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chore: Move static Player functions and internal linkage to manager class (#1412)
* 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 * Add a player manager Used for the static Player functions. Further removes stuff from the Player class/file.
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@@ -12,14 +12,7 @@
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#include "CppScripts.h"
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#include "Loot.h"
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#include "eReplicaComponentType.h"
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namespace {
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std::vector<Player*> m_Players;
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};
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const std::vector<Player*>& Player::GetAllPlayers() {
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return m_Players;
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}
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#include "PlayerManager.h"
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void Player::SetGhostReferencePoint(const NiPoint3& value) {
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m_GhostReferencePoint = value;
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@@ -63,11 +56,7 @@ Player::Player(const LWOOBJID& objectID, const EntityInfo info, User* user, Enti
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m_Character->SetEntity(this);
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const auto& iter = std::find(m_Players.begin(), m_Players.end(), this);
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if (iter == m_Players.end()) {
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m_Players.push_back(this);
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}
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PlayerManager::AddPlayer(this);
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}
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void Player::AddLimboConstruction(LWOOBJID objectId) {
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@@ -121,38 +110,6 @@ void Player::GhostEntity(int32_t id) {
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}
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}
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Player* Player::GetPlayer(const SystemAddress& sysAddr) {
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auto* entity = UserManager::Instance()->GetUser(sysAddr)->GetLastUsedChar()->GetEntity();
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return static_cast<Player*>(entity);
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}
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Player* Player::GetPlayer(const std::string& name) {
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const auto characters = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::CHARACTER);
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Player* player = nullptr;
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for (auto* character : characters) {
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if (!character->IsPlayer()) continue;
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if (GeneralUtils::CaseInsensitiveStringCompare(name, character->GetCharacter()->GetName())) {
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player = dynamic_cast<Player*>(character);
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}
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}
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return player;
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}
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Player* Player::GetPlayer(LWOOBJID playerID) {
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Player* playerToReturn = nullptr;
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for (auto* player : m_Players) {
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if (player->GetObjectID() == playerID) {
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playerToReturn = player;
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}
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}
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return playerToReturn;
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}
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Player::~Player() {
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LOG("Deleted player");
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@@ -166,10 +123,10 @@ Player::~Player() {
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}
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m_LimboConstructions.clear();
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const auto iter = std::find(m_Players.begin(), m_Players.end(), this);
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if (iter == m_Players.end()) {
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// Make sure the player exists first. Remove afterwards to prevent the OnPlayerExist functions from not being able to find the player.
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if (!PlayerManager::GetPlayer(GetObjectID())) {
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LOG("Unable to find player to remove from manager.");
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return;
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}
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@@ -189,5 +146,5 @@ Player::~Player() {
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}
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}
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m_Players.erase(iter);
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PlayerManager::RemovePlayer(this);
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}
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