mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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28ce8ac54d
resolves a memory leak in BrickDatabase, adds stability to character save doc. Tested that saving manually via force-save, logout and /crash all saved my position and my removed banana as expected. The doc was always deleted on character destruction and on any updates, so this is just a semantic change (and now we no longer have new'd tinyxml2::documents on the heap)
106 lines
2.4 KiB
C++
106 lines
2.4 KiB
C++
#pragma once
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#include "Entity.h"
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#include "GameMessages.h"
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#include "Component.h"
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#include "eCharacterVersion.h"
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#include "eReplicaComponentType.h"
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/**
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* Component that handles level progression and serilization.
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*
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*/
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class LevelProgressionComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::LEVEL_PROGRESSION;
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/**
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* Constructor for this component
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* @param parent parent that contains this component
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*/
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LevelProgressionComponent(Entity* parent);
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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* Save data from this componennt to character XML
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* @param doc the document to write data to
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*/
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void UpdateXml(tinyxml2::XMLDocument& doc) override;
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/**
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* Load base data for this component from character XML
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* @param doc the document to read data from
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*/
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void LoadFromXml(const tinyxml2::XMLDocument& doc) override;
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/**
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* Gets the current level of the entity
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* @return the current level of the entity
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*/
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const uint32_t GetLevel() const { return m_Level; }
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/**
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* Sets the level of the entity
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* @param level the level to set
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*/
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void SetLevel(uint32_t level) { m_Level = level; m_DirtyLevelInfo = true; }
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/**
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* Gets the current Speed Base of the entity
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* @return the current Speed Base of the entity
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*/
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const uint32_t GetSpeedBase() const { return m_SpeedBase; }
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/**
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* Sets the Speed Base of the entity
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* @param SpeedBase the Speed Base to set
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*/
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void SetSpeedBase(uint32_t SpeedBase) { m_SpeedBase = SpeedBase; }
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/**
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* Gives the player rewards for the last level that they leveled up from
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*/
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void HandleLevelUp();
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/**
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* Gets the current Character Version of the entity
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* @return the current Character Version of the entity
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*/
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const eCharacterVersion GetCharacterVersion() const { return m_CharacterVersion; }
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/**
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* Sets the Character Version of the entity
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* @param CharacterVersion the Character Version to set
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*/
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void SetCharacterVersion(eCharacterVersion CharacterVersion) { m_CharacterVersion = CharacterVersion; }
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/**
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* Set the Base Speed retroactively of the entity
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*/
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void SetRetroactiveBaseSpeed();
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private:
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/**
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* whether the level is dirty
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*/
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bool m_DirtyLevelInfo = false;
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/**
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* Level of the entity
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*/
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uint32_t m_Level;
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/**
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* The base speed of the entity
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*/
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float m_SpeedBase;
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/**
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* The Character format version
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*/
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eCharacterVersion m_CharacterVersion;
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};
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