mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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* feat(Code/Compression): Move packets compression from map to network thread. * Code style fix * Remove unicode letter
386 lines
14 KiB
C++
386 lines
14 KiB
C++
/*
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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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#include "GridNotifiers.h"
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#include "Map.h"
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#include "ObjectAccessor.h"
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#include "SpellMgr.h"
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#include "Transport.h"
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#include "UpdateData.h"
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#include "WorldPacket.h"
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using namespace Acore;
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void VisibleNotifier::Visit(GameObjectMapType& m)
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{
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for (GameObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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GameObject* go = iter->GetSource();
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if (i_largeOnly != go->IsVisibilityOverridden())
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continue;
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vis_guids.erase(go->GetGUID());
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i_player.UpdateVisibilityOf(go, i_data, i_visibleNow);
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}
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}
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void VisibleNotifier::SendToSelf()
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{
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// at this moment i_clientGUIDs have guids that not iterate at grid level checks
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// but exist one case when this possible and object not out of range: transports
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if (Transport* transport = i_player.GetTransport())
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for (Transport::PassengerSet::const_iterator itr = transport->GetPassengers().begin(); itr != transport->GetPassengers().end(); ++itr)
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{
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if (i_largeOnly != (*itr)->IsVisibilityOverridden())
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continue;
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if (vis_guids.find((*itr)->GetGUID()) != vis_guids.end())
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{
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vis_guids.erase((*itr)->GetGUID());
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switch ((*itr)->GetTypeId())
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{
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case TYPEID_GAMEOBJECT:
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i_player.UpdateVisibilityOf((*itr)->ToGameObject(), i_data, i_visibleNow);
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break;
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case TYPEID_PLAYER:
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i_player.UpdateVisibilityOf((*itr)->ToPlayer(), i_data, i_visibleNow);
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(*itr)->ToPlayer()->UpdateVisibilityOf(&i_player);
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break;
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case TYPEID_UNIT:
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i_player.UpdateVisibilityOf((*itr)->ToCreature(), i_data, i_visibleNow);
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break;
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default:
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break;
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}
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}
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}
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for (GuidUnorderedSet::const_iterator it = vis_guids.begin(); it != vis_guids.end(); ++it)
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{
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if (WorldObject* obj = ObjectAccessor::GetWorldObject(i_player, *it))
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{
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if (i_largeOnly != obj->IsVisibilityOverridden())
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continue;
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}
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// pussywizard: static transports are removed only in RemovePlayerFromMap and here if can no longer detect (eg. phase changed)
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if ((*it).IsTransport())
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if (GameObject* staticTrans = i_player.GetMap()->GetGameObject(*it))
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if (i_player.CanSeeOrDetect(staticTrans, false, true))
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continue;
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i_player.m_clientGUIDs.erase(*it);
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i_data.AddOutOfRangeGUID(*it);
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if ((*it).IsPlayer())
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{
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Player* player = ObjectAccessor::FindPlayer(*it);
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if (player && player->IsInMap(&i_player))
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player->UpdateVisibilityOf(&i_player);
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}
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}
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if (!i_data.HasData())
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return;
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WorldPacket packet;
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i_data.BuildPacket(packet);
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i_player.GetSession()->SendPacket(&packet);
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for (std::vector<Unit*>::const_iterator it = i_visibleNow.begin(); it != i_visibleNow.end(); ++it)
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{
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if (i_largeOnly != (*it)->IsVisibilityOverridden())
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continue;
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i_player.GetInitialVisiblePackets(*it);
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}
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}
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void VisibleChangesNotifier::Visit(PlayerMapType& m)
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{
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for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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if (iter->GetSource() == &i_object)
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continue;
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iter->GetSource()->UpdateVisibilityOf(&i_object);
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if (iter->GetSource()->HasSharedVision())
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for (SharedVisionList::const_iterator i = iter->GetSource()->GetSharedVisionList().begin(); i != iter->GetSource()->GetSharedVisionList().end(); ++i)
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if ((*i)->m_seer == iter->GetSource())
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(*i)->UpdateVisibilityOf(&i_object);
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}
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}
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void VisibleChangesNotifier::Visit(CreatureMapType& m)
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{
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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if (iter->GetSource()->HasSharedVision())
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for (SharedVisionList::const_iterator i = iter->GetSource()->GetSharedVisionList().begin(); i != iter->GetSource()->GetSharedVisionList().end(); ++i)
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if ((*i)->m_seer == iter->GetSource())
