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mirror of https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git synced 2025-07-17 02:51:27 +00:00

Track NPC clones

Manual state management in python was kind of fiddly, so let's track all
avatar clones in the NetApp and unload them as needed. This also seems to
fix a potential bug in plNPCSpawnMod (is that even used?).
This commit is contained in:
2012-05-06 19:22:03 -04:00
parent b8b8e6d730
commit 3b69a4aee3
10 changed files with 89 additions and 54 deletions

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@ -223,6 +223,7 @@ void plNCAgeLeaver::ExecNextOp () {
plAgeLoader::GetInstance()->UnloadAge(); // unload age
nc->ISendCameraReset(false/*leaving age*/); // reset camera
nc->IUnloadRemotePlayers(); // unload other players
nc->IUnloadNPCs(); // unload non-player clones
if (NetCommNeedToLoadAvatar())
am->UnLoadLocalPlayer();

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@ -181,13 +181,9 @@ void plNetClientMgr::Shutdown()
plNetLinkingMgr::GetInstance()->LeaveAge(true);
// release existing remote players
int i;
for (i=0;i<RemotePlayerKeys().size();i++)
{
plKey k=RemotePlayerKeys()[i];
plAvatarMgr::GetInstance()->UnLoadRemotePlayer(k);
}
// release all avatar clones
IUnloadRemotePlayers();
IUnloadNPCs();
// Finally, pump the dispatch system so all the new refs get delivered.
plgDispatch::Dispatch()->MsgQueueProcess();
@ -197,7 +193,7 @@ void plNetClientMgr::Shutdown()
delete fMsgRecorder;
fMsgRecorder = nil;
}
for (i = 0; i < fMsgPlayers.size(); i++)
for (int i = 0; i < fMsgPlayers.size(); i++)
delete fMsgPlayers[i];
fMsgPlayers.clear();
@ -424,9 +420,19 @@ int plNetClientMgr::IPrepMsg(plNetMessage* msg)
//
void plNetClientMgr::IUnloadRemotePlayers()
{
for(int i=RemotePlayerKeys().size()-1;i>=0;i--)
plAvatarMgr::GetInstance()->UnLoadRemotePlayer(RemotePlayerKeys()[i]);
hsAssert(!RemotePlayerKeys().size(),"Still remote players left when linking out");
for (size_t i = fRemotePlayerKeys.size(); i > 0; --i)
plAvatarMgr::GetInstance()->UnLoadAvatar(fRemotePlayerKeys[i-1], true);
hsAssert(fRemotePlayerKeys.empty(), "Still remote players left when linking out");
}
//
// unload NPCs since we're leaving the age
//
void plNetClientMgr::IUnloadNPCs()
{
for (size_t i = fNPCKeys.size(); i > 0; --i)
plAvatarMgr::GetInstance()->UnLoadAvatar(fNPCKeys[i-1], false);
hsAssert(fNPCKeys.empty(), "Still npcs left when linking out");
}
//
@ -853,6 +859,31 @@ plSynchedObject* plNetClientMgr::GetLocalPlayer(hsBool forceLoad) const
plSynchedObject::ConvertNoRef(fLocalPlayerKey->ObjectIsLoaded()) : nil;
}
plSynchedObject* plNetClientMgr::GetNPC(uint32_t i) const
{
return fNPCKeys[i] ? plSynchedObject::ConvertNoRef(fNPCKeys[i]->ObjectIsLoaded()) : nil;
}
void plNetClientMgr::AddNPCKey(const plKey& npc)
{
// note: npc keys have little sanity checking...
hsAssert(npc, "adding nil npc key? naughty, naughty...");
fNPCKeys.push_back(npc);
}
bool plNetClientMgr::IsNPCKey(const plKey& npc, int* idx) const
{
if (npc)
{
plKeyVec::const_iterator it = std::find(fNPCKeys.begin(), fNPCKeys.end(), npc);
bool found = it != fNPCKeys.end();
if (idx)
*idx = found ? (it - fNPCKeys.begin()) : -1;
return found;
}
return false;
}
//
// return a ptr to a remote player
//

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@ -153,7 +153,7 @@ private:
// cached char info
plKey fLocalPlayerKey;
plKeyVec fRemotePlayerKeys;
// plKeyVec fNPCKeys;
plKeyVec fNPCKeys;
class plNetClientMgrMsg * fDisableMsg;
@ -222,6 +222,7 @@ private:
void IRemoveCloneRoom();
void IUnloadRemotePlayers();
void IUnloadNPCs();
plKey ILoadClone(plLoadCloneMsg *cloneMsg);
@ -309,9 +310,15 @@ public:
// avatar vault actions
int UploadPlayerVault(uint32_t vaultFlags);
// npc clones
const plKeyVec& NPCKeys() const { return fNPCKeys; }
plSynchedObject* GetNPC(uint32_t i) const;
void AddNPCKey(const plKey& npc);
bool IsNPCKey(const plKey& npc, int* idx=nil) const;
// remote players
const std::vector<plKey>& RemotePlayerKeys() const { return fRemotePlayerKeys; }
const plKeyVec& RemotePlayerKeys() const { return fRemotePlayerKeys; }
plSynchedObject* GetRemotePlayer(int i) const;
void AddRemotePlayerKey(plKey p);
hsBool IsRemotePlayerKey(const plKey p, int* idx=nil);

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@ -113,13 +113,16 @@ plKey plNetClientMgr::ILoadClone(plLoadCloneMsg *pCloneMsg)
// check if local or remote player before loading
plLoadAvatarMsg* loadAvMsg=plLoadAvatarMsg::ConvertNoRef(pCloneMsg);
if (loadAvMsg && loadAvMsg->GetIsPlayer())
if (loadAvMsg)
{
bool originating = ( pCloneMsg->GetOriginatingPlayerID() == this->GetPlayerID() );
if (originating)
fLocalPlayerKey = cloneKey;
else
AddRemotePlayerKey(cloneKey);
if (loadAvMsg->GetIsPlayer())
if (originating)
fLocalPlayerKey = cloneKey;
else
AddRemotePlayerKey(cloneKey);
else // hey, we got a quab or yeesha... or some other such devilry...
AddNPCKey(cloneKey);
}
plKey cloneNodeKey = hsgResMgr::ResMgr()->FindKey(kNetClientCloneRoom_KEY);
@ -139,6 +142,12 @@ plKey plNetClientMgr::ILoadClone(plLoadCloneMsg *pCloneMsg)
return cloneKey;
}
// need to drop our ref if it's an NPC
// remote players handled by plPlayerPageMsg--don't sweat that
plKeyVec::iterator it = std::find(fNPCKeys.begin(), fNPCKeys.end(), cloneKey);
if (it != fNPCKeys.end())
fNPCKeys.erase(it);
ICheckPendingStateLoad(hsTimer::GetSysSeconds());
plSynchEnabler p(false); // turn off dirty tracking while in this function