More cleanup of grid system.
This commit is contained in:
@@ -22,24 +22,24 @@
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#include "Log.h"
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#include "Log.h"
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void
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void
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InvalidState::Update(Map &, NGridType &, GridInfo &, const uint32 /*x*/, const uint32 /*y*/, const uint32) const
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InvalidState::Update(Map &, NGridType &, GridInfo &, const uint32) const
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{
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{
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}
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}
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void
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void
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ActiveState::Update(Map &m, NGridType &grid, GridInfo & info, const uint32 x, const uint32 y, const uint32 t_diff) const
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ActiveState::Update(Map &m, NGridType &grid, GridInfo & info, const uint32 t_diff) const
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{
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{
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// Only check grid activity every (grid_expiry/10) ms, because it's really useless to do it every cycle
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// Only check grid activity every (grid_expiry/10) ms, because it's really useless to do it every cycle
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info.UpdateTimeTracker(t_diff);
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info.UpdateTimeTracker(t_diff);
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if (info.getTimeTracker().Passed())
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if (info.getTimeTracker().Passed())
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{
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{
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if (grid.ActiveObjectsInGrid() == 0 && !m.ActiveObjectsNearGrid(x, y))
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if (grid.ActiveObjectsInGrid() == 0 && !m.ActiveObjectsNearGrid(grid))
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{
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{
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ObjectGridStoper worker;
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ObjectGridStoper worker;
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TypeContainerVisitor<ObjectGridStoper, GridTypeMapContainer> visitor(worker);
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TypeContainerVisitor<ObjectGridStoper, GridTypeMapContainer> visitor(worker);
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grid.VisitAllGrids(visitor);
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grid.VisitAllGrids(visitor);
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grid.SetGridState(GRID_STATE_IDLE);
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grid.SetGridState(GRID_STATE_IDLE);
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sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u, %u] on map %u moved to IDLE state", x, y, m.GetId());
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sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u, %u] on map %u moved to IDLE state", grid.getX(), grid.getY(), m.GetId());
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}
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}
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else
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else
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{
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{
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@@ -49,24 +49,24 @@ ActiveState::Update(Map &m, NGridType &grid, GridInfo & info, const uint32 x, co
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}
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}
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void
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void
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IdleState::Update(Map &m, NGridType &grid, GridInfo &, const uint32 x, const uint32 y, const uint32) const
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IdleState::Update(Map &m, NGridType &grid, GridInfo &, const uint32) const
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{
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{
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m.ResetGridExpiry(grid);
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m.ResetGridExpiry(grid);
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grid.SetGridState(GRID_STATE_REMOVAL);
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grid.SetGridState(GRID_STATE_REMOVAL);
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sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u, %u] on map %u moved to REMOVAL state", x, y, m.GetId());
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sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u, %u] on map %u moved to REMOVAL state", grid.getX(), grid.getY(), m.GetId());
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}
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}
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void
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void
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RemovalState::Update(Map &m, NGridType &grid, GridInfo &info, const uint32 x, const uint32 y, const uint32 t_diff) const
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RemovalState::Update(Map &m, NGridType &grid, GridInfo &info, const uint32 t_diff) const
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{
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{
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if (!info.getUnloadLock())
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if (!info.getUnloadLock())
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{
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{
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info.UpdateTimeTracker(t_diff);
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info.UpdateTimeTracker(t_diff);
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if (info.getTimeTracker().Passed())
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if (info.getTimeTracker().Passed())
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{
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{
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if (!m.UnloadGrid(x, y, false))
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if (!m.UnloadGrid(grid, false))
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{
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{
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sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u, %u] for map %u differed unloading due to players or active objects nearby", x, y, m.GetId());
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sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u, %u] for map %u differed unloading due to players or active objects nearby", grid.getX(), grid.getY(), m.GetId());
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m.ResetGridExpiry(grid);
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m.ResetGridExpiry(grid);
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}
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}
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}
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}
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@@ -40,35 +40,31 @@ class GridState
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void setMagic() { i_Magic = MAGIC_TESTVAL; }
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void setMagic() { i_Magic = MAGIC_TESTVAL; }
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unsigned int i_Magic;
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unsigned int i_Magic;
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#endif