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(*i)->UpdateVisibilityOf(&i_object);
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}
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void VisibleChangesNotifier::Visit(DynamicObjectMapType& m)
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{
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for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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if (iter->GetSource()->GetCasterGUID().IsPlayer())
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if (Unit* caster = iter->GetSource()->GetCaster())
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if (Player* player = caster->ToPlayer())
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if (player->m_seer == iter->GetSource())
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player->UpdateVisibilityOf(&i_object);
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}
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inline void CreatureUnitRelocationWorker(Creature* c, Unit* u)
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{
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if (!u->IsAlive() || !c->IsAlive() || c == u || u->IsInFlight())
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{
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return;
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}
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if (!c->HasUnitState(UNIT_STATE_SIGHTLESS))
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{
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if (c->IsAIEnabled && c->CanSeeOrDetect(u, false, true))
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{
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c->AI()->MoveInLineOfSight_Safe(u);
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}
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else if (u->GetTypeId() == TYPEID_PLAYER && u->HasStealthAura() && c->IsAIEnabled && c->CanSeeOrDetect(u, false, true, true))
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{
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c->AI()->TriggerAlert(u);
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}
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}
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}
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void PlayerRelocationNotifier::Visit(PlayerMapType& m)
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{
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for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Player* player = iter->GetSource();
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vis_guids.erase(player->GetGUID());
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i_player.UpdateVisibilityOf(player, i_data, i_visibleNow);
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player->UpdateVisibilityOf(&i_player); // this notifier with different Visit(PlayerMapType&) than VisibleNotifier is needed to update visibility of self for other players when we move (eg. stealth detection changes)
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}
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}
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void CreatureRelocationNotifier::Visit(PlayerMapType& m)
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{
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for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Player* player = iter->GetSource();
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// NOTIFY_VISIBILITY_CHANGED does not guarantee that player will do it himself (because distance is also checked), but screw it, it's not that important
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if (!player->m_seer->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
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player->UpdateVisibilityOf(&i_creature);
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// NOTIFY_AI_RELOCATION does not guarantee that player will do it himself (because distance is also checked), but screw it, it's not that important
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if (!player->m_seer->isNeedNotify(NOTIFY_AI_RELOCATION) && !i_creature.IsMoveInLineOfSightStrictlyDisabled())
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CreatureUnitRelocationWorker(&i_creature, player);
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}
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}
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void AIRelocationNotifier::Visit(CreatureMapType& m)
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{
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bool self = isCreature && !((Creature*)(&i_unit))->IsMoveInLineOfSightStrictlyDisabled();
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Creature* c = iter->GetSource();
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// NOTIFY_VISIBILITY_CHANGED | NOTIFY_AI_RELOCATION does not guarantee that unit will do it itself (because distance is also checked), but screw it, it's not that important
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if (!c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED | NOTIFY_AI_RELOCATION) && !c->IsMoveInLineOfSightStrictlyDisabled())
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CreatureUnitRelocationWorker(c, &i_unit);
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if (self)
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CreatureUnitRelocationWorker((Creature*)&i_unit, c);
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}
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}
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void MessageDistDeliverer::Visit(PlayerMapType& m)
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{
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for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Player* target = iter->GetSource();
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if (!target->InSamePhase(i_phaseMask))
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continue;
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if (target->GetExactDist2dSq(i_source) > i_distSq)
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continue;
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// Send packet to all who are sharing the player's vision
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if (target->HasSharedVision())
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{
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SharedVisionList::const_iterator i = target->GetSharedVisionList().begin();
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for (; i != target->GetSharedVisionList().end(); ++i)
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if ((*i)->m_seer == target)
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SendPacket(*i);
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}
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if (target->m_seer == target || target->GetVehicle())
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SendPacket(target);
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}
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}
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void MessageDistDeliverer::Visit(CreatureMapType& m)
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{
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Creature* target = iter->GetSource();
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if (!target->HasSharedVision() || !target->InSamePhase(i_phaseMask))
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continue;
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if (target->GetExactDist2dSq(i_source) > i_distSq)
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continue;
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// Send packet to all who are sharing the creature's vision
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SharedVisionList::const_iterator i = target->GetSharedVisionList().begin();
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for (; i != target->GetSharedVisionList().end(); ++i)
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if ((*i)->m_seer == target)
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SendPacket(*i);
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}
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}
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void MessageDistDeliverer::Visit(DynamicObjectMapType& m)
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{
