Update visibility system

*visibility updates and ai relocations processed simultaneously for each grid
  *these operations now are not synchronized for different grids
  *some changes into structure of visibility notifiers

--HG--
branch : trunk
This commit is contained in:
silver1ce
2010-02-27 15:25:14 +02:00
parent 1815d19b85
commit fcaa318fb3
18 changed files with 290 additions and 475 deletions

View File

@@ -29,51 +29,8 @@
using namespace Trinity;
void
Player2PlayerNotifier::Visit(PlayerMapType &m)
{
for(PlayerMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
{
Player* plr = iter->getSource();
if(plr == &i_player)
continue;
vis_guids.erase(plr->GetGUID());
i_player.UpdateVisibilityOf(plr,i_data,i_visibleNow);
// force == true - update i_player visibility for all player in cell, ignore optimization flags.
if(!force && (plr->NotifyExecuted(NOTIFY_PLAYER_VISIBILITY) || plr->isNeedNotify(NOTIFY_PLAYER_VISIBILITY)))
continue;
plr->UpdateVisibilityOf(&i_player);
}
}
void
VisibleNotifier::SendToSelf()
{
for(Player::ClientGUIDs::const_iterator it = vis_guids.begin();it != vis_guids.end();++it)
{ //player guids processed in Player2PlayerNotifier
if(IS_PLAYER_GUID(*it))
continue;
i_player.m_clientGUIDs.erase(*it);
i_data.AddOutOfRangeGUID(*it);
}
if(!i_data.HasData())
return;
WorldPacket packet;
i_data.BuildPacket(&packet);
i_player.GetSession()->SendPacket(&packet);
for(std::set<Unit*>::const_iterator it = i_visibleNow.begin(); it != i_visibleNow.end(); ++it)
i_player.SendInitialVisiblePackets(*it);
}
void
Player2PlayerNotifier::SendToSelf()
{
// at this moment i_clientGUIDs have guids that not iterate at grid level checks
// but exist one case when this possible and object not out of range: transports
@@ -86,22 +43,22 @@ Player2PlayerNotifier::SendToSelf()
i_player.UpdateVisibilityOf((*itr), i_data, i_visibleNow);
if(!(*itr)->isNeedNotify(NOTIFY_PLAYER_VISIBILITY))
if(!(*itr)->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
(*itr)->UpdateVisibilityOf(&i_player);
}
}
for(Player::ClientGUIDs::const_iterator it = vis_guids.begin();it != vis_guids.end(); ++it)
{
//since its player-player notifier we work only with player guids
if(!IS_PLAYER_GUID(*it))
continue;
i_player.m_clientGUIDs.erase(*it);
i_data.AddOutOfRangeGUID(*it);
Player* plr = ObjectAccessor::FindPlayer(*it);
if(plr && plr->IsInWorld() && !plr->NotifyExecuted(NOTIFY_PLAYER_VISIBILITY) && !plr->isNeedNotify(NOTIFY_PLAYER_VISIBILITY))
plr->UpdateVisibilityOf(&i_player);
if(IS_PLAYER_GUID(*it))
{
Player* plr = ObjectAccessor::FindPlayer(*it);
if(plr && plr->IsInWorld() && !plr->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
plr->UpdateVisibilityOf(&i_player);
}
}
if(!i_data.HasData())
@@ -154,6 +111,135 @@ VisibleChangesNotifier::Visit(DynamicObjectMapType &m)
caster->UpdateVisibilityOf(&i_object);
}
inline void CreatureUnitRelocationWorker(Creature* c, Unit* u)
{
if(!u->isAlive() || !c->isAlive() || u->isInFlight())
return;
if(c->HasReactState(REACT_AGGRESSIVE) && !c->hasUnitState(UNIT_STAT_SIGHTLESS))
if(c->_IsWithinDist(u, c->m_SightDistance, true) && c->IsAIEnabled)
c->AI()->MoveInLineOfSight(u);
}
void PlayerRelocationNotifier::Visit(PlayerMapType &m)
{
for(PlayerMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
{
Player* plr = iter->getSource();
vis_guids.erase(plr->GetGUID());
i_player.UpdateVisibilityOf(plr,i_data,i_visibleNow);
if (plr->m_seer->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
continue;
plr->UpdateVisibilityOf(&i_player);
}
}
void PlayerRelocationNotifier::Visit(CreatureMapType &m)
{
bool relocated_for_ai = (&i_player == i_player.m_seer);
for(CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
{
Creature * c = iter->getSource();
vis_guids.erase(c->GetGUID());
i_player.UpdateVisibilityOf(c,i_data,i_visibleNow);
if (relocated_for_ai && !c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
CreatureUnitRelocationWorker(c, &i_player);
}
}
void CreatureRelocationNotifier::Visit(PlayerMapType &m)
{
for(PlayerMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
{
Player * pl = iter->getSource();
if(!pl->m_seer->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
pl->UpdateVisibilityOf(&i_creature);
CreatureUnitRelocationWorker(&i_creature, pl);
}
}
void CreatureRelocationNotifier::Visit(CreatureMapType &m)
{
if(!i_creature.isAlive())
return;
for(CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
{
Creature* c = iter->getSource();
CreatureUnitRelocationWorker(&i_creature, c);
if(!c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
CreatureUnitRelocationWorker(c, &i_creature);
}
}
void DelayedUnitRelocation::Visit(CreatureMapType &m)
{
for(CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
Creature * unit = iter->getSource();
if(!unit->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
continue;
CreatureRelocationNotifier relocate(*unit);
TypeContainerVisitor<CreatureRelocationNotifier, WorldTypeMapContainer > c2world_relocation(relocate);
TypeContainerVisitor<CreatureRelocationNotifier, GridTypeMapContainer > c2grid_relocation(relocate);
cell.Visit(p, c2world_relocation, i_map, *unit, i_radius);
cell.Visit(p, c2grid_relocation, i_map, *unit, i_radius);
}
}
void DelayedUnitRelocation::Visit(PlayerMapType &m)
{
for(PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
Player * player = iter->getSource();
WorldObject const *viewPoint = player->m_seer;
if(!viewPoint->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
continue;
if(player != viewPoint && !viewPoint->IsPositionValid())
continue;
CellPair pair2(Trinity::ComputeCellPair(viewPoint->GetPositionX(), viewPoint->GetPositionY()));
Cell cell2(pair2);
//cell.SetNoCreate(); need load cells around viewPoint or player, that's why its commented
PlayerRelocationNotifier relocate(*player);
TypeContainerVisitor<PlayerRelocationNotifier, WorldTypeMapContainer > c2world_relocation(relocate);
TypeContainerVisitor<PlayerRelocationNotifier, GridTypeMapContainer > c2grid_relocation(relocate);
cell2.Visit(pair2, c2world_relocation, i_map, *viewPoint, i_radius);
cell2.Visit(pair2, c2grid_relocation, i_map, *viewPoint, i_radius);
relocate.SendToSelf();
}
}
void AIRelocationNotifier::Visit(CreatureMapType &m)
{
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
Creature *c = iter->getSource();
CreatureUnitRelocationWorker(c, &i_unit);
if(isCreature)
CreatureUnitRelocationWorker((Creature*)&i_unit, c);
}
}
void
MessageDistDeliverer::Visit(PlayerMapType &m)
{