DarkflameServer/dGame/EntityManager.cpp
David Markowitz 24dbd3944d
Friends List Overhaul (#630) v103
* 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.
2022-07-12 20:36:06 -07:00

696 lines
16 KiB
C++

#include "EntityManager.h"
#include "RakNetTypes.h"
#include "Game.h"
#include "User.h"
#include "../dWorldServer/ObjectIDManager.h"
#include "Character.h"
#include "GeneralUtils.h"
#include "dServer.h"
#include "Spawner.h"
#include "Player.h"
#include "SkillComponent.h"
#include "SwitchComponent.h"
#include "UserManager.h"
#include "PacketUtils.h"
#include "Metrics.hpp"
#include "dZoneManager.h"
#include "MissionComponent.h"
#include "Game.h"
#include "dLogger.h"
EntityManager* EntityManager::m_Address = nullptr;
// Configure which zones have ghosting disabled, mostly small worlds.
std::vector<LWOMAPID> EntityManager::m_GhostingExcludedZones = {
// Small zones
1000,
// Racing zones
1203,
1261,
1303,
1403,
// Property zones
1150,
1151,
1250,
1251,
1350,
1450
};
// Configure some exceptions for ghosting, nessesary for some special objects.
std::vector<LOT> EntityManager::m_GhostingExcludedLOTs = {
// NT - Pipes
9524,
12408,
// AG - Footrace
4967
};
void EntityManager::Initialize() {
// Check if this zone has ghosting enabled
m_GhostingEnabled = std::find(
m_GhostingExcludedZones.begin(),
m_GhostingExcludedZones.end(),
dZoneManager::Instance()->GetZoneID().GetMapID()
) == m_GhostingExcludedZones.end();
}
EntityManager::~EntityManager() {
}
Entity* EntityManager::CreateEntity(EntityInfo info, User* user, Entity* parentEntity, const bool controller, const LWOOBJID explicitId) {
// Determine the objectID for the new entity
LWOOBJID id;
// If an explicit ID was provided, use it
if (explicitId != LWOOBJID_EMPTY) {
id = explicitId;
}
// For non player entites, we'll generate a new ID or set the appropiate flags
else if (user == nullptr || info.lot != 1) {
// Entities with no ID already set, often spawned entities, we'll generate a new sequencial ID
if (info.id == 0) {
id = ObjectIDManager::Instance()->GenerateObjectID();
}
// Entities with an ID already set, often level entities, we'll use that ID as a base
else {
id = info.id;
}
// Exclude the zone control object from any flags
if(!controller && info.lot != 14) {
// The client flags means the client should render the entity
id = GeneralUtils::SetBit(id, OBJECT_BIT_CLIENT);
// Spawned entities require the spawned flag to render
if (info.spawnerID != 0) {
id = GeneralUtils::SetBit(id, OBJECT_BIT_SPAWNED);
}
}
}
// For players, we'll use the persistent ID for that character
else {
id = user->GetLastUsedChar()->GetObjectID();
}
info.id = id;
Entity* entity;
// Check if the entitty if a player, in case use the extended player entity class
if (user != nullptr) {
entity = new Player(id, info, user, parentEntity);
}
else {
entity = new Entity(id, info, parentEntity);
}
// Initialize the entity
entity->Initialize();
// Add the entity to the entity map
m_Entities.insert_or_assign(id, entity);
// Set the zone control entity if the entity is a zone control object, this should only happen once
if (controller) {
m_ZoneControlEntity = entity;
}
// Check if this entity is a respawn point, if so add it to the registry
const auto& spawnName = entity->GetVar<std::u16string>(u"respawnname");
if (!spawnName.empty()) {
m_SpawnPoints.insert_or_assign(GeneralUtils::UTF16ToWTF8(spawnName), entity->GetObjectID());
}
return entity;
}
void EntityManager::DestroyEntity(const LWOOBJID& objectID) {
DestroyEntity(GetEntity(objectID));
}
void EntityManager::DestroyEntity(Entity* entity) {
if (entity == nullptr) {
return;
}
const auto id = entity->GetObjectID();
if (std::count(m_EntitiesToDelete.begin(), m_EntitiesToDelete.end(), id)) {
return;
}
// Destruct networked entities
if (entity->GetNetworkId() != 0) {
DestructEntity(entity);
}
// Delete this entity at the end of the frame
ScheduleForDeletion(id);
}
void EntityManager::UpdateEntities(const float deltaTime) {
for (const auto& e : m_Entities) {
e.second->Update(deltaTime);
}
for (const auto entityId : m_EntitiesToSerialize)
{
auto* entity = GetEntity(entityId);
if (entity == nullptr) continue;
m_SerializationCounter++;
RakNet::BitStream stream;
stream.Write(static_cast<char>(ID_REPLICA_MANAGER_SERIALIZE));
stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
entity->WriteBaseReplicaData(&stream, PACKET_TYPE_SERIALIZATION);
entity->WriteComponents(&stream, PACKET_TYPE_SERIALIZATION);
if (entity->GetIsGhostingCandidate())
{
for (auto* player : Player::GetAllPlayers())
{
if (player->IsObserved(entityId))
{
Game::server->Send(&stream, player->GetSystemAddress(), false);
}
}
}
else
{
Game::server->Send(&stream, UNASSIGNED_SYSTEM_ADDRESS, true);
}
}
m_EntitiesToSerialize.clear();
for (const auto& entry : m_EntitiesToKill)
{
auto* entity = GetEntity(entry);
if (!entity) continue;
if (entity->GetScheduledKiller())
{
entity->Smash(entity->GetScheduledKiller()->GetObjectID(), SILENT);
}
else
{
entity->Smash(LWOOBJID_EMPTY, SILENT);
}
}
m_EntitiesToKill.clear();
for (const auto entry : m_EntitiesToDelete)
{
// Get all this info first before we delete the player.
