mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 02:08:20 +00:00
chore: Update render component and delete unused code (#1429)
* Update a few components to use smart pointers for memory management * 'final' keyword added to classes * removed duplicate 'const' * removed unused code * Updated render component to store effects directly in a vector * Use move instead of copy * make pointers const * attribute tags * nitpicking * delete default effect constructor * Added a vector size check to the RemoveEffect() function * use empty() instead of size()
This commit is contained in:
parent
d78b50874c
commit
b23981e591
@ -27,7 +27,6 @@ set(DGAME_DCOMPONENTS_SOURCES
|
|||||||
"PlayerForcedMovementComponent.cpp"
|
"PlayerForcedMovementComponent.cpp"
|
||||||
"PossessableComponent.cpp"
|
"PossessableComponent.cpp"
|
||||||
"PossessorComponent.cpp"
|
"PossessorComponent.cpp"
|
||||||
"PropertyComponent.cpp"
|
|
||||||
"PropertyEntranceComponent.cpp"
|
"PropertyEntranceComponent.cpp"
|
||||||
"PropertyManagementComponent.cpp"
|
"PropertyManagementComponent.cpp"
|
||||||
"PropertyVendorComponent.cpp"
|
"PropertyVendorComponent.cpp"
|
||||||
|
@ -1,11 +0,0 @@
|
|||||||
#include "PropertyComponent.h"
|
|
||||||
#include "GameMessages.h"
|
|
||||||
#include "dZoneManager.h"
|
|
||||||
|
|
||||||
PropertyComponent::PropertyComponent(Entity* parent) : Component(parent) {
|
|
||||||
m_PropertyName = parent->GetVar<std::string>(u"propertyName");
|
|
||||||
m_PropertyState = new PropertyState();
|
|
||||||
}
|
|
||||||
|
|
||||||
PropertyComponent::~PropertyComponent() = default;
|
|
||||||
|
|
@ -1,34 +1,22 @@
|
|||||||
/*
|
/*
|
||||||
* Darkflame Universe
|
* Darkflame Universe
|
||||||
* Copyright 2018
|
* Copyright 2024
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#ifndef PROPERTYCOMPONENT_H
|
#ifndef PROPERTYCOMPONENT_H
|
||||||
#define PROPERTYCOMPONENT_H
|
#define PROPERTYCOMPONENT_H
|
||||||
|
|
||||||
#include "BitStream.h"
|
|
||||||
#include "Entity.h"
|
#include "Entity.h"
|
||||||
#include "Component.h"
|
#include "Component.h"
|
||||||
#include "eReplicaComponentType.h"
|
#include "eReplicaComponentType.h"
|
||||||
|
|
||||||
struct PropertyState {
|
|
||||||
LWOOBJID ownerID;
|
|
||||||
LWOOBJID propertyID;
|
|
||||||
bool rented;
|
|
||||||
};
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This component is unused and has no functionality
|
* This component is unused and has no functionality
|
||||||
*/
|
*/
|
||||||
class PropertyComponent final : public Component {
|
class PropertyComponent final : public Component {
|
||||||
public:
|
public:
|
||||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY;
|
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY;
|
||||||
explicit PropertyComponent(Entity* parentEntity);
|
explicit PropertyComponent(Entity* const parentEntity) noexcept : Component{ parentEntity } {}
|
||||||
~PropertyComponent() override;
|
|
||||||
[[nodiscard]] PropertyState* GetPropertyState() const { return m_PropertyState; };
|
|
||||||
private:
|
|
||||||
PropertyState* m_PropertyState;
|
|
||||||
std::string m_PropertyName;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // PROPERTYCOMPONENT_H
|
#endif // !PROPERTYCOMPONENT_H
|
||||||
|
@ -1,7 +1,9 @@
|
|||||||
#include "RenderComponent.h"
|
#include "RenderComponent.h"
|
||||||
|
|
||||||
|
#include <algorithm>
|
||||||
#include <sstream>
|
#include <sstream>
|
||||||
#include <string>
|
#include <string>
|
||||||
|
#include <utility>
|
||||||
#include <iomanip>
|
#include <iomanip>
|
||||||
|
|
||||||
#include "Entity.h"
|
#include "Entity.h"
|
||||||
@ -14,8 +16,7 @@
|
|||||||
|
|
||||||
std::unordered_map<int32_t, float> RenderComponent::m_DurationCache{};
|
std::unordered_map<int32_t, float> RenderComponent::m_DurationCache{};
|
||||||
|
|
||||||