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#endif
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virtual void Update(Map &, NGridType&, GridInfo &, const uint32 x, const uint32 y, const uint32 t_diff) const = 0;
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virtual void Update(Map &, NGridType&, GridInfo &, const uint32 t_diff) const = 0;
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};
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};
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class InvalidState : public GridState
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class InvalidState : public GridState
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{
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{
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public:
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public:
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void Update(Map &, NGridType &, GridInfo &, const uint32 t_diff) const;
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void Update(Map &, NGridType &, GridInfo &, const uint32 x, const uint32 y, const uint32 t_diff) const;
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};
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};
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class ActiveState : public GridState
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class ActiveState : public GridState
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{
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{
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public:
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public:
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void Update(Map &, NGridType &, GridInfo &, const uint32 t_diff) const;
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void Update(Map &, NGridType &, GridInfo &, const uint32 x, const uint32 y, const uint32 t_diff) const;
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};
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};
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class IdleState : public GridState
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class IdleState : public GridState
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{
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{
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public:
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public:
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void Update(Map &, NGridType &, GridInfo &, const uint32 t_diff) const;
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void Update(Map &, NGridType &, GridInfo &, const uint32 x, const uint32 y, const uint32 t_diff) const;
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};
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};
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class RemovalState : public GridState
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class RemovalState : public GridState
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{
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{
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public:
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public:
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void Update(Map &, NGridType &, GridInfo &, const uint32 t_diff) const;
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void Update(Map &, NGridType &, GridInfo &, const uint32 x, const uint32 y, const uint32 t_diff) const;
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};
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};
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#endif
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#endif
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@@ -934,13 +934,13 @@ bool Map::CreatureRespawnRelocation(Creature* c, bool diffGridOnly)
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return false;
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return false;
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}
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}
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bool Map::UnloadGrid(const uint32 x, const uint32 y, bool unloadAll)
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bool Map::UnloadGrid(NGridType& ngrid, bool unloadAll)
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{
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{
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NGridType *grid = getNGrid(x, y);
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const uint32 x = ngrid.getX();
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ASSERT(grid != NULL);
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const uint32 y = ngrid.getY();
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{
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{
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if (!unloadAll && ActiveObjectsNearGrid(x, y))
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if (!unloadAll && ActiveObjectsNearGrid(ngrid))
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return false;
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return false;
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sLog->outDebug(LOG_FILTER_MAPS, "Unloading grid[%u, %u] for map %u", x, y, GetId());
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sLog->outDebug(LOG_FILTER_MAPS, "Unloading grid[%u, %u] for map %u", x, y, GetId());
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@@ -954,7 +954,7 @@ bool Map::UnloadGrid(const uint32 x, const uint32 y, bool unloadAll)
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// move creatures to respawn grids if this is diff.grid or to remove list
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// move creatures to respawn grids if this is diff.grid or to remove list
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ObjectGridEvacuator worker;
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ObjectGridEvacuator worker;
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TypeContainerVisitor<ObjectGridEvacuator, GridTypeMapContainer> visitor(worker);
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TypeContainerVisitor<ObjectGridEvacuator, GridTypeMapContainer> visitor(worker);
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grid->VisitAllGrids(visitor);
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ngrid.VisitAllGrids(visitor);
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// Finish creature moves, remove and delete all creatures with delayed remove before unload
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// Finish creature moves, remove and delete all creatures with delayed remove before unload
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MoveAllCreaturesInMoveList();
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MoveAllCreaturesInMoveList();
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@@ -963,7 +963,7 @@ bool Map::UnloadGrid(const uint32 x, const uint32 y, bool unloadAll)
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{
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{
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ObjectGridCleaner worker;
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ObjectGridCleaner worker;
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TypeContainerVisitor<ObjectGridCleaner, GridTypeMapContainer> visitor(worker);
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TypeContainerVisitor<ObjectGridCleaner, GridTypeMapContainer> visitor(worker);
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grid->VisitAllGrids(visitor);
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ngrid.VisitAllGrids(visitor);
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}
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}
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RemoveAllObjectsInRemoveList();
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RemoveAllObjectsInRemoveList();
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@@ -971,12 +971,12 @@ bool Map::UnloadGrid(const uint32 x, const uint32 y, bool unloadAll)
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{
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{
