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https://github.com/DarkflameUniverse/DarkflameServer.git
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busting out the multimap ig (#1602)
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342da927f5
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@ -105,7 +105,7 @@ void BehaviorContext::ExecuteUpdates() {
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this->scheduledUpdates.clear();
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}
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void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream& bitStream) {
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bool BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream& bitStream) {
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BehaviorSyncEntry entry;
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auto found = false;
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@ -128,7 +128,7 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream& bit
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if (!found) {
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LOG("Failed to find behavior sync entry with sync id (%i)!", syncId);
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return;
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return false;
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}
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auto* behavior = entry.behavior;
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@ -137,10 +137,11 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream& bit
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if (behavior == nullptr) {
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LOG("Invalid behavior for sync id (%i)!", syncId);
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return;
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return false;
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}
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behavior->Sync(this, bitStream, branch);
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return true;
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}
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@ -93,7 +93,7 @@ struct BehaviorContext
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void ExecuteUpdates();
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void SyncBehavior(uint32_t syncId, RakNet::BitStream& bitStream);
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bool SyncBehavior(uint32_t syncId, RakNet::BitStream& bitStream);
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void Update(float deltaTime);
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@ -38,7 +38,7 @@ bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t s
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context->skillID = skillID;
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this->m_managedBehaviors.insert_or_assign(skillUid, context);
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this->m_managedBehaviors.insert({ skillUid, context });
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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@ -52,17 +52,24 @@ bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t s
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}
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void SkillComponent::SyncPlayerSkill(const uint32_t skillUid, const uint32_t syncId, RakNet::BitStream& bitStream) {
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const auto index = this->m_managedBehaviors.find(skillUid);
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const auto index = this->m_managedBehaviors.equal_range(skillUid);
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if (index == this->m_managedBehaviors.end()) {
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if (index.first == this->m_managedBehaviors.end()) {
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LOG("Failed to find skill with uid (%i)!", skillUid, syncId);
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return;
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}
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auto* context = index->second;
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bool foundSyncId = false;
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for (auto it = index.first; it != index.second && !foundSyncId; ++it) {
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const auto& context = it->second;
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context->SyncBehavior(syncId, bitStream);
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foundSyncId = context->SyncBehavior(syncId, bitStream);
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}
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if (!foundSyncId) {
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LOG("Failed to find sync id (%i) for skill with uid (%i)!", syncId, skillUid);
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}
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}
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@ -138,7 +145,7 @@ void SkillComponent::Update(const float deltaTime) {
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for (const auto& pair : this->m_managedBehaviors) pair.second->UpdatePlayerSyncs(deltaTime);
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}
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std::map<uint32_t, BehaviorContext*> keep{};
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std::multimap<uint32_t, BehaviorContext*> keep{};
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for (const auto& pair : this->m_managedBehaviors) {
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auto* context = pair.second;
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@ -176,7 +183,7 @@ void SkillComponent::Update(const float deltaTime) {
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}
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}
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keep.insert_or_assign(pair.first, context);
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keep.insert({ pair.first, context });
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}
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this->m_managedBehaviors = keep;
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@ -285,7 +292,7 @@ SkillExecutionResult SkillComponent::CalculateBehavior(
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return { false, 0 };
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}
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this->m_managedBehaviors.insert_or_assign(context->skillUId, context);
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this->m_managedBehaviors.insert({ context->skillUId, context });
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if (!clientInitalized) {
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// Echo start skill
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@ -188,7 +188,7 @@ private:
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/**
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* All of the active skills mapped by their unique ID.
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*/
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std::map<uint32_t, BehaviorContext*> m_managedBehaviors;
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std::multimap<uint32_t, BehaviorContext*> m_managedBehaviors;
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/**
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* All active projectiles.
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