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feat(Core/Visibility): Visibility improvements part 1 (#22624)
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src/server/game/Entities/Object/ObjectVisibilityContainer.h
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101
src/server/game/Entities/Object/ObjectVisibilityContainer.h
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/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _OBJECTVISIBILITYCONTAINER_H
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#define _OBJECTVISIBILITYCONTAINER_H
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#include "Common.h"
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#include "ObjectGuid.h"
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#include <memory>
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#include <unordered_map>
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class Player;
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class WorldObject;
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typedef std::unordered_map<ObjectGuid, WorldObject*> VisibleWorldObjectsMap;
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typedef std::unordered_map<ObjectGuid, Player*> VisiblePlayersMap;
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// Class that manages the visibility containers of a worldobject
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class ObjectVisibilityContainer
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{
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public:
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ObjectVisibilityContainer(WorldObject* selfObject);
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~ObjectVisibilityContainer();
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// Creates the _visibleWorldObjectsMap map if we are a player
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void InitForPlayer();
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// Cleans up all visibility references from other worldobjects,
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// this is used before a worldobject is deleted to prevent any dangling references
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void CleanVisibilityReferences();
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void LinkWorldObjectVisibility(WorldObject* worldObject);
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void UnlinkWorldObjectVisibility(WorldObject* worldObject);
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// These helpers aren't ideal, but needed in a few spots for cleaning up references
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VisibleWorldObjectsMap::iterator UnlinkVisibilityFromPlayer(WorldObject* worldObject, VisibleWorldObjectsMap::iterator itr);
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VisiblePlayersMap::iterator UnlinkVisibilityFromWorldObject(Player* player, VisiblePlayersMap::iterator itr);
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// Returns a list of all players who can see us
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VisiblePlayersMap& GetVisiblePlayersMap() { return _visiblePlayersMap; }
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VisiblePlayersMap const& GetVisiblePlayersMap() const { return _visiblePlayersMap; }
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// Returns a list of all worldobjects who we can see
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// Warning: This is for player objects only, all other objects will return a nullptr
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VisibleWorldObjectsMap* GetVisibleWorldObjectsMap()
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{
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if (!_visibleWorldObjectsMap)
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return nullptr;
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return _visibleWorldObjectsMap.get();
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}
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VisibleWorldObjectsMap const* GetVisibleWorldObjectsMap() const
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{
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if (!_visibleWorldObjectsMap)
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return nullptr;
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return _visibleWorldObjectsMap.get();
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}
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private:
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// Directly removes visibility reference. This is to be ONLY used as
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// a more efficient method for cleaning up visibility references.
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// Warning: Improper use will leave dangling references and result in crashes.
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void DirectRemoveVisibilityReference(ObjectGuid guid);
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// Directly inserts player visibility reference.
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// Warning: Improper use will leave dangling references and result in crashes.
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void DirectInsertVisiblePlayerReference(Player* player);
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// Directly removes player visibility reference.
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// Warning: Improper use will leave dangling references and result in crashes.
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void DirectRemoveVisiblePlayerReference(ObjectGuid guid);
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WorldObject* _selfObject;
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// List of all worldobjects that are visible to us (including other players)
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// Only players contain this map, thus we will only allocate it as needed.
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std::unique_ptr<VisibleWorldObjectsMap> _visibleWorldObjectsMap;
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// List of players who are currently able to see this worldobject.
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// All worldobjects will contain this map
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VisiblePlayersMap _visiblePlayersMap;
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};
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#endif
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