auto entityToDelete = GetEntity(entry);
auto networkIdToErase = entityToDelete->GetNetworkId();
const auto& ghostingToDelete = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entityToDelete);
if (entityToDelete)
{
// If we are a player run through the player destructor.
if (entityToDelete->IsPlayer())
{
delete dynamic_cast<Player*>(entityToDelete);
}
else
{
delete entityToDelete;
}
entityToDelete = nullptr;
if (networkIdToErase != 0)
{
m_LostNetworkIds.push(networkIdToErase);
}
}
if (ghostingToDelete != m_EntitiesToGhost.end())
{
m_EntitiesToGhost.erase(ghostingToDelete);
}
m_Entities.erase(entry);
}
m_EntitiesToDelete.clear();
}
Entity * EntityManager::GetEntity(const LWOOBJID& objectId) const {
const auto& index = m_Entities.find(objectId);
if (index == m_Entities.end())
{
return nullptr;
}
return index->second;
}
std::vector<Entity*> EntityManager::GetEntitiesInGroup(const std::string& group) {
std::vector<Entity*> entitiesInGroup;
for (const auto& entity : m_Entities) {
for (const auto& entityGroup : entity.second->GetGroups()) {
if (entityGroup == group) {
entitiesInGroup.push_back(entity.second);
}
}
}
return entitiesInGroup;
}
std::vector<Entity*> EntityManager::GetEntitiesByComponent(const int componentType) const {
std::vector<Entity*> withComp;
for (const auto& entity : m_Entities) {
if (componentType != -1 && !entity.second->HasComponent(componentType)) continue;
withComp.push_back(entity.second);
}
return withComp;
}
std::vector<Entity *> EntityManager::GetEntitiesByLOT(const LOT &lot) const {
std::vector<Entity*> entities;
for (const auto& entity : m_Entities) {
if (entity.second->GetLOT() == lot)
entities.push_back(entity.second);
}
return entities;
}
Entity* EntityManager::GetZoneControlEntity() const
{
return m_ZoneControlEntity;
}
Entity* EntityManager::GetSpawnPointEntity(const std::string& spawnName) const
{
// Lookup the spawn point entity in the map
const auto& spawnPoint = m_SpawnPoints.find(spawnName);
if (spawnPoint == m_SpawnPoints.end())
{
return nullptr;
}
// Check if the spawn point entity is valid just in case
return GetEntity(spawnPoint->second);
}
const std::unordered_map<std::string, LWOOBJID>& EntityManager::GetSpawnPointEntities() const
{
return m_SpawnPoints;
}
void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr, const bool skipChecks) {
if (entity->GetNetworkId() == 0)
{
uint16_t networkId;
if (!m_LostNetworkIds.empty())
{
networkId = m_LostNetworkIds.top();
m_LostNetworkIds.pop();
}
else
{
networkId = ++m_NetworkIdCounter;
}
entity->SetNetworkId(networkId);
}
const auto checkGhosting = entity->GetIsGhostingCandidate();
if (checkGhosting)
{
const auto& iter = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entity);
if (iter == m_EntitiesToGhost.end())
{
m_EntitiesToGhost.push_back(entity);
}
}
if (checkGhosting && sysAddr == UNASSIGNED_SYSTEM_ADDRESS)
{
CheckGhosting(entity);
return;
}
m_SerializationCounter++;
RakNet::BitStream stream;
stream.Write(static_cast<char>(ID_REPLICA_MANAGER_CONSTRUCTION));
stream.Write(true);
stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
entity->WriteBaseReplicaData(&stream, PACKET_TYPE_CONSTRUCTION);
entity->WriteComponents(&stream, PACKET_TYPE_CONSTRUCTION);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS)
{
if (skipChecks)
{
Game::server->Send(&stream, UNASSIGNED_SYSTEM_ADDRESS, true);
}
else
{
for (auto* player : Player::GetAllPlayers())
{
if (player->GetPlayerReadyForUpdates())
{
Game::server->Send(&stream, player->GetSystemAddress(), false);
}
else
{
player->AddLimboConstruction(entity->GetObjectID());
}
}
}
}
else
{
Game::server->Send(&stream, sysAddr, false);
}
