mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 14:03:34 +00:00
0545adfac3
Have fun!
690 lines
16 KiB
C++
690 lines
16 KiB
C++
#include "EntityManager.h"
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#include "RakNetTypes.h"
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#include "Game.h"
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#include "User.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "Character.h"
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#include "GeneralUtils.h"
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#include "dServer.h"
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#include "Spawner.h"
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#include "Player.h"
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#include "SkillComponent.h"
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#include "SwitchComponent.h"
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#include "UserManager.h"
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#include "PacketUtils.h"
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#include "Metrics.hpp"
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#include "dZoneManager.h"
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#include "MissionComponent.h"
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#include "Game.h"
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#include "dLogger.h"
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EntityManager* EntityManager::m_Address = nullptr;
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// Configure which zones have ghosting disabled, mostly small worlds.
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std::vector<LWOMAPID> EntityManager::m_GhostingExcludedZones = {
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// Small zones
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1000,
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// Racing zones
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1203,
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1303,
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1403,
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// Property zones
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1150,
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1151,
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1250,
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1251,
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1350,
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1450
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};
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// Configure some exceptions for ghosting, nessesary for some special objects.
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std::vector<LOT> EntityManager::m_GhostingExcludedLOTs = {
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// NT - Pipes
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9524,
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12408,
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// AG - Fotrace
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4967
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};
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void EntityManager::Initialize() {
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// Check if this zone has ghosting enabled
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m_GhostingEnabled = std::find(
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m_GhostingExcludedZones.begin(),
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m_GhostingExcludedZones.end(),
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dZoneManager::Instance()->GetZoneID().GetMapID()
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) == m_GhostingExcludedZones.end();
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}
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EntityManager::~EntityManager() {
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}
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Entity* EntityManager::CreateEntity(EntityInfo info, User* user, Entity* parentEntity, const bool controller, const LWOOBJID explicitId) {
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// Determine the objectID for the new entity
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LWOOBJID id;
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// If an explicit ID was provided, use it
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if (explicitId != LWOOBJID_EMPTY) {
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id = explicitId;
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}
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// For non player entites, we'll generate a new ID or set the appropiate flags
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else if (user == nullptr || info.lot != 1) {
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// Entities with no ID already set, often spawned entities, we'll generate a new sequencial ID
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if (info.id == 0) {
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id = ObjectIDManager::Instance()->GenerateObjectID();
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}
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// Entities with an ID already set, often level entities, we'll use that ID as a base
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else {
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id = info.id;
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}
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// Exclude the zone control object from any flags
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if(!controller && info.lot != 14) {
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// The client flags means the client should render the entity
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id = GeneralUtils::SetBit(id, OBJECT_BIT_CLIENT);
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// Spawned entities require the spawned flag to render
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if (info.spawnerID != 0) {
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id = GeneralUtils::SetBit(id, OBJECT_BIT_SPAWNED);
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}
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}
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}
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// For players, we'll use the persistent ID for that character
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else {
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id = user->GetLastUsedChar()->GetObjectID();
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}
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info.id = id;
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Entity* entity;
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// Check if the entitty if a player, in case use the extended player entity class
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if (user != nullptr) {
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entity = new Player(id, info, user, parentEntity);
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}
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else {
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entity = new Entity(id, info, parentEntity);
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}
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// Initialize the entity
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entity->Initialize();
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// Add the entity to the entity map
