mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 02:04:04 +00:00
chore: cleanup objectIdManager overloading and classes (#1391)
* objectIdManager fixes * Remove debug log
This commit is contained in:
@@ -2,7 +2,7 @@
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#include "RakNetTypes.h"
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#include "Game.h"
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#include "User.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "ObjectIDManager.h"
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#include "Character.h"
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#include "GeneralUtils.h"
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#include "dServer.h"
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@@ -89,7 +89,7 @@ Entity* EntityManager::CreateEntity(EntityInfo info, User* user, Entity* parentE
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// Entities with no ID already set, often spawned entities, we'll generate a new sequencial ID
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if (info.id == 0) {
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id = ObjectIDManager::Instance()->GenerateObjectID();
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id = ObjectIDManager::GenerateObjectID();
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}
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// Entities with an ID already set, often level entities, we'll use that ID as a base
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@@ -2,7 +2,7 @@
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "InventoryComponent.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "ObjectIDManager.h"
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#include "Game.h"
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#include "Logger.h"
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#include "Item.h"
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@@ -273,7 +273,7 @@ void TradingManager::CancelTrade(LWOOBJID tradeId) {
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}
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Trade* TradingManager::NewTrade(LWOOBJID participantA, LWOOBJID participantB) {
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const LWOOBJID tradeId = ObjectIDManager::Instance()->GenerateObjectID();
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const LWOOBJID tradeId = ObjectIDManager::GenerateObjectID();
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auto* trade = new Trade(tradeId, participantA, participantB);
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@@ -12,7 +12,7 @@
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#include "Character.h"
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#include <BitStream.h>
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#include "PacketUtils.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "ObjectIDManager.h"
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#include "Logger.h"
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#include "GeneralUtils.h"
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#include "ZoneInstanceManager.h"
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@@ -263,7 +263,7 @@ void UserManager::CreateCharacter(const SystemAddress& sysAddr, Packet* packet)
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}
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//Now that the name is ok, we can get an objectID from Master:
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ObjectIDManager::Instance()->RequestPersistentID([=, this](uint32_t objectID) {
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ObjectIDManager::RequestPersistentID([=, this](uint32_t objectID) {
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if (Database::Get()->GetCharacterInfo(objectID)) {
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LOG("Character object id unavailable, check object_id_tracker!");
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WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::OBJECT_ID_UNAVAILABLE);
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@@ -5,7 +5,7 @@
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#include "Game.h"
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#include "Logger.h"
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#include "SkillComponent.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "ObjectIDManager.h"
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#include "eObjectBits.h"
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void ProjectileAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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@@ -106,7 +106,7 @@ void ProjectileAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitSt
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const auto maxTime = this->m_maxDistance / this->m_projectileSpeed;
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for (auto i = 0u; i < this->m_projectileCount; ++i) {
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auto id = static_cast<LWOOBJID>(ObjectIDManager::Instance()->GenerateObjectID());
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auto id = static_cast<LWOOBJID>(ObjectIDManager::GenerateObjectID());
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GeneralUtils::SetBit(id, eObjectBits::SPAWNED);
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@@ -7,7 +7,7 @@
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#include "Game.h"
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#include "Logger.h"
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#include "CDClientManager.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "ObjectIDManager.h"
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#include "MissionComponent.h"
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#include "GameMessages.h"
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#include "SkillComponent.h"
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@@ -68,7 +68,7 @@ InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* do
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continue;
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}
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const LWOOBJID id = ObjectIDManager::Instance()->GenerateObjectID();
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const LWOOBJID id = ObjectIDManager::GenerateObjectID();
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const auto& info = Inventory::FindItemComponent(item.itemid);
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@@ -86,7 +86,7 @@ InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* do
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const auto proxyLOT = static_cast<LOT>(std::stoi(proxyLotAsString));
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const auto& proxyInfo = Inventory::FindItemComponent(proxyLOT);
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const LWOOBJID proxyId = ObjectIDManager::Instance()->GenerateObjectID();
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const LWOOBJID proxyId = ObjectIDManager::GenerateObjectID();
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// Use item.count since we equip item.count number of the item this is a requested proxy of
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UpdateSlot(proxyInfo.equipLocation, { proxyId, proxyLOT, item.count, slot++ });
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@@ -1341,7 +1341,7 @@ void InventoryComponent::SetNPCItems(const std::vector<LOT>& items) {
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auto slot = 0u;
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for (const auto& item : items) {
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const LWOOBJID id = ObjectIDManager::Instance()->GenerateObjectID();
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const LWOOBJID id = ObjectIDManager::GenerateObjectID();
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const auto& info = Inventory::FindItemComponent(item);
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@@ -13,7 +13,7 @@
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#include "DestroyableComponent.h"
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#include "dpWorld.h"