// PacketUtils::SavePacket("[24]_"+std::to_string(entity->GetObjectID()) + "_" + std::to_string(m_SerializationCounter) + ".bin", (char*)stream.GetData(), stream.GetNumberOfBytesUsed());
if (entity->IsPlayer())
{
if (entity->GetGMLevel() > GAME_MASTER_LEVEL_CIVILIAN)
{
GameMessages::SendToggleGMInvis(entity->GetObjectID(), true, sysAddr);
}
}
}
void EntityManager::ConstructAllEntities(const SystemAddress& sysAddr) {
//ZoneControl is special:
ConstructEntity(m_ZoneControlEntity, sysAddr);
for (const auto& e : m_Entities) {
if (e.second && (e.second->GetSpawnerID() != 0 || e.second->GetLOT() == 1) && !e.second->GetIsGhostingCandidate()) {
ConstructEntity(e.second, sysAddr);
}
}
UpdateGhosting(Player::GetPlayer(sysAddr));
}
void EntityManager::DestructEntity(Entity* entity, const SystemAddress& sysAddr) {
if (entity->GetNetworkId() == 0)
{
return;
}
RakNet::BitStream stream;
stream.Write(static_cast<char>(ID_REPLICA_MANAGER_DESTRUCTION));
stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
Game::server->Send(&stream, sysAddr, sysAddr == UNASSIGNED_SYSTEM_ADDRESS);
for (auto* player : Player::GetAllPlayers())
{
if (!player->GetPlayerReadyForUpdates())
{
player->RemoveLimboConstruction(entity->GetObjectID());
}
}
}
void EntityManager::SerializeEntity(Entity* entity) {
if (entity->GetNetworkId() == 0)
{
return;
}
if (std::find(m_EntitiesToSerialize.begin(), m_EntitiesToSerialize.end(), entity->GetObjectID()) == m_EntitiesToSerialize.end())
{
m_EntitiesToSerialize.push_back(entity->GetObjectID());
}
//PacketUtils::SavePacket(std::to_string(m_SerializationCounter) + "_[27]_"+std::to_string(entity->GetObjectID()) + ".bin", (char*)stream.GetData(), stream.GetNumberOfBytesUsed());
}
void EntityManager::DestructAllEntities(const SystemAddress& sysAddr) {
for (const auto& e : m_Entities) {
DestructEntity(e.second, sysAddr);
}
}
void EntityManager::SetGhostDistanceMax(float value)
{
m_GhostDistanceMaxSquared = value * value;
}
float EntityManager::GetGhostDistanceMax() const
{
return std::sqrt(m_GhostDistanceMaxSquared);
}
void EntityManager::SetGhostDistanceMin(float value)
{
m_GhostDistanceMinSqaured = value * value;
}
float EntityManager::GetGhostDistanceMin() const
{
return std::sqrt(m_GhostDistanceMinSqaured);
}
void EntityManager::QueueGhostUpdate(LWOOBJID playerID)
{
const auto& iter = std::find(m_PlayersToUpdateGhosting.begin(), m_PlayersToUpdateGhosting.end(), playerID);
if (iter == m_PlayersToUpdateGhosting.end())
{
m_PlayersToUpdateGhosting.push_back(playerID);
}
}
void EntityManager::UpdateGhosting()
{
for (const auto playerID : m_PlayersToUpdateGhosting)
{
auto* player = Player::GetPlayer(playerID);
if (player == nullptr)
{
continue;
}
UpdateGhosting(player);
}
m_PlayersToUpdateGhosting.clear();
}
void EntityManager::UpdateGhosting(Player* player)
{
if (player == nullptr)
{
return;
}
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr)
{
return;
}
const auto& referencePoint = player->GetGhostReferencePoint();
const auto isOverride = player->GetGhostOverride();
for (auto* entity : m_EntitiesToGhost)
{
const auto isAudioEmitter = entity->GetLOT() == 6368;
const auto& entityPoint = entity->GetPosition();
const int32_t id = entity->GetObjectID();
const auto observed = player->IsObserved(id);
const auto distance = NiPoint3::DistanceSquared(referencePoint, entityPoint);
auto ghostingDistanceMax = m_GhostDistanceMaxSquared;
auto ghostingDistanceMin = m_GhostDistanceMinSqaured;
if (isAudioEmitter)
{
ghostingDistanceMax = ghostingDistanceMin;
}
if (observed && distance > ghostingDistanceMax && !isOverride)
{
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();
}