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m_Entities.insert_or_assign(id, entity);
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// Set the zone control entity if the entity is a zone control object, this should only happen once
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if (controller) {
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m_ZoneControlEntity = entity;
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}
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// Check if this entity is a respawn point, if so add it to the registry
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const auto& spawnName = entity->GetVar<std::u16string>(u"respawnname");
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if (!spawnName.empty()) {
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m_SpawnPoints.insert_or_assign(GeneralUtils::UTF16ToWTF8(spawnName), entity->GetObjectID());
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}
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return entity;
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}
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void EntityManager::DestroyEntity(const LWOOBJID& objectID) {
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DestroyEntity(GetEntity(objectID));
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}
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void EntityManager::DestroyEntity(Entity* entity) {
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if (entity == nullptr) {
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return;
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}
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const auto id = entity->GetObjectID();
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if (std::count(m_EntitiesToDelete.begin(), m_EntitiesToDelete.end(), id)) {
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return;
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}
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// Destruct networked entities
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if (entity->GetNetworkId() != 0) {
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DestructEntity(entity);
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}
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// Delete this entity at the end of the frame
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ScheduleForDeletion(id);
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}
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void EntityManager::UpdateEntities(const float deltaTime) {
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for (const auto& e : m_Entities) {
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e.second->Update(deltaTime);
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}
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for (const auto entityId : m_EntitiesToSerialize)
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{
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auto* entity = GetEntity(entityId);
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if (entity == nullptr) continue;
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m_SerializationCounter++;
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RakNet::BitStream stream;
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stream.Write(static_cast<char>(ID_REPLICA_MANAGER_SERIALIZE));
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stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
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entity->WriteBaseReplicaData(&stream, PACKET_TYPE_SERIALIZATION);
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entity->WriteComponents(&stream, PACKET_TYPE_SERIALIZATION);
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if (entity->GetIsGhostingCandidate())
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{
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for (auto* player : Player::GetAllPlayers())
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{
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if (player->IsObserved(entityId))
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{
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Game::server->Send(&stream, player->GetSystemAddress(), false);
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}
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}
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}
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else
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{
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Game::server->Send(&stream, UNASSIGNED_SYSTEM_ADDRESS, true);
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}
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}
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m_EntitiesToSerialize.clear();
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for (const auto& entry : m_EntitiesToKill)
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{
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auto* entity = GetEntity(entry);
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if (!entity) continue;
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if (entity->GetScheduledKiller())
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{
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entity->Smash(entity->GetScheduledKiller()->GetObjectID(), SILENT);
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}
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else
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{
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entity->Smash(LWOOBJID_EMPTY, SILENT);
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}
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}
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m_EntitiesToKill.clear();
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for (const auto& entry : m_EntitiesToDelete)
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{
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auto* entity = GetEntity(entry);
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m_Entities.erase(entry);
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const auto& iter = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entity);
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if (iter != m_EntitiesToGhost.end())
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{
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m_EntitiesToGhost.erase(iter);
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}
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if (entity != nullptr)
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{
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if (entity->GetNetworkId() != 0)
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{
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m_LostNetworkIds.push(entity->GetNetworkId());
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}
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if (entity->IsPlayer())
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{
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delete dynamic_cast<Player*>(entity);
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}
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else
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{
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delete entity;
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}
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entity = nullptr;
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}
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}
