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CDClient cleanup and optimization (#1023)
* CDClient cleanup and optimization - Use static function to get table name - Remove unused GetName function - Replace above function with a static GetTableName function - Remove verbose comments - Remove verbose initializers - Remove need to specify table name when getting a table by name - Remove unused typedef for mac and linux * Re-add unused table Convert tables to singletons - Convert all CDClient tables to singletons - Move Singleton.h to dCommon - Reduce header clutter in CDClientManager
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@@ -77,6 +77,9 @@
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#include "eServerDisconnectIdentifiers.h"
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#include "eReplicaComponentType.h"
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#include "CDObjectsTable.h"
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#include "CDZoneTableTable.h"
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void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entity* entity, const SystemAddress& sysAddr) {
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std::string chatCommand;
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std::vector<std::string> args;
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@@ -1912,7 +1915,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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EntityManager::Instance()->SerializeEntity(closest);
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auto* table = CDClientManager::Instance()->GetTable<CDObjectsTable>("Objects");
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auto* table = CDClientManager::Instance().GetTable<CDObjectsTable>();
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const auto& info = table->GetByID(closest->GetLOT());
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@@ -2021,7 +2024,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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bool SlashCommandHandler::CheckIfAccessibleZone(const unsigned int zoneID) {
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//We're gonna go ahead and presume we've got the db loaded already:
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CDZoneTableTable* zoneTable = CDClientManager::Instance()->GetTable<CDZoneTableTable>("ZoneTable");
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CDZoneTableTable* zoneTable = CDClientManager::Instance().GetTable<CDZoneTableTable>();
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const CDZoneTable* zone = zoneTable->Query(zoneID);
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if (zone != nullptr) {
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return Game::assetManager->HasFile(("maps/" + zone->zoneName).c_str());
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