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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-06 18:54:13 +00:00
chore: Simplify and move Player functionality to relevant component (#1408)
* Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. * Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. - Remove static storage container (static containers can be destroyed before exit/terminate handler executes) * remove player cast * Remove extra includes
This commit is contained in:
@@ -20,6 +20,8 @@
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#include "Database.h"
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#include "CDRewardCodesTable.h"
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#include "Mail.h"
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#include "ZoneInstanceManager.h"
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#include "WorldPackets.h"
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#include <ctime>
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CharacterComponent::CharacterComponent(Entity* parent, Character* character) : Component(parent) {
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@@ -763,12 +765,12 @@ void CharacterComponent::AwardClaimCodes() {
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if (!m_Parent) return;
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auto* user = m_Parent->GetParentUser();
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if (!user) return;
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auto rewardCodes = Database::Get()->GetRewardCodesByAccountID(user->GetAccountID());
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if (rewardCodes.empty()) return;
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auto* cdrewardCodes = CDClientManager::Instance().GetTable<CDRewardCodesTable>();
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for (auto const rewardCode: rewardCodes){
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for (auto const rewardCode : rewardCodes) {
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LOG_DEBUG("Processing RewardCode %i", rewardCode);
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const uint32_t rewardCodeIndex = rewardCode >> 6;
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const uint32_t bitIndex = rewardCode % 64;
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@@ -786,3 +788,32 @@ void CharacterComponent::AwardClaimCodes() {
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Mail::SendMail(LWOOBJID_EMPTY, "%[MAIL_SYSTEM_NOTIFICATION]", m_Parent, subject.str(), body.str(), attachmentLOT, 1);
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}
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}
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void CharacterComponent::SendToZone(LWOMAPID zoneId, LWOCLONEID cloneId) const {
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const auto objid = m_Parent->GetObjectID();
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ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, zoneId, cloneId, false, [objid](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) {
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auto* entity = Game::entityManager->GetEntity(objid);
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if (!entity) return;
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const auto sysAddr = entity->GetSystemAddress();
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auto* character = entity->GetCharacter();
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auto* characterComponent = entity->GetComponent<CharacterComponent>();
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if (character && characterComponent) {
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character->SetZoneID(zoneID);
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character->SetZoneInstance(zoneInstance);
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character->SetZoneClone(zoneClone);
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characterComponent->SetLastRocketConfig(u"");
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character->SaveXMLToDatabase();
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}
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WorldPackets::SendTransferToWorld(sysAddr, serverIP, serverPort, mythranShift);
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Game::entityManager->DestructEntity(entity);
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});
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}
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@@ -281,6 +281,14 @@ public:
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LWOOBJID GetCurrentInteracting() {return m_CurrentInteracting;};
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/**
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* Sends a player to another zone with an optional clone ID
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*
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* @param zoneId zoneID for the new instance.
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* @param cloneId cloneID for the new instance.
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*/
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void SendToZone(LWOMAPID zoneId, LWOCLONEID cloneId = 0) const;
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/**
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* Character info regarding this character, including clothing styles, etc.
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*/
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@@ -31,6 +31,7 @@
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#include "eMissionTaskType.h"
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#include "eStateChangeType.h"
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#include "eUseItemResponse.h"
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#include "Mail.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDInventoryComponentTable.h"
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@@ -264,17 +265,11 @@ void InventoryComponent::AddItem(
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}
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if (slot == -1) {
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auto* player = dynamic_cast<Player*>(GetParent());
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if (player == nullptr) {
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return;
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}
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outOfSpace += size;
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switch (sourceType) {
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case 0:
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player->SendMail(LWOOBJID_EMPTY, "Darkflame Universe", "Lost Reward", "You received an item and didn't have room for it.", lot, size);
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Mail::SendMail(LWOOBJID_EMPTY, "Darkflame Universe", m_Parent, "Lost Reward", "You received an item and didn't have room for it.", lot, size);
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break;
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case 1:
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@@ -20,6 +20,7 @@
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#include "InventoryComponent.h"
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#include "eMissionTaskType.h"
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#include "eObjectBits.h"
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#include "CharacterComponent.h"
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#include <vector>
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#include "CppScripts.h"
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@@ -247,7 +248,8 @@ void PropertyManagementComponent::OnStartBuilding() {
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for (auto* player : players) {
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if (player == ownerEntity) continue;
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player->SendToZone(zoneId);
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SendToZone(zoneId);
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}
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auto inventoryComponent = ownerEntity->GetComponent<InventoryComponent>();
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@@ -71,10 +71,8 @@ void RacingControlComponent::OnPlayerLoaded(Entity* player) {
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// If the race has already started, send the player back to the main world.
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if (m_Loaded || !vehicle) {
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auto* playerInstance = dynamic_cast<Player*>(player);
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if (playerInstance) {
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playerInstance->SendToZone(m_MainWorld);
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}
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SendToZone(m_MainWorld);
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return;
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}
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@@ -105,10 +103,11 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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if (item == nullptr) {
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LOG("Failed to find item");
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auto* playerInstance = dynamic_cast<Player*>(player);
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if (playerInstance) {
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent) {
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m_LoadedPlayers--;
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playerInstance->SendToZone(m_MainWorld);
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characterComponent->SendToZone(m_MainWorld);
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}
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return;
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@@ -427,9 +426,9 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity* player, int32_t bu
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m_Parent->GetObjectID(), 3, 0, LWOOBJID_EMPTY, u"",
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player->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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auto* playerInstance = dynamic_cast<Player*>(player);
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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playerInstance->SendToZone(m_MainWorld);
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if (characterComponent) characterComponent->SendToZone(m_MainWorld);
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vehicle->Kill();
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}
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@@ -561,9 +560,9 @@ void RacingControlComponent::Update(float deltaTime) {
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continue;
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}
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auto* playerInstance = dynamic_cast<Player*>(playerEntity);
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auto* characterComponent = playerEntity->GetComponent<CharacterComponent>();
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playerInstance->SendToZone(m_MainWorld);
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if (characterComponent) characterComponent->SendToZone(m_MainWorld);
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}
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m_LobbyPlayers.clear();
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@@ -623,9 +622,9 @@ void RacingControlComponent::Update(float deltaTime) {
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continue;
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}
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auto* playerInstance = dynamic_cast<Player*>(playerEntity);
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auto* characterComponent = playerEntity->GetComponent<CharacterComponent>();
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playerInstance->SendToZone(m_MainWorld);
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if (characterComponent) characterComponent->SendToZone(m_MainWorld);
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}
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return;
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