RenderComponent::RenderComponent(Entity* parent, int32_t componentId): Component(parent) {
|
RenderComponent::RenderComponent(Entity* const parentEntity, const int32_t componentId) : Component{ parentEntity } {
|
||||||
m_Effects = std::vector<Effect*>();
|
|
||||||
m_LastAnimationName = "";
|
m_LastAnimationName = "";
|
||||||
if (componentId == -1) return;
|
if (componentId == -1) return;
|
||||||
|
|
||||||
@ -42,100 +43,51 @@ RenderComponent::RenderComponent(Entity* parent, int32_t componentId): Component
|
|||||||
result.finalize();
|
result.finalize();
|
||||||
}
|
}
|
||||||
|
|
||||||
RenderComponent::~RenderComponent() {
|
|
||||||
for (Effect* eff : m_Effects) {
|
|
||||||
if (eff) {
|
|
||||||
delete eff;
|
|
||||||
eff = nullptr;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
m_Effects.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
void RenderComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
|
void RenderComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
|
||||||
if (!bIsInitialUpdate) return;
|
if (!bIsInitialUpdate) return;
|
||||||
|
|
||||||
outBitStream->Write<uint32_t>(m_Effects.size());
|
outBitStream->Write<uint32_t>(m_Effects.size());
|
||||||
|
|
||||||
for (Effect* eff : m_Effects) {
|
for (auto& eff : m_Effects) {
|
||||||
// we still need to write 0 as the size for name if it is a nullptr
|
outBitStream->Write<uint8_t>(eff.name.size());
|
||||||
if (!eff) {
|
|
||||||
outBitStream->Write<uint8_t>(0);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
outBitStream->Write<uint8_t>(eff->name.size());
|
|
||||||
// if there is no name, then we don't write anything else
|
// if there is no name, then we don't write anything else
|
||||||
if (eff->name.empty()) continue;
|
if (eff.name.empty()) continue;
|
||||||
|
|
||||||
for (const auto& value : eff->name) outBitStream->Write<uint8_t>(value);
|
for (const auto& value : eff.name) outBitStream->Write<uint8_t>(value);
|
||||||
|
|
||||||
outBitStream->Write(eff->effectID);
|
outBitStream->Write(eff.effectID);
|
||||||
|
|
||||||
outBitStream->Write<uint8_t>(eff->type.size());
|
outBitStream->Write<uint8_t>(eff.type.size());
|
||||||
for (const auto& value : eff->type) outBitStream->Write<uint16_t>(value);
|
for (const auto& value : eff.type) outBitStream->Write<uint16_t>(value);
|
||||||
|
|
||||||
outBitStream->Write<float_t>(eff->priority);
|
outBitStream->Write<float_t>(eff.priority);
|
||||||
outBitStream->Write<int64_t>(eff->secondary);
|
outBitStream->Write<int64_t>(eff.secondary);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Effect* RenderComponent::AddEffect(const int32_t effectId, const std::string& name, const std::u16string& type, const float priority) {
|
Effect& RenderComponent::AddEffect(const int32_t effectId, const std::string& name, const std::u16string& type, const float priority) {
|
||||||
auto* eff = new Effect();
|
return m_Effects.emplace_back(Effect{ effectId, name, type, priority });
|
||||||
|
|
||||||
eff->effectID = effectId;
|
|
||||||
eff->name = name;
|
|
||||||
eff->type = type;
|
|
||||||
eff->priority = priority;
|
|
||||||
m_Effects.push_back(eff);
|
|
||||||
|
|
||||||
return eff;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderComponent::RemoveEffect(const std::string& name) {
|
void RenderComponent::RemoveEffect(const std::string& name) {
|
||||||
uint32_t index = -1;
|
if (m_Effects.empty()) return;
|
||||||
|
|
||||||
for (auto i = 0u; i < m_Effects.size(); ++i) {
|
const auto effectToRemove = std::ranges::find_if(m_Effects, [&name](auto&& effect) { return effect.name == name; });
|
||||||
auto* eff = m_Effects[i];
|
if (effectToRemove == m_Effects.end()) return; // Return early if effect is not present
|
||||||
|
|
||||||
if (eff->name == name) {
|
const auto lastEffect = m_Effects.rbegin();
|
||||||
