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Improved handling of actors in zones generally

This commit is contained in:
Mordred 2018-03-17 18:06:13 +01:00
parent c92ee8b7cd
commit fcc27defef
3 changed files with 20 additions and 13 deletions

View file

@ -3,6 +3,10 @@
#include "Actor/Chara.h"
#include "Forwards.h"
#include "Zone.h"
#include <Logging/Logger.h>
#include "Framework.h"
extern Core::Framework g_fw;
// TODO: the entire zone / areahandling is a bit outdated ( in parts i used this for the 1.0 iteration )
// likely this could be greatly improved or redone
@ -32,6 +36,8 @@ void Core::Cell::init( uint32_t x, uint32_t y, ZonePtr pZone )
void Core::Cell::addActor( Entity::ActorPtr pAct )
{
auto pLog = g_fw.get< Core::Logger >();
pLog->debug( "Adding actor to cell in " + this->m_pZone->getName() );
if( pAct->isPlayer() )
++m_playerCount;
@ -40,6 +46,8 @@ void Core::Cell::addActor( Entity::ActorPtr pAct )
void Core::Cell::removeActor( Entity::ActorPtr pAct )
{
auto pLog = g_fw.get< Core::Logger >();
pLog->debug( "Removing actor from cell in " + this->m_pZone->getName() );
if( pAct->isPlayer() )
--m_playerCount;

View file

@ -314,6 +314,7 @@ Core::TerritoryMgr::InstanceIdList Core::TerritoryMgr::getInstanceContentIdList(
bool Core::TerritoryMgr::movePlayer( uint32_t territoryId, Core::Entity::PlayerPtr pPlayer )
{
auto pZone = getZoneByTerriId( territoryId );
assert( pZone );
return movePlayer( pZone, pPlayer );
}
@ -333,8 +334,8 @@ bool Core::TerritoryMgr::movePlayer( ZonePtr pZone, Core::Entity::PlayerPtr pPla
// mark character as zoning in progress
pPlayer->setLoadingComplete( false );
if( pPlayer->getLastPing() != 0 )
pPlayer->getCurrentZone()->removeActor( pPlayer );
//if( pPlayer->getLastPing() != 0 )
// pPlayer->getCurrentZone()->removeActor( pPlayer );
pPlayer->setCurrentZone( pZone );
pZone->pushActor( pPlayer );

View file

@ -225,15 +225,14 @@ void Core::Zone::pushActor( Entity::ActorPtr pActor )
void Core::Zone::removeActor( Entity::ActorPtr pActor )
{
float mx = pActor->getPos().x;
float my = pActor->getPos().z;
uint32_t cx = getPosX( mx );
uint32_t cy = getPosY( my );
/* TODO: have to wait and see if removal of this actually breaks anything
this however is potentially removing a player from a zone he does not belong to */
//auto pCell = pActor->getCellPtr();
//if( pCell )
//{
// pCell->removeActor( pActor );
// pCell = nullptr;
//}
Cell* pCell = getCellPtr(cx, cy);
if( pCell && pCell->hasActor( pActor ) )
pCell->removeActor( pActor );
if( pActor->isPlayer() )
{
@ -418,8 +417,7 @@ void Core::Zone::updateSessions( bool changedWeather )
// this session is not linked to this area anymore, remove it from zone session list
if( ( !pPlayer->getCurrentZone() ) || ( pPlayer->getCurrentZone() != shared_from_this() ) )
{
if( pPlayer->getCellPtr() )
removeActor( pSession->getPlayer() );
removeActor( pSession->getPlayer() );
it = m_sessionSet.erase(it );
continue;
@ -543,7 +541,7 @@ void Core::Zone::updateActorPosition( Entity::Actor &actor )
if( pOldCell )
{
auto pLog = g_fw.get< Logger >();
pLog->debug( std::string( __FUNCTION__ ) + "removeActor" );
pLog->debug( std::string( __FUNCTION__ ) + " -> removeActor() ...moving cell..." );
pOldCell->removeActor( actor.shared_from_this() );
}