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#include "PetDigServer.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "ObjectIDManager.h"
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#include "eUnequippableActiveType.h"
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#include "eTerminateType.h"
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#include "ePetTamingNotifyType.h"
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@@ -562,7 +562,7 @@ void PetComponent::NotifyTamingBuildSuccess(NiPoint3 position) {
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return;
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}
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LWOOBJID petSubKey = ObjectIDManager::Instance()->GenerateRandomObjectID();
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LWOOBJID petSubKey = ObjectIDManager::GenerateRandomObjectID();
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GeneralUtils::SetBit(petSubKey, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(petSubKey, eObjectBits::PERSISTENT);
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@@ -13,7 +13,7 @@
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#include "Game.h"
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#include "Item.h"
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#include "Database.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "ObjectIDManager.h"
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#include "Player.h"
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#include "RocketLaunchpadControlComponent.h"
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#include "PropertyEntranceComponent.h"
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@@ -334,7 +334,7 @@ void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const N
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node->position = position;
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node->rotation = rotation;
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ObjectIDManager::Instance()->RequestPersistentID([this, node, modelLOT, entity, position, rotation, originalRotation](uint32_t persistentId) {
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ObjectIDManager::RequestPersistentID([this, node, modelLOT, entity, position, rotation, originalRotation](uint32_t persistentId) {
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SpawnerInfo info{};
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info.templateID = modelLOT;
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@@ -14,7 +14,7 @@
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#include "EntityManager.h"
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#include "Database.h"
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#include "dServer.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "ObjectIDManager.h"
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#include "CppScripts.h"
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#include "UserManager.h"
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#include "ZoneInstanceManager.h"
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@@ -1045,7 +1045,7 @@ void GameMessages::SendDropClientLoot(Entity* entity, const LWOOBJID& sourceID,
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LWOOBJID owner = entity->GetObjectID();
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if (item != LOT_NULL && item != 0) {
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lootID = ObjectIDManager::Instance()->GenerateObjectID();
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lootID = ObjectIDManager::GenerateObjectID();
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Loot::Info info;
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info.id = lootID;
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@@ -2565,12 +2565,12 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
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//But we don't want the server to go unresponsive, because then the client would disconnect.
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//We need to get a new ID for our model first:
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ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t newID) {
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ObjectIDManager::RequestPersistentID([=](uint32_t newID) {
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LWOOBJID newIDL = newID;
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GeneralUtils::SetBit(newIDL, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(newIDL, eObjectBits::PERSISTENT);
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uint32_t blueprintIDSmall = ObjectIDManager::Instance()->GenerateRandomObjectID();
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uint32_t blueprintIDSmall = ObjectIDManager::GenerateRandomObjectID();
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LWOOBJID blueprintID = blueprintIDSmall;
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GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT);
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@@ -5565,7 +5565,7 @@ void GameMessages::HandleModularBuildFinish(RakNet::BitStream* inStream, Entity*
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}
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}
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ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t newId) {
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ObjectIDManager::RequestPersistentID([=](uint32_t newId) {
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LOG("Build finished");
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GameMessages::SendFinishArrangingWithItem(character, entity->GetObjectID()); // kick them from modular build
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GameMessages::SendModularBuildEnd(character); // i dont know if this does anything but DLUv2 did it
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@@ -2,7 +2,7 @@
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#include <sstream>
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#include "../dWorldServer/ObjectIDManager.h"
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#include "ObjectIDManager.h"
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#include "GeneralUtils.h"
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#include "GameMessages.h"
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#include "Entity.h"
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@@ -5,7 +5,7 @@
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#include "Game.h"
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#include "GameMessages.h"
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#include "ModelComponent.h"
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#include "../../dWorldServer/ObjectIDManager.h"
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#include "ObjectIDManager.h"
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#include "Logger.h"
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#include "BehaviorStates.h"
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#include "AssetManager.h"
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@@ -31,7 +31,7 @@
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#include "UpdateStripUiMessage.h"
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void ControlBehaviors::RequestUpdatedID(ControlBehaviorContext& context) {
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ObjectIDManager::Instance()->RequestPersistentID(
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ObjectIDManager::RequestPersistentID(
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[context](uint32_t persistentId) {
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if (!context) {
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LOG("Model to update behavior ID for is null. Cannot update ID.");
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@@ -3,6 +3,7 @@ set(DGAME_DUTILITIES_SOURCES "BrickDatabase.cpp"
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"GUID.cpp"
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"Loot.cpp"
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"Mail.cpp"
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"ObjectIDManager.cpp"
