonePropertyModelPlaced(entity);
});
// Progress place model missions
auto missionComponent = entity->GetComponent<MissionComponent>();
@@ -441,7 +441,7 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
Game::logger->Log("PropertyManagementComponent", "Failed to find spawner");
}
auto* model = EntityManager::Instance()->GetEntity(id);
auto* model = Game::entityManager->GetEntity(id);
if (model == nullptr) {
Game::logger->Log("PropertyManagementComponent", "Failed to find model entity");
@@ -449,7 +449,7 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
return;
}
EntityManager::Instance()->DestructEntity(model);
Game::entityManager->DestructEntity(model);
Game::logger->Log("PropertyManagementComponent", "Deleting model LOT %i", model->GetLOT());
@@ -520,13 +520,13 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
item->Equip();
GameMessages::SendUGCEquipPostDeleteBasedOnEditMode(entity->GetObjectID(), entity->GetSystemAddress(), item->GetId(), item->GetCount());
EntityManager::Instance()->GetZoneControlEntity()->OnZonePropertyModelPickedUp(entity);
Game::entityManager->GetZoneControlEntity()->OnZonePropertyModelPickedUp(entity);
break;
}
case 1: // Return to inv
{
EntityManager::Instance()->GetZoneControlEntity()->OnZonePropertyModelRemoved(entity);
Game::entityManager->GetZoneControlEntity()->OnZonePropertyModelRemoved(entity);
break;
}
@@ -613,7 +613,7 @@ void PropertyManagementComponent::Load() {
info.respawnTime = 10;
//info.emulated = true;
//info.emulator = EntityManager::Instance()->GetZoneControlEntity()->GetObjectID();
//info.emulator = Game::entityManager->GetZoneControlEntity()->GetObjectID();
info.spawnerID = id;
@@ -698,7 +698,7 @@ void PropertyManagementComponent::Save() {
modelIds.push_back(id);
auto* entity = EntityManager::Instance()->GetEntity(pair.first);
auto* entity = Game::entityManager->GetEntity(pair.first);
if (entity == nullptr) {
continue;