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for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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DynamicObject* target = iter->GetSource();
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if (!target->GetCasterGUID().IsPlayer() || !target->InSamePhase(i_phaseMask))
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continue;
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// Xinef: Check whether the dynobject allows to see through it
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if (!target->IsViewpoint())
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continue;
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if (target->GetExactDist2dSq(i_source) > i_distSq)
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continue;
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// Send packet back to the caster if the caster has vision of dynamic object
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Player* caster = (Player*)target->GetCaster();
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if (caster && caster->m_seer == target)
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SendPacket(caster);
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}
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}
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void MessageDistDelivererToHostile::Visit(PlayerMapType& m)
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{
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for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Player* target = iter->GetSource();
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if (!target->InSamePhase(i_phaseMask))
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continue;
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if (target->GetExactDist2dSq(i_source) > i_distSq)
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continue;
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// Send packet to all who are sharing the player's vision
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if (target->HasSharedVision())
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{
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SharedVisionList::const_iterator i = target->GetSharedVisionList().begin();
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for (; i != target->GetSharedVisionList().end(); ++i)
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if ((*i)->m_seer == target)
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SendPacket(*i);
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}
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if (target->m_seer == target || target->GetVehicle())
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SendPacket(target);
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}
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}
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void MessageDistDelivererToHostile::Visit(CreatureMapType& m)
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{
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Creature* target = iter->GetSource();
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if (!target->HasSharedVision() || !target->InSamePhase(i_phaseMask))
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continue;
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if (target->GetExactDist2dSq(i_source) > i_distSq)
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continue;
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// Send packet to all who are sharing the creature's vision
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SharedVisionList::const_iterator i = target->GetSharedVisionList().begin();
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for (; i != target->GetSharedVisionList().end(); ++i)
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if ((*i)->m_seer == target)
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SendPacket(*i);
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}
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}
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void MessageDistDelivererToHostile::Visit(DynamicObjectMapType& m)
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{
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for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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DynamicObject* target = iter->GetSource();
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if (!target->GetCasterGUID().IsPlayer() || !target->InSamePhase(i_phaseMask))
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continue;
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if (target->GetExactDist2dSq(i_source) > i_distSq)
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continue;
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// Send packet back to the caster if the caster has vision of dynamic object
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Player* caster = (Player*)target->GetCaster();
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if (caster && caster->m_seer == target)
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SendPacket(caster);
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}
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}
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template<class T>
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void ObjectUpdater::Visit(GridRefMgr<T>& m)
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{
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T* obj;
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for (typename GridRefMgr<T>::iterator iter = m.begin(); iter != m.end(); )
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{
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obj = iter->GetSource();
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++iter;
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if (obj->IsInWorld() && (i_largeOnly == obj->IsVisibilityOverridden()))
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obj->Update(i_timeDiff);
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}
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}
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bool AnyDeadUnitObjectInRangeCheck::operator()(Player* u)
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{
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return !u->IsAlive() && !u->HasAuraType(SPELL_AURA_GHOST) && i_searchObj->IsWithinDistInMap(u, i_range);
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}
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bool AnyDeadUnitObjectInRangeCheck::operator()(Corpse* u)
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{
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return u->GetType() != CORPSE_BONES && i_searchObj->IsWithinDistInMap(u, i_range);
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}
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bool AnyDeadUnitObjectInRangeCheck::operator()(Creature* u)
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{
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return !u->IsAlive() && i_searchObj->IsWithinDistInMap(u, i_range);
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}
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bool AnyDeadUnitSpellTargetInRangeCheck::operator()(Player* u)
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{
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return AnyDeadUnitObjectInRangeCheck::operator()(u) && i_check(u);
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}
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bool AnyDeadUnitSpellTargetInRangeCheck::operator()(Corpse* u)
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{
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return AnyDeadUnitObjectInRangeCheck::operator()(u) && i_check(u);
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}
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bool AnyDeadUnitSpellTargetInRangeCheck::operator()(Creature* u)
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{
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return AnyDeadUnitObjectInRangeCheck::operator()(u) && i_check(u);
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}
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template void ObjectUpdater::Visit<Creature>(CreatureMapType&);
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template void ObjectUpdater::Visit<GameObject>(GameObjectMapType&);
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template void ObjectUpdater::Visit<DynamicObject>(DynamicObjectMapType&);
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