index = i;
|
*effectToRemove = std::move(*lastEffect); // Move-overwrite
|
||||||
|
m_Effects.pop_back();
|
||||||
delete eff;
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (index == -1) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_Effects.erase(m_Effects.begin() + index);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderComponent::Update(const float deltaTime) {
|
void RenderComponent::Update(const float deltaTime) {
|
||||||
std::vector<Effect*> dead;
|
for (auto& effect : m_Effects) {
|
||||||
|
if (effect.time == 0) continue; // Skip persistent effects
|
||||||
|
|
||||||
for (auto* effect : m_Effects) {
|
const auto result = effect.time - deltaTime;
|
||||||
if (effect->time == 0) {
|
if (result <= 0) continue;
|
||||||
continue; // Skip persistent effects
|
|
||||||
}
|
|
||||||
|
|
||||||
const auto result = effect->time - deltaTime;
|
effect.time = result;
|
||||||
|
|
||||||
if (result <= 0) {
|
|
||||||
dead.push_back(effect);
|
|
||||||
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
effect->time = result;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (auto* effect : dead) {
|
|
||||||
// StopEffect(effect->name);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -144,12 +96,12 @@ void RenderComponent::PlayEffect(const int32_t effectId, const std::u16string& e
|
|||||||
|
|
||||||
GameMessages::SendPlayFXEffect(m_Parent, effectId, effectType, name, secondary, priority, scale, serialize);
|
GameMessages::SendPlayFXEffect(m_Parent, effectId, effectType, name, secondary, priority, scale, serialize);
|
||||||
|
|
||||||
auto* effect = AddEffect(effectId, name, effectType, priority);
|
auto& effect = AddEffect(effectId, name, effectType, priority);
|
||||||
|
|
||||||
const auto& pair = m_DurationCache.find(effectId);
|
const auto& pair = m_DurationCache.find(effectId);
|
||||||
|
|
||||||
if (pair != m_DurationCache.end()) {
|
if (pair != m_DurationCache.end()) {
|
||||||
effect->time = pair->second;
|
effect.time = pair->second;
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@ -168,16 +120,16 @@ void RenderComponent::PlayEffect(const int32_t effectId, const std::u16string& e
|
|||||||
|
|
||||||
m_DurationCache[effectId] = 0;
|
m_DurationCache[effectId] = 0;
|
||||||
|
|
||||||
effect->time = 0; // Persistent effect
|
effect.time = 0; // Persistent effect
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
effect->time = static_cast<float>(result.getFloatField(0));
|
effect.time = static_cast<float>(result.getFloatField(0));
|
||||||
|
|
||||||
result.finalize();
|
result.finalize();
|
||||||
|
|
||||||
m_DurationCache[effectId] = effect->time;
|
m_DurationCache[effectId] = effect.time;
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderComponent::StopEffect(const std::string& name, const bool killImmediate) {
|
void RenderComponent::StopEffect(const std::string& name, const bool killImmediate) {
|
||||||
@ -186,11 +138,6 @@ void RenderComponent::StopEffect(const std::string& name, const bool killImmedia
|
|||||||
RemoveEffect(name);
|
RemoveEffect(name);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::vector<Effect*>& RenderComponent::GetEffects() {
|
|
||||||
return m_Effects;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
float RenderComponent::PlayAnimation(Entity* self, const std::u16string& animation, float priority, float scale) {
|
float RenderComponent::PlayAnimation(Entity* self, const std::u16string& animation, float priority, float scale) {
|
||||||
if (!self) return 0.0f;
|
if (!self) return 0.0f;
|
||||||
return RenderComponent::PlayAnimation(self, GeneralUtils::UTF16ToWTF8(animation), priority, scale);
|
return RenderComponent::PlayAnimation(self, GeneralUtils::UTF16ToWTF8(animation), priority, scale);
|
||||||
|
@ -17,7 +17,12 @@ class Entity;
|
|||||||
* here.
