mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 13:37:22 +00:00
24dbd3944d
* Add friends list migration * Change friends to use charID Update friends table to use charID and not LWOOBJID variant. * Fix remove friend Fix remove friend and make the query more readable at a glance. * Add and remove friends in the container Properly add and remove friends in the player container * add enums * Add best friends and basic GM support V1 * Add more features * not online / doesnt exist implementation Implements the not online and invalid character response codes * Address players not being removed Fix an issue where players would not be marked as offline in the friends list due to the message not being sent in all circumstances. Tested changes on 3 clients, switching characters, logging out from character select, switching characters, world transfer and my friends list looked as it was supposed to. * Implement proper friends system Remove debug logs Track count of best friends Add best friends list cap of 5 Add config option and best friend update Add a config option and implement the last missing best friend serialization Added comments and fixed remove best friend bug Added some comments and addressed an issue where removing best friends would not remove them from your internal count of friends. properties and logs fixes whoops, had an issue send reply if already BFFs Send the correct objectID I really need to rename these Fix white space goon * Replace queries with unique ptrs * remove user from player container on deletion Remove the user from the player container when they delete their character.
696 lines
16 KiB
C++
696 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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1261,
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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 - Footrace
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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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// Get all this info first before we delete the player.
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auto entityToDelete = GetEntity(entry);
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auto networkIdToErase = entityToDelete->GetNetworkId();
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const auto& ghostingToDelete = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entityToDelete);
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if (entityToDelete)
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{
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// If we are a player run through the player destructor.
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if (entityToDelete->IsPlayer())
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{
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delete dynamic_cast<Player*>(entityToDelete);
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}
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else
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{
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delete entityToDelete;
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}
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entityToDelete = nullptr;
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if (networkIdToErase != 0)
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{
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m_LostNetworkIds.push(networkIdToErase);
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}
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}
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if (ghostingToDelete != m_EntitiesToGhost.end())
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{
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m_EntitiesToGhost.erase(ghostingToDelete);
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}
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m_Entities.erase(entry);
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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);
|
|
|
|
DestructEntity(entity, player->GetSystemAddress());
|
|
|
|
entity->SetObservers(entity->GetObservers() - 1);
|
|
}
|
|
else if (!observed && ghostingDistanceMin > distance)
|
|
{
|
|
// Check collectables, don't construct if it has been collected
|
|
uint32_t collectionId = entity->GetCollectibleID();
|
|
|
|
if (collectionId != 0)
|
|
{
|
|
collectionId = static_cast<uint32_t>(collectionId) + static_cast<uint32_t>(Game::server->GetZoneID() << 8);
|
|
|
|
if (missionComponent->HasCollectible(collectionId))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
player->ObserveEntity(id);
|
|
|
|
ConstructEntity(entity, player->GetSystemAddress());
|
|
|
|
entity->SetObservers(entity->GetObservers() + 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|