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chore: Move Player ghosting functionality to GhostComponent (#1413)
* 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. * chore: Move ghosting functionality to component Tested that ghosting still works and players are still firing off the OnPlayerLeave and relevant handlers. * move to unordered_set
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@@ -14,14 +14,6 @@
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#include "eReplicaComponentType.h"
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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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}
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void Player::SetGhostOverridePoint(const NiPoint3& value) {
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m_GhostOverridePoint = value;
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}
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void Player::SetRespawnPos(const NiPoint3& position) {
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if (!m_Character) return;
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@@ -47,85 +39,16 @@ Player::Player(const LWOOBJID& objectID, const EntityInfo info, User* user, Enti
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m_SystemAddress = m_ParentUser->GetSystemAddress();
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m_DroppedCoins = 0;
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m_GhostReferencePoint = NiPoint3::ZERO;
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m_GhostOverridePoint = NiPoint3::ZERO;
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m_GhostOverride = false;
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int32_t initialObservedEntitiesCapacity = 256;
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m_ObservedEntities.resize(initialObservedEntitiesCapacity);
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m_Character->SetEntity(this);
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PlayerManager::AddPlayer(this);
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}
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void Player::AddLimboConstruction(LWOOBJID objectId) {
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const auto iter = std::find(m_LimboConstructions.begin(), m_LimboConstructions.end(), objectId);
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if (iter == m_LimboConstructions.end()) {
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m_LimboConstructions.push_back(objectId);
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}
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}
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void Player::RemoveLimboConstruction(LWOOBJID objectId) {
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const auto iter = std::find(m_LimboConstructions.begin(), m_LimboConstructions.end(), objectId);
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if (iter != m_LimboConstructions.end()) {
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m_LimboConstructions.erase(iter);
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}
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}
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void Player::ConstructLimboEntities() {
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for (const auto& objectId : m_LimboConstructions) {
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auto* entity = Game::entityManager->GetEntity(objectId);
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if (!entity) continue;
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Game::entityManager->ConstructEntity(entity, m_SystemAddress);
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}
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m_LimboConstructions.clear();
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}
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void Player::ObserveEntity(int32_t id) {
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for (auto& observedEntity : m_ObservedEntities) {
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if (observedEntity == 0 || observedEntity == id) {
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observedEntity = id;
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return;
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}
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}
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m_ObservedEntities.reserve(m_ObservedEntities.size() + 1);
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m_ObservedEntities.push_back(id);
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}
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bool Player::IsObserved(int32_t id) {
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return std::find(m_ObservedEntities.begin(), m_ObservedEntities.end(), id) != m_ObservedEntities.end();
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}
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void Player::GhostEntity(int32_t id) {
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for (auto& observedEntity : m_ObservedEntities) {
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if (observedEntity == id) {
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observedEntity = 0;
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}
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}
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}
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Player::~Player() {
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LOG("Deleted player");
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for (auto& observedEntity : m_ObservedEntities) {
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if (observedEntity == 0) continue;
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auto* entity = Game::entityManager->GetGhostCandidate(observedEntity);
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if (!entity) continue;
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entity->SetObservers(entity->GetObservers() - 1);
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}
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m_LimboConstructions.clear();
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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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if (!PlayerManager::RemovePlayer(this)) {
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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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@@ -145,6 +68,4 @@ Player::~Player() {
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}
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}
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}
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PlayerManager::RemovePlayer(this);
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}
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