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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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@@ -2,6 +2,11 @@
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#include "CDTable.h"
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#include <list>
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#include <optional>
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typedef int32_t AnimationGroupID;
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typedef std::string AnimationID;
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typedef std::pair<std::string, AnimationGroupID> CDAnimationKey;
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struct CDAnimation {
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// uint32_t animationGroupID;
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@@ -20,12 +25,7 @@ struct CDAnimation {
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UNUSED_COLUMN(float blendTime;) //!< The blend time
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};
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typedef LookupResult<CDAnimation> CDAnimationLookupResult;
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class CDAnimationsTable : public CDTable<CDAnimationsTable> {
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typedef int32_t AnimationGroupID;
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typedef std::string AnimationID;
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typedef std::pair<std::string, AnimationGroupID> CDAnimationKey;
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class CDAnimationsTable : public CDTable<CDAnimationsTable, std::map<CDAnimationKey, std::list<CDAnimation>>> {
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public:
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void LoadValuesFromDatabase();
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/**
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@@ -38,7 +38,7 @@ public:
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* @param animationGroupID The animationGroupID to lookup
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* @return CDAnimationLookupResult
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*/
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[[nodiscard]] CDAnimationLookupResult GetAnimation(const AnimationID& animationType, const std::string& previousAnimationName, const AnimationGroupID animationGroupID);
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[[nodiscard]] std::optional<CDAnimation> GetAnimation(const AnimationID& animationType, const std::string& previousAnimationName, const AnimationGroupID animationGroupID);
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/**
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* Cache a full AnimationGroup by its ID.
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@@ -58,10 +58,4 @@ private:
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* @return false
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*/
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bool CacheData(CppSQLite3Statement& queryToCache);
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/**
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* Each animation is key'd by its animationName and its animationGroupID. Each
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* animation has a possible list of animations. This is because there can be animations have a percent chance to play so one is selected at random.
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*/
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std::map<CDAnimationKey, std::list<CDAnimation>> animations;
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};
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