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m_EntitiesToDelete.clear();
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}
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Entity * EntityManager::GetEntity(const LWOOBJID& objectId) const {
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const auto& index = m_Entities.find(objectId);
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if (index == m_Entities.end())
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{
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return nullptr;
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}
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return index->second;
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}
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std::vector<Entity*> EntityManager::GetEntitiesInGroup(const std::string& group) {
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std::vector<Entity*> entitiesInGroup;
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for (const auto& entity : m_Entities) {
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for (const auto& entityGroup : entity.second->GetGroups()) {
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if (entityGroup == group) {
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entitiesInGroup.push_back(entity.second);
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}
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}
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}
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return entitiesInGroup;
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}
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std::vector<Entity*> EntityManager::GetEntitiesByComponent(const int componentType) const {
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std::vector<Entity*> withComp;
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for (const auto& entity : m_Entities) {
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if (componentType != -1 && !entity.second->HasComponent(componentType)) continue;
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withComp.push_back(entity.second);
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}
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return withComp;
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}
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std::vector<Entity *> EntityManager::GetEntitiesByLOT(const LOT &lot) const {
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std::vector<Entity*> entities;
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for (const auto& entity : m_Entities) {
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if (entity.second->GetLOT() == lot)
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entities.push_back(entity.second);
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}
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return entities;
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}
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Entity* EntityManager::GetZoneControlEntity() const
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{
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return m_ZoneControlEntity;
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}
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Entity* EntityManager::GetSpawnPointEntity(const std::string& spawnName) const
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{
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// Lookup the spawn point entity in the map
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const auto& spawnPoint = m_SpawnPoints.find(spawnName);
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if (spawnPoint == m_SpawnPoints.end())
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{
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return nullptr;
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}
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// Check if the spawn point entity is valid just in case
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return GetEntity(spawnPoint->second);
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}
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const std::unordered_map<std::string, LWOOBJID>& EntityManager::GetSpawnPointEntities() const
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{
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return m_SpawnPoints;
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}
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void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr, const bool skipChecks) {
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if (entity->GetNetworkId() == 0)
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{
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uint16_t networkId;
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if (!m_LostNetworkIds.empty())
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{
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networkId = m_LostNetworkIds.top();
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m_LostNetworkIds.pop();
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}
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else
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{
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networkId = ++m_NetworkIdCounter;
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}
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entity->SetNetworkId(networkId);
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}
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const auto checkGhosting = entity->GetIsGhostingCandidate();
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if (checkGhosting)
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{
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const auto& iter = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entity);
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if (iter == m_EntitiesToGhost.end())
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{
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m_EntitiesToGhost.push_back(entity);
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}
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}
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if (checkGhosting && sysAddr == UNASSIGNED_SYSTEM_ADDRESS)
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{
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CheckGhosting(entity);
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return;
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}
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m_SerializationCounter++;
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RakNet::BitStream stream;
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stream.Write(static_cast<char>(ID_REPLICA_MANAGER_CONSTRUCTION));
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stream.Write(true);
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stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
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entity->WriteBaseReplicaData(&stream, PACKET_TYPE_CONSTRUCTION);
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entity->WriteComponents(&stream, PACKET_TYPE_CONSTRUCTION);
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if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS)
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{
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if (skipChecks)
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{
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Game::server->Send(&stream, UNASSIGNED_SYSTEM_ADDRESS, true);
