chore: cleanup objectIdManager overloading and classes (#1391)

* objectIdManager fixes

* Remove debug log
This commit is contained in:
David Markowitz
2024-01-05 04:31:22 -08:00
committed by GitHub
parent 66ac5a1b7a
commit 870b56fe02
25 changed files with 166 additions and 236 deletions

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@@ -3,6 +3,7 @@ set(DGAME_DUTILITIES_SOURCES "BrickDatabase.cpp"
"GUID.cpp"
"Loot.cpp"
"Mail.cpp"
"ObjectIDManager.cpp"
"Preconditions.cpp"
"SlashCommandHandler.cpp"
"VanityUtilities.cpp")

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@@ -0,0 +1,51 @@
#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;
}

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@@ -0,0 +1,40 @@
#pragma once
// C++
#include <functional>
#include <vector>
#include <stdint.h>
/*!
\file ObjectIDManager.h
\brief A manager for handling object ID generation
*/
//! The Object ID Manager
namespace ObjectIDManager {
//! Requests a persistent ID
/*!
\param callback The callback function
*/
void RequestPersistentID(const std::function<void(uint32_t)> callback);
//! Handles a persistent ID response
/*!
\param requestID The request ID
\param persistentID The persistent ID
*/
void HandleRequestPersistentIDResponse(const uint64_t requestID, const uint32_t persistentID);
//! Generates an object ID server-sided
/*!
\return A generated object ID
*/
uint32_t GenerateObjectID();
//! Generates a random object ID server-sided
/*!
\return A generated object ID
*/
uint32_t GenerateRandomObjectID();
};

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@@ -17,7 +17,7 @@
#include "EntityInfo.h"
#include "Spawner.h"
#include "dZoneManager.h"
#include "../dWorldServer/ObjectIDManager.h"
#include "ObjectIDManager.h"
#include "Level.h"
#include <fstream>
@@ -182,7 +182,7 @@ LWOOBJID VanityUtilities::SpawnSpawner(LOT lot, const NiPoint3& position, const
obj.lot = lot;
// guratantee we have no collisions
do {
obj.id = ObjectIDManager::Instance()->GenerateObjectID();
obj.id = ObjectIDManager::GenerateObjectID();
} while(Game::zoneManager->GetSpawner(obj.id));
obj.position = position;
obj.rotation = rotation;