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https://github.com/DarkflameUniverse/DarkflameServer.git
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0545adfac3
Have fun!
64 lines
1.8 KiB
C++
64 lines
1.8 KiB
C++
#include "ObjectIDManager.h"
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// Std
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#include <random>
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// Custom Classes
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#include "MasterPackets.h"
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#include "Database.h"
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#include "dLogger.h"
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#include "Game.h"
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// Static Variables
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ObjectIDManager * ObjectIDManager::m_Address = nullptr;
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static std::uniform_int_distribution<int> uni(10000000, INT32_MAX);
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//! Initializes the manager
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void ObjectIDManager::Initialize(void) {
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//this->currentRequestID = 0;
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this->currentObjectID = uint32_t(1152921508165007067); //Initial value for this server's objectIDs
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}
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//! Requests a persistent ID
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void ObjectIDManager::RequestPersistentID(std::function<void(uint32_t)> callback) {
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PersistentIDRequest * request = new PersistentIDRequest();
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request->requestID = ++this->currentRequestID;
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request->callback = callback;
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this->requests.push_back(request);
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MasterPackets::SendPersistentIDRequest(Game::server, request->requestID);
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}
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//! Handles a persistent ID response
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void ObjectIDManager::HandleRequestPersistentIDResponse(uint64_t requestID, uint32_t persistentID) {
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for (uint32_t i = 0; i < this->requests.size(); ++i) {
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if (this->requests[i]->requestID == requestID) {
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// Call the callback function
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this->requests[i]->callback(persistentID);
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// Then delete the request
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delete this->requests[i];
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this->requests.erase(this->requests.begin() + i);
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return;
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}
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}
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}
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//! Handles cases where we have to get a unique object ID synchronously
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uint32_t ObjectIDManager::GenerateRandomObjectID()
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{
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std::random_device rd;
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std::mt19937 rng(rd());
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return uni(rng);
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}
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//! Generates an object ID server-sided (used for regular entities like smashables)
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uint32_t ObjectIDManager::GenerateObjectID(void) {
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return ++this->currentObjectID;
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}
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