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}
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else
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{
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for (auto* player : Player::GetAllPlayers())
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{
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if (player->GetPlayerReadyForUpdates())
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{
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Game::server->Send(&stream, player->GetSystemAddress(), false);
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}
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else
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{
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player->AddLimboConstruction(entity->GetObjectID());
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}
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}
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}
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}
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else
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{
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Game::server->Send(&stream, sysAddr, false);
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}
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PacketUtils::SavePacket("[24]_"+std::to_string(entity->GetObjectID()) + "_" + std::to_string(m_SerializationCounter) + ".bin", (char*)stream.GetData(), stream.GetNumberOfBytesUsed());
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if (entity->IsPlayer())
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{
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if (entity->GetGMLevel() > GAME_MASTER_LEVEL_CIVILIAN)
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{
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GameMessages::SendToggleGMInvis(entity->GetObjectID(), true, sysAddr);
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}
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}
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}
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void EntityManager::ConstructAllEntities(const SystemAddress& sysAddr) {
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//ZoneControl is special:
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ConstructEntity(m_ZoneControlEntity, sysAddr);
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for (const auto& e : m_Entities) {
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if (e.second && (e.second->GetSpawnerID() != 0 || e.second->GetLOT() == 1) && !e.second->GetIsGhostingCandidate()) {
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ConstructEntity(e.second, sysAddr);
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}
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}
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UpdateGhosting(Player::GetPlayer(sysAddr));
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}
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void EntityManager::DestructEntity(Entity* entity, const SystemAddress& sysAddr) {
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if (entity->GetNetworkId() == 0)
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{
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return;
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}
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RakNet::BitStream stream;
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stream.Write(static_cast<char>(ID_REPLICA_MANAGER_DESTRUCTION));
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stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
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Game::server->Send(&stream, sysAddr, sysAddr == UNASSIGNED_SYSTEM_ADDRESS);
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for (auto* player : Player::GetAllPlayers())
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{
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if (!player->GetPlayerReadyForUpdates())
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{
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player->RemoveLimboConstruction(entity->GetObjectID());
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}
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}
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}
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void EntityManager::SerializeEntity(Entity* entity) {
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if (entity->GetNetworkId() == 0)
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{
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return;
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}
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if (std::find(m_EntitiesToSerialize.begin(), m_EntitiesToSerialize.end(), entity->GetObjectID()) == m_EntitiesToSerialize.end())
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{
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m_EntitiesToSerialize.push_back(entity->GetObjectID());
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}
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//PacketUtils::SavePacket(std::to_string(m_SerializationCounter) + "_[27]_"+std::to_string(entity->GetObjectID()) + ".bin", (char*)stream.GetData(), stream.GetNumberOfBytesUsed());
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}
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void EntityManager::DestructAllEntities(const SystemAddress& sysAddr) {
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for (const auto& e : m_Entities) {
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DestructEntity(e.second, sysAddr);
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}
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}
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void EntityManager::SetGhostDistanceMax(float value)
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{
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m_GhostDistanceMaxSquared = value * value;
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}
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float EntityManager::GetGhostDistanceMax() const
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{
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return std::sqrt(m_GhostDistanceMaxSquared);
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}
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void EntityManager::SetGhostDistanceMin(float value)
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{
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m_GhostDistanceMinSqaured = value * value;
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}
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float EntityManager::GetGhostDistanceMin() const
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{
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return std::sqrt(m_GhostDistanceMinSqaured);
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}
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void EntityManager::QueueGhostUpdate(LWOOBJID playerID)
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{
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const auto& iter = std::find(m_PlayersToUpdateGhosting.begin(), m_PlayersToUpdateGhosting.end(), playerID);
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if (iter == m_PlayersToUpdateGhosting.end())
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{
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m_PlayersToUpdateGhosting.push_back(playerID);
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}