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"Preconditions.cpp"
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"SlashCommandHandler.cpp"
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"VanityUtilities.cpp")
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51
dGame/dUtilities/ObjectIDManager.cpp
Normal file
51
dGame/dUtilities/ObjectIDManager.cpp
Normal file
@@ -0,0 +1,51 @@
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#include "ObjectIDManager.h"
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// Custom Classes
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#include "MasterPackets.h"
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#include "Database.h"
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#include "Logger.h"
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#include "Game.h"
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//! The persistent ID request
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struct PersistentIDRequest {
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PersistentIDRequest(const uint64_t& requestID, const std::function<void(uint32_t)>& callback) : requestID(requestID), callback(callback) {}
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uint64_t requestID;
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std::function<void(uint32_t)> callback;
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};
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namespace {
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std::vector<PersistentIDRequest> Requests; //!< All outstanding persistent ID requests
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uint64_t CurrentRequestID = 0; //!< The current request ID
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uint32_t CurrentObjectID = uint32_t(1152921508165007067); //!< The current object ID
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std::uniform_int_distribution<int> Uni(10000000, INT32_MAX);
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};
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//! Requests a persistent ID
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void ObjectIDManager::RequestPersistentID(const std::function<void(uint32_t)> callback) {
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const auto& request = Requests.emplace_back(++CurrentRequestID, callback);
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MasterPackets::SendPersistentIDRequest(Game::server, request.requestID);
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}
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//! Handles a persistent ID response
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void ObjectIDManager::HandleRequestPersistentIDResponse(const uint64_t requestID, const uint32_t persistentID) {
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auto it = std::find_if(Requests.begin(), Requests.end(), [requestID](const PersistentIDRequest& request) {
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return request.requestID == requestID;
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});
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if (it == Requests.end()) return;
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it->callback(persistentID);
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Requests.erase(it);
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}
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//! Handles cases where we have to get a unique object ID synchronously
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uint32_t ObjectIDManager::GenerateRandomObjectID() {
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return Uni(Game::randomEngine);
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}
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//! Generates an object ID server-sided (used for regular entities like smashables)
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uint32_t ObjectIDManager::GenerateObjectID() {
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return ++CurrentObjectID;
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}
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40
dGame/dUtilities/ObjectIDManager.h
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40
dGame/dUtilities/ObjectIDManager.h
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@@ -0,0 +1,40 @@
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#pragma once
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// C++
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#include <functional>
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#include <vector>
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#include <stdint.h>
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/*!
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\file ObjectIDManager.h
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\brief A manager for handling object ID generation
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*/
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//! The Object ID Manager
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namespace ObjectIDManager {
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//! Requests a persistent ID
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/*!
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\param callback The callback function
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*/
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void RequestPersistentID(const std::function<void(uint32_t)> callback);
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//! Handles a persistent ID response
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/*!
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\param requestID The request ID
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\param persistentID The persistent ID
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*/
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void HandleRequestPersistentIDResponse(const uint64_t requestID, const uint32_t persistentID);
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//! Generates an object ID server-sided
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/*!
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\return A generated object ID
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*/
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uint32_t GenerateObjectID();
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//! Generates a random object ID server-sided
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/*!
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\return A generated object ID
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*/
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uint32_t GenerateRandomObjectID();
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};
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@@ -17,7 +17,7 @@
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#include "EntityInfo.h"
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#include "Spawner.h"
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#include "dZoneManager.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "ObjectIDManager.h"
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#include "Level.h"
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#include <fstream>
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@@ -182,7 +182,7 @@ LWOOBJID VanityUtilities::SpawnSpawner(LOT lot, const NiPoint3& position, const
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obj.lot = lot;
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// guratantee we have no collisions
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do {
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obj.id = ObjectIDManager::Instance()->GenerateObjectID();
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obj.id = ObjectIDManager::GenerateObjectID();
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} while(Game::zoneManager->GetSpawner(obj.id));
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obj.position = position;
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obj.rotation = rotation;
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