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ObjectGridUnloader worker;
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ObjectGridUnloader worker;
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TypeContainerVisitor<ObjectGridUnloader, GridTypeMapContainer> visitor(worker);
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TypeContainerVisitor<ObjectGridUnloader, GridTypeMapContainer> visitor(worker);
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grid->VisitAllGrids(visitor);
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ngrid.VisitAllGrids(visitor);
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}
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}
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ASSERT(i_objectsToRemove.empty());
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ASSERT(i_objectsToRemove.empty());
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delete grid;
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delete &ngrid;
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setNGrid(NULL, x, y);
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setNGrid(NULL, x, y);
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}
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}
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int gx = (MAX_NUMBER_OF_GRIDS - 1) - x;
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int gx = (MAX_NUMBER_OF_GRIDS - 1) - x;
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@@ -1030,7 +1030,7 @@ void Map::UnloadAll()
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{
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{
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NGridType &grid(*i->getSource());
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NGridType &grid(*i->getSource());
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++i;
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++i;
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UnloadGrid(grid.getX(), grid.getY(), true); // deletes the grid and removes it from the GridRefManager
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UnloadGrid(grid, true); // deletes the grid and removes it from the GridRefManager
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}
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}
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}
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}
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@@ -1989,7 +1989,7 @@ void Map::DelayedUpdate(const uint32 t_diff)
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GridInfo* info = i->getSource()->getGridInfoRef();
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GridInfo* info = i->getSource()->getGridInfoRef();
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++i; // The update might delete the map and we need the next map before the iterator gets invalid
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++i; // The update might delete the map and we need the next map before the iterator gets invalid
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ASSERT(grid->GetGridState() >= 0 && grid->GetGridState() < MAX_GRID_STATE);
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ASSERT(grid->GetGridState() >= 0 && grid->GetGridState() < MAX_GRID_STATE);
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si_GridStates[grid->GetGridState()]->Update(*this, *grid, *info, grid->getX(), grid->getY(), t_diff);
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si_GridStates[grid->GetGridState()]->Update(*this, *grid, *info, t_diff);
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}
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}
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}
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}
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}
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}
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@@ -2092,11 +2092,9 @@ void Map::SendToPlayers(WorldPacket const* data) const
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itr->getSource()->GetSession()->SendPacket(data);
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itr->getSource()->GetSession()->SendPacket(data);
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}
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}
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bool Map::ActiveObjectsNearGrid(uint32 x, uint32 y) const
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bool Map::ActiveObjectsNearGrid(NGridType const& ngrid) const
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{
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{
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ASSERT(x < MAX_NUMBER_OF_GRIDS && y < MAX_NUMBER_OF_GRIDS);
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CellCoord cell_min(ngrid.getX() * MAX_NUMBER_OF_CELLS, ngrid.getY() * MAX_NUMBER_OF_CELLS);
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CellCoord cell_min(x*MAX_NUMBER_OF_CELLS, y*MAX_NUMBER_OF_CELLS);
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CellCoord cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS);
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CellCoord cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS);
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//we must find visible range in cells so we unload only non-visible cells...
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//we must find visible range in cells so we unload only non-visible cells...
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@@ -275,7 +275,7 @@ class Map : public GridRefManager<NGridType>
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bool GetUnloadLock(const GridCoord &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); }
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bool GetUnloadLock(const GridCoord &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); }
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void SetUnloadLock(const GridCoord &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); }
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void SetUnloadLock(const GridCoord &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); }
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void LoadGrid(float x, float y);
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void LoadGrid(float x, float y);
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bool UnloadGrid(const uint32 x, const uint32 y, bool pForce);
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bool UnloadGrid(NGridType& ngrid, bool pForce);
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virtual void UnloadAll();
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virtual void UnloadAll();
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void ResetGridExpiry(NGridType &grid, float factor = 1) const
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void ResetGridExpiry(NGridType &grid, float factor = 1) const
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@@ -379,7 +379,7 @@ class Map : public GridRefManager<NGridType>
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bool HavePlayers() const { return !m_mapRefManager.isEmpty(); }
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bool HavePlayers() const { return !m_mapRefManager.isEmpty(); }
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uint32 GetPlayersCountExceptGMs() const;
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uint32 GetPlayersCountExceptGMs() const;
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bool ActiveObjectsNearGrid(uint32 x, uint32 y) const;
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bool ActiveObjectsNearGrid(NGridType const& ngrid) const;
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void AddWorldObject(WorldObject* obj) { i_worldObjects.insert(obj); }
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void AddWorldObject(WorldObject* obj) { i_worldObjects.insert(obj); }
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void RemoveWorldObject(WorldObject* obj) { i_worldObjects.erase(obj); }
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void RemoveWorldObject(WorldObject* obj) { i_worldObjects.erase(obj); }
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