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}
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void EntityManager::UpdateGhosting()
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{
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for (const auto playerID : m_PlayersToUpdateGhosting)
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{
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auto* player = Player::GetPlayer(playerID);
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if (player == nullptr)
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{
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continue;
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}
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UpdateGhosting(player);
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}
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m_PlayersToUpdateGhosting.clear();
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}
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void EntityManager::UpdateGhosting(Player* player)
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{
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if (player == nullptr)
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{
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return;
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}
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent == nullptr)
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{
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return;
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}
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const auto& referencePoint = player->GetGhostReferencePoint();
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const auto isOverride = player->GetGhostOverride();
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for (auto* entity : m_EntitiesToGhost)
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{
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const auto isAudioEmitter = entity->GetLOT() == 6368;
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const auto& entityPoint = entity->GetPosition();
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const int32_t id = entity->GetObjectID();
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const auto observed = player->IsObserved(id);
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const auto distance = NiPoint3::DistanceSquared(referencePoint, entityPoint);
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auto ghostingDistanceMax = m_GhostDistanceMaxSquared;
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auto ghostingDistanceMin = m_GhostDistanceMinSqaured;
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if (isAudioEmitter)
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{
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ghostingDistanceMax = ghostingDistanceMin;
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}
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if (observed && distance > ghostingDistanceMax && !isOverride)
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{
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player->GhostEntity(id);
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DestructEntity(entity, player->GetSystemAddress());
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entity->SetObservers(entity->GetObservers() - 1);
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}
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else if (!observed && ghostingDistanceMin > distance)
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{
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// Check collectables, don't construct if it has been collected
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uint32_t collectionId = entity->GetCollectibleID();
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if (collectionId != 0)
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{
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collectionId = static_cast<uint32_t>(collectionId) + static_cast<uint32_t>(Game::server->GetZoneID() << 8);
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if (missionComponent->HasCollectible(collectionId))
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{
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continue;
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}
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}
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player->ObserveEntity(id);
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ConstructEntity(entity, player->GetSystemAddress());
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entity->SetObservers(entity->GetObservers() + 1);
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}
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}
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}
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void EntityManager::CheckGhosting(Entity* entity)
|
|
{
|
|
if (entity == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const auto& referencePoint = entity->GetPosition();
|
|
|
|
auto ghostingDistanceMax = m_GhostDistanceMaxSquared;
|
|
auto ghostingDistanceMin = m_GhostDistanceMinSqaured;
|
|
|
|
const auto isAudioEmitter = entity->GetLOT() == 6368;
|
|
|
|
for (auto* player : Player::GetAllPlayers())
|
|
{
|
|
const auto& entityPoint = player->GetGhostReferencePoint();
|
|
|
|
const int32_t id = entity->GetObjectID();
|
|
|
|
const auto observed = player->IsObserved(id);
|
|
|
|
const auto distance = NiPoint3::DistanceSquared(referencePoint, entityPoint);
|
|
|
|
if (observed && distance > ghostingDistanceMax)
|
|
{
|
|
player->GhostEntity(id);
|
|
|
|
DestructEntity(entity, player->GetSystemAddress());
|
|
|
|
entity->SetObservers(entity->GetObservers() - 1);
|
|
}
|
|
else if (!observed && ghostingDistanceMin > distance)
|
|
{
|
|
player->ObserveEntity(id);
|
|
|
|
ConstructEntity(entity, player->GetSystemAddress());
|
|
|
|
entity->SetObservers(entity->GetObservers() + 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
Entity* EntityManager::GetGhostCandidate(int32_t id)
|
|
{
|
|
for (auto* entity : m_EntitiesToGhost)
|
|
{
|
|
if (entity->GetObjectID() == id)
|
|
{
|
|
return entity;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool EntityManager::GetGhostingEnabled() const
|
|
{
|
|
return m_GhostingEnabled;
|
|
}
|
|
|
|
void EntityManager::ResetFlags() {
|
|
for (const auto& e : m_Entities) {
|
|
e.second->ResetFlags();
|
|
}
|
|
}
|
|
|
|
void EntityManager::ScheduleForKill(Entity* entity) {
|
|
// Deactivate switches if they die
|
|
if (!entity)
|
|
return;
|
|
|
|
SwitchComponent* switchComp = entity->GetComponent<SwitchComponent>();
|
|
if (switchComp) {
|
|
entity->TriggerEvent("OnDectivated");
|
|
}
|
|
|
|
const auto objectId = entity->GetObjectID();
|
|
|
|
if (std::count(m_EntitiesToKill.begin(), m_EntitiesToKill.end(), objectId))
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_EntitiesToKill.push_back(objectId);
|
|
}
|
|
|
|
void EntityManager::ScheduleForDeletion(LWOOBJID entity)
|
|
{
|
|
if (std::count(m_EntitiesToDelete.begin(), m_EntitiesToDelete.end(), entity))
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_EntitiesToDelete.push_back(entity);
|
|
}
|
|
|
|
|
|
void EntityManager::FireEventServerSide(Entity* origin, std::string args) {
|
|
for (std::pair<LWOOBJID, Entity*> e : m_Entities) {
|
|
if (e.second) {
|
|
e.second->OnFireEventServerSide(origin, args);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool EntityManager::IsExcludedFromGhosting(LOT lot)
|
|
{
|
|
return std::find(m_GhostingExcludedLOTs.begin(), m_GhostingExcludedLOTs.end(), lot) != m_GhostingExcludedLOTs.end();
|
|
}
|