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chore: Move database storage containers to be translation unit local to allow for safe references (#1434)
* Move CDClientManager to be a namespace Tested that worlds still load data as expected. Had no use being a singleton anyways. * Move cdclient data storage to tu local containers Allows some data from these containers to be saved on object by reference instead of always needing to copy. iteration 2 - move all unnamed namespace containers to a singular spot - use macro for template specialization and variable declaration - use templates to allow for as little copy paste of types and functions as possible * remember to use typename! compiler believes T::StorageType is accessing a member, not a type. * Update CDClientManager.cpp * move to cpp?
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@@ -5,6 +5,7 @@
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void CDAnimationsTable::LoadValuesFromDatabase() {
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM Animations");
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auto& animations = GetEntriesMutable();
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while (!tableData.eof()) {
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std::string animation_type = tableData.getStringField("animation_type", "");
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DluAssert(!animation_type.empty());
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@@ -24,7 +25,7 @@ void CDAnimationsTable::LoadValuesFromDatabase() {
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UNUSED_COLUMN(entry.priority = tableData.getFloatField("priority", 0.0f);)
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UNUSED_COLUMN(entry.blendTime = tableData.getFloatField("blendTime", 0.0f);)
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this->animations[CDAnimationKey(animation_type, animationGroupID)].push_back(entry);
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animations[CDAnimationKey(animation_type, animationGroupID)].push_back(entry);
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tableData.nextRow();
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}
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@@ -35,6 +36,7 @@ bool CDAnimationsTable::CacheData(CppSQLite3Statement& queryToCache) {
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auto tableData = queryToCache.execQuery();
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// If we received a bad lookup, cache it anyways so we do not run the query again.
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if (tableData.eof()) return false;
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auto& animations = GetEntriesMutable();
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do {
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std::string animation_type = tableData.getStringField("animation_type", "");
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@@ -55,7 +57,7 @@ bool CDAnimationsTable::CacheData(CppSQLite3Statement& queryToCache) {
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UNUSED_COLUMN(entry.priority = tableData.getFloatField("priority", 0.0f);)
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UNUSED_COLUMN(entry.blendTime = tableData.getFloatField("blendTime", 0.0f);)
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this->animations[CDAnimationKey(animation_type, animationGroupID)].push_back(entry);
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animations[CDAnimationKey(animation_type, animationGroupID)].push_back(entry);
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tableData.nextRow();
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} while (!tableData.eof());
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@@ -68,15 +70,17 @@ void CDAnimationsTable::CacheAnimations(const CDAnimationKey animationKey) {
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auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM Animations WHERE animationGroupID = ? and animation_type = ?");
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query.bind(1, static_cast<int32_t>(animationKey.second));
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query.bind(2, animationKey.first.c_str());
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auto& animations = GetEntriesMutable();
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// If we received a bad lookup, cache it anyways so we do not run the query again.
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if (!CacheData(query)) {
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this->animations[animationKey];
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animations[animationKey];
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}
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}
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void CDAnimationsTable::CacheAnimationGroup(AnimationGroupID animationGroupID) {
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auto animationEntryCached = this->animations.find(CDAnimationKey("", animationGroupID));
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if (animationEntryCached != this->animations.end()) {
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auto& animations = GetEntriesMutable();
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auto animationEntryCached = animations.find(CDAnimationKey("", animationGroupID));
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if (animationEntryCached != animations.end()) {
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return;
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}
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@@ -85,28 +89,29 @@ void CDAnimationsTable::CacheAnimationGroup(AnimationGroupID animationGroupID) {
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// Cache the query so we don't run the query again.
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CacheData(query);
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this->animations[CDAnimationKey("", animationGroupID)];
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animations[CDAnimationKey("", animationGroupID)];
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}
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CDAnimationLookupResult CDAnimationsTable::GetAnimation(const AnimationID& animationType, const std::string& previousAnimationName, const AnimationGroupID animationGroupID) {
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std::optional<CDAnimation> CDAnimationsTable::GetAnimation(const AnimationID& animationType, const std::string& previousAnimationName, const AnimationGroupID animationGroupID) {
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auto& animations = GetEntriesMutable();
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CDAnimationKey animationKey(animationType, animationGroupID);
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auto animationEntryCached = this->animations.find(animationKey);
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if (animationEntryCached == this->animations.end()) {
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auto animationEntryCached = animations.find(animationKey);
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if (animationEntryCached == animations.end()) {
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this->CacheAnimations(animationKey);
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}
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auto animationEntry = this->animations.find(animationKey);
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auto animationEntry = animations.find(animationKey);
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// If we have only one animation, return it regardless of the chance to play.
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if (animationEntry->second.size() == 1) {
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return CDAnimationLookupResult(animationEntry->second.front());
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return animationEntry->second.front();
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}
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auto randomAnimation = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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for (auto& animationEntry : animationEntry->second) {
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randomAnimation -= animationEntry.chance_to_play;
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// This is how the client gets the random animation.
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if (animationEntry.animation_name != previousAnimationName && randomAnimation <= 0.0f) return CDAnimationLookupResult(animationEntry);
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if (animationEntry.animation_name != previousAnimationName && randomAnimation <= 0.0f) return animationEntry;
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}
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return CDAnimationLookupResult();
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return std::nullopt;
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}
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