mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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0c1ee0513d
* Changed how the TryParse function works (and also did some general cleanup along the way) * Update noexcept attributes (verified these are correct) * Add fp overload for MacOS functionality * resolving some feedback * Split out unrelated changes to CleanupRoundup branch * Update in response to feedback * the consequences of emo's member variable renaming request * Revert "the consequences of emo's member variable renaming request" This reverts commitbf318caeda
. * Fully revert renaming attempt * Revert "the consequences of emo's member variable renaming request" This reverts commitbf318caeda
. Fully revert renaming attempt * Created ClientVersion.h and moved the client version defaults to it * Fix partial parsing and MacOS floating point errors * attempting fix to MacOS compiler error * syntax pass (should be the last commit unless the CI fails) * ah, wait, forgot to uncomment the preprocessor statements for MacOS. THIS should be the last commit pending CI * Okay, one last thing I noticed: We were including C headers here. Now they're C++ headers. Pinky swear this is it! * typo and I am OCD. please let this be the last * hash is usally but not always noexcept, so the specifier should go * Address MOST of the feedback * address the claim codes issue
176 lines
4.1 KiB
C++
176 lines
4.1 KiB
C++
#include "dpWorld.h"
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#include "dpEntity.h"
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#include "dpGrid.h"
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#include "DetourCommon.h"
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#include <string>
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#include "Game.h"
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#include "Logger.h"
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#include "dConfig.h"
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#include "dNavMesh.h"
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namespace {
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dpGrid* m_Grid = nullptr;
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dNavMesh* m_NavMesh = nullptr;
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int32_t phys_sp_tilesize = 205;
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int32_t phys_sp_tilecount = 12;
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uint32_t m_ZoneID = 0;
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std::vector<dpEntity*> m_StaticEntities;
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std::vector<dpEntity*> m_DynamicEntites;
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bool phys_spatial_partitioning = true;
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};
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void dpWorld::Initialize(unsigned int zoneID, bool generateNewNavMesh) {
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const auto physSpTilecount = Game::config->GetValue("phys_sp_tilecount");
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if (!physSpTilecount.empty()) {
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phys_sp_tilecount = GeneralUtils::TryParse<int32_t>(physSpTilecount).value_or(phys_sp_tilecount);
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}
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const auto physSpTilesize = Game::config->GetValue("phys_sp_tilesize");
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if (!physSpTilesize.empty()) {
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phys_sp_tilesize = GeneralUtils::TryParse<int32_t>(physSpTilesize).value_or(phys_sp_tilesize);
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}
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const auto physSpatialPartitioning = Game::config->GetValue("phys_spatial_partitioning");
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if (!physSpatialPartitioning.empty()) phys_spatial_partitioning = physSpatialPartitioning == "1";
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//If spatial partitioning is enabled, then we need to create the m_Grid.
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//if m_Grid exists, then the old method will be used.
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//SP will NOT be used unless it is added to ShouldUseSP();
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if (ShouldUseSP(zoneID)) {
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m_Grid = new dpGrid(phys_sp_tilecount, phys_sp_tilesize);
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}
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if (generateNewNavMesh) m_NavMesh = new dNavMesh(zoneID);
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LOG("Physics world initialized!");
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m_ZoneID = zoneID;
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}
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void dpWorld::Reload() {
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if (m_Grid) {
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m_Grid->SetDeleteGrid(false);
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auto oldGridCells = m_Grid->GetCells();
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delete m_Grid;
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m_Grid = nullptr;
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Initialize(m_ZoneID, false);
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for (auto column : oldGridCells) {
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for (auto row : column) {
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for (auto entity : row) {
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AddEntity(entity);
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}
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}
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}
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LOG("Successfully reloaded physics world!");
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} else {
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LOG("No physics world to reload!");
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}
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}
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void dpWorld::Shutdown() {
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if (m_Grid) {
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// Triple check this is true
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m_Grid->SetDeleteGrid(true);
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delete m_Grid;
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m_Grid = nullptr;
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}
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if (m_NavMesh) {
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delete m_NavMesh;
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m_NavMesh = nullptr;
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}
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}
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bool dpWorld::IsLoaded() {
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return m_NavMesh->IsNavmeshLoaded();
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}
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void dpWorld::StepWorld(float deltaTime) {
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if (m_Grid) {
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m_Grid->Update(deltaTime);
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return;
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}
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//Pre update:
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for (auto entity : m_StaticEntities) {
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if (!entity || entity->GetSleeping()) continue;
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entity->PreUpdate();
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}
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//Do actual update:
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for (auto entity : m_DynamicEntites) {
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if (!entity || entity->GetSleeping()) continue;
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entity->Update(deltaTime);
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for (auto other : m_StaticEntities) {
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if (!other || other->GetSleeping() || entity->GetObjectID() == other->GetObjectID()) continue;
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other->CheckCollision(entity); //swap "other" and "entity" if you want dyn objs to handle collisions.
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}
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}
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}
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dNavMesh* dpWorld::GetNavMesh() {
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return m_NavMesh;
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}
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void dpWorld::AddEntity(dpEntity* entity) {
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if (m_Grid) entity->SetGrid(m_Grid); //This sorts this entity into the right cell
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else { //old method, slow
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if (entity->GetIsStatic()) m_StaticEntities.push_back(entity);
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else m_DynamicEntites.push_back(entity);
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}
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}
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void dpWorld::RemoveEntity(dpEntity* entity) {
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if (!entity) return;
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if (m_Grid) {
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m_Grid->Delete(entity);
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} else {
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if (entity->GetIsStatic()) {
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for (size_t i = 0; i < m_StaticEntities.size(); ++i) {
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if (m_StaticEntities[i] == entity) {
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delete m_StaticEntities[i];
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m_StaticEntities[i] = nullptr;
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break;
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}
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}
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} else {
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for (size_t i = 0; i < m_DynamicEntites.size(); ++i) {
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if (m_DynamicEntites[i] == entity) {
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delete m_DynamicEntites[i];
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m_DynamicEntites[i] = nullptr;
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break;
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}
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}
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}
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}
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}
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bool dpWorld::ShouldUseSP(uint32_t zoneID) {
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if (!phys_spatial_partitioning) return false;
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// TODO: Add to this list as needed.
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// Only large maps should be added as tiling likely makes little difference on small maps.
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switch (zoneID) {
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case 1100: // Avant Gardens
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case 1200: // Nimbus Station
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case 1300: // Gnarled Forest
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case 1400: // Forbidden Valley
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case 1800: // Crux Prime
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case 1900: // Nexus Tower
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case 2000: // Ninjago
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return true;
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}
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return false;
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}
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