mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-15 04:38:21 +00:00
c83ec8228c
* 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
69 lines
1.6 KiB
C++
69 lines
1.6 KiB
C++
#include "PlayerManager.h"
|
|
|
|
#include "Character.h"
|
|
#include "Player.h"
|
|
#include "User.h"
|
|
#include "UserManager.h"
|
|
#include "eReplicaComponentType.h"
|
|
|
|
namespace {
|
|
std::vector<Player*> m_Players;
|
|
};
|
|
|
|
const std::vector<Player*>& PlayerManager::GetAllPlayers() {
|
|
return m_Players;
|
|
}
|
|
|
|
void PlayerManager::AddPlayer(Player* player) {
|
|
const auto& iter = std::find(m_Players.begin(), m_Players.end(), player);
|
|
|
|
if (iter == m_Players.end()) {
|
|
m_Players.push_back(player);
|
|
}
|
|
}
|
|
|
|
bool PlayerManager::RemovePlayer(Player* player) {
|
|
const auto iter = std::find(m_Players.begin(), m_Players.end(), player);
|
|
|
|
const bool toReturn = iter != m_Players.end();
|
|
if (toReturn) {
|
|
m_Players.erase(iter);
|
|
}
|
|
|
|
return toReturn;
|
|
}
|
|
|
|
Player* PlayerManager::GetPlayer(const SystemAddress& sysAddr) {
|
|
auto* entity = UserManager::Instance()->GetUser(sysAddr)->GetLastUsedChar()->GetEntity();
|
|
|
|
return static_cast<Player*>(entity);
|
|
}
|
|
|
|
Player* PlayerManager::GetPlayer(const std::string& name) {
|
|
const auto characters = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::CHARACTER);
|
|
|
|
Player* player = nullptr;
|
|
for (auto* character : characters) {
|
|
if (!character->IsPlayer()) continue;
|
|
|
|
if (GeneralUtils::CaseInsensitiveStringCompare(name, character->GetCharacter()->GetName())) {
|
|
player = dynamic_cast<Player*>(character);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return player;
|
|
}
|
|
|
|
Player* PlayerManager::GetPlayer(LWOOBJID playerID) {
|
|
Player* playerToReturn = nullptr;
|
|
for (auto* player : m_Players) {
|
|
if (player->GetObjectID() == playerID) {
|
|
playerToReturn = player;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return playerToReturn;
|
|
}
|