|
* here.
|
||||||
*/
|
*/
|
||||||
struct Effect {
|
struct Effect {
|
||||||
Effect() { priority = 1.0f; }
|
explicit Effect(const int32_t effectID, const std::string& name, const std::u16string& type, const float priority = 1.0f) noexcept
|
||||||
|
: effectID{ effectID }
|
||||||
|
, name{ name }
|
||||||
|
, type{ type }
|
||||||
|
, priority{ priority } {
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* The ID of the effect
|
* The ID of the effect
|
||||||
@ -58,8 +63,7 @@ class RenderComponent final : public Component {
|
|||||||
public:
|
public:
|
||||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RENDER;
|
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RENDER;
|
||||||
|
|
||||||
RenderComponent(Entity* entity, int32_t componentId = -1);
|
RenderComponent(Entity* const parentEntity, const int32_t componentId = -1);
|
||||||
~RenderComponent() override;
|
|
||||||
|
|
||||||
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
|
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
|
||||||
void Update(float deltaTime) override;
|
void Update(float deltaTime) override;
|
||||||
@ -72,7 +76,7 @@ public:
|
|||||||
* @param priority the priority of the effect
|
* @param priority the priority of the effect
|
||||||
* @return if successful, the effect that was created
|
* @return if successful, the effect that was created
|
||||||
*/
|
*/
|
||||||
Effect* AddEffect(int32_t effectId, const std::string& name, const std::u16string& type, const float priority);
|
[[maybe_unused]] Effect& AddEffect(const int32_t effectId, const std::string& name, const std::u16string& type, const float priority);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Removes an effect for this entity
|
* Removes an effect for this entity
|
||||||
@ -99,12 +103,6 @@ public:
|
|||||||
*/
|
*/
|
||||||
void StopEffect(const std::string& name, bool killImmediate = true);
|
void StopEffect(const std::string& name, bool killImmediate = true);
|
||||||
|
|
||||||
/**
|
|
||||||
* Returns the list of currently active effects
|
|
||||||
* @return
|
|
||||||
*/
|
|
||||||
std::vector<Effect*>& GetEffects();
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Verifies that an animation can be played on this entity by checking
|
* Verifies that an animation can be played on this entity by checking
|
||||||
* if it has the animation assigned to its group. If it does, the animation is echo'd
|
* if it has the animation assigned to its group. If it does, the animation is echo'd
|
||||||
@ -125,10 +123,10 @@ public:
|
|||||||
|
|
||||||
static float PlayAnimation(Entity* self, const std::u16string& animation, float priority = 0.0f, float scale = 1.0f);
|
static float PlayAnimation(Entity* self, const std::u16string& animation, float priority = 0.0f, float scale = 1.0f);
|
||||||
static float PlayAnimation(Entity* self, const std::string& animation, float priority = 0.0f, float scale = 1.0f);
|
static float PlayAnimation(Entity* self, const std::string& animation, float priority = 0.0f, float scale = 1.0f);
|
||||||
static float GetAnimationTime(Entity* self, const std::string& animation);
|
[[nodiscard]] static float GetAnimationTime(Entity* self, const std::string& animation);
|
||||||
static float GetAnimationTime(Entity* self, const std::u16string& animation);
|
[[nodiscard]] static float GetAnimationTime(Entity* self, const std::u16string& animation);
|
||||||
|
|
||||||
const std::string& GetLastAnimationName() const { return m_LastAnimationName; };
|
[[nodiscard]] const std::string& GetLastAnimationName() const { return m_LastAnimationName; };
|
||||||
void SetLastAnimationName(const std::string& name) { m_LastAnimationName = name; };
|
void SetLastAnimationName(const std::string& name) { m_LastAnimationName = name; };
|
||||||
|
|
||||||
private:
|
private:
|
||||||
@ -136,7 +134,7 @@ private:
|
|||||||
/**
|
/**
|
||||||
* List of currently active effects
|
* List of currently active effects
|
||||||
*/
|
*/
|
||||||
std::vector<Effect*> m_Effects;
|
std::vector<Effect> m_Effects;
|
||||||
|
|
||||||
std::vector<int32_t> m_animationGroupIds;
|
std::vector<int32_t> m_animationGroupIds;
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user