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C++ PlayerObject::checkKnownObjects方法代码示例

本文整理汇总了C++中PlayerObject::checkKnownObjects方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerObject::checkKnownObjects方法的具体用法?C++ PlayerObject::checkKnownObjects怎么用?C++ PlayerObject::checkKnownObjects使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在PlayerObject的用法示例。


在下文中一共展示了PlayerObject::checkKnownObjects方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: _updateInRangeObjectsOutside

bool ObjectController::_updateInRangeObjectsOutside()
{
	PlayerObject*	player = dynamic_cast<PlayerObject*>(mObject);

	// We may wan't to limit the amount of messages sent in one session.
	uint32 updatedObjects = 0;
	const uint32 objectSendLimit = 50;

	while ((mObjectSetIt != mInRangeObjects.end()) && (updatedObjects < objectSendLimit))
	{
		//BEWARE Object is at this time possibly not valid anymore!
		//this actually causes a lot of crashes!!!!

		Object* object = dynamic_cast<Object*>(*mObjectSetIt);
		// Just simplified the code a little. Good find Schmunzel.

		// only add it if its also outside
		// see if its already observed, if yes, just send a position update out, if its a player
		if ((object) && (!player->checkKnownObjects(object)))
		{
			// send the according create for the type of object
#if defined(_MSC_VER)
			if (object->getId() > 0x0000000100000000)
#else
			if (object->getId() > 0x0000000100000000LLU)
#endif
			{
				if (object->getPrivateOwner())
				{
					if (object->isOwnedBy(player))
					{
						gMessageLib->sendCreateObject(object,player);
						player->addKnownObjectSafe(object);
						object->addKnownObjectSafe(player);

						//If player has a mount make sure add to its known objects
						//but is the mount even near us ???
						// does this even matter ?

						if(player->checkIfMountCalled() && player->getMount())
						{
							if(player->getMount()->getId() != object->getId())
							{
								player->getMount()->addKnownObjectSafe(object);
								object->addKnownObjectSafe(player->getMount());
							}
						}
						updatedObjects++;
					}
				}
				else
				{
					//if(!player->checkKnownObjects(object))
					//{
						gMessageLib->sendCreateObject(object,player);
						player->addKnownObjectSafe(object);
						object->addKnownObjectSafe(player);

						//If player has a mount make sure add to its known objects
						if(player->checkIfMountCalled() && player->getMount())
						{
							if(player->getMount()->getId() != object->getId())
							{
								player->getMount()->addKnownObjectSafe(object);
								object->addKnownObjectSafe(player->getMount());
							}
						}
					//}
					updatedObjects++;
				}
			}
		}
		++mObjectSetIt;
	}
	return (mObjectSetIt == mInRangeObjects.end());
}
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:76,代码来源:OCDataTransformhandlers.cpp

示例2: _updateInRangeObjectsInside

bool ObjectController::_updateInRangeObjectsInside()
{
	PlayerObject*	player = dynamic_cast<PlayerObject*>(mObject);
	CellObject*		playerCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(player->getParentId()));

	// make sure we got a cell
	if (!playerCell)
	{
		gLogger->logMsgF("Error getting cell %"PRIu64" for %"PRIu64" type %u",MSG_NORMAL,player->getParentId(),player->getId(),player->getType());
		return true;	// We are done, nothing we can do...
	}

	// We may wan't to limit the amount of messages sent in one session.
	uint32 updatedObjects = 0;
	const uint32 objectSendLimit = 50;

	//what do we do if the object has been deleted in the meantime?
	//TODO
	while ((mObjectSetIt != mInRangeObjects.end()) && (updatedObjects < objectSendLimit))
	{
		// Object* object = (*mObjectSetIt);
		// Needed since object may be invalid due to the multi-session approach of this function.
		Object* object = dynamic_cast<Object*>(*mObjectSetIt);

		// Create objects that are in the same building as we are OR outside near the building.
		if ((object) && (!player->checkKnownObjects(object)))
		{
			bool validObject = true;	// Assume it's an object we shall add.

			// Object inside a building ?
			if (object->getParentId())
			{
				validObject = false;

				// Yes, get the objects cell.
				CellObject* objectCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(object->getParentId()));
				if (objectCell)
				{
					// Are we in the same building?
					if (objectCell->getParentId() == playerCell->getParentId())
					{
						// We are in the same building as the object.
						validObject = true;
					}
				}
				else
				{
					gLogger->logMsgF("Error getting cell %"PRIu64" for %"PRIu64" type %u",MSG_NORMAL,object->getParentId(),object->getId(),object->getType());
				}
			}
			if (validObject)
			{
				// send the according create for the type of object
#if defined(_MSC_VER)
				if (object->getId() > 0x0000000100000000)
#else
				if (object->getId() > 0x0000000100000000LLU)
#endif
				{
					//if its an instance and per chance *our* instance
					if (object->getPrivateOwner()&&object->isOwnedBy(player))
					{
						gMessageLib->sendCreateObject(object,player);
						player->addKnownObjectSafe(object);
						object->addKnownObjectSafe(player);
						updatedObjects++;
		
					}
					else
					{
						//if(!player->checkKnownObjects(object))
						//{
							gMessageLib->sendCreateObject(object,player);
							player->addKnownObjectSafe(object);
							object->addKnownObjectSafe(player);
							updatedObjects++;
						//}
					}
				}
			}
		}
		++mObjectSetIt;
	}
	return (mObjectSetIt == mInRangeObjects.end());
}
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:85,代码来源:OCDataTransformhandlers.cpp

示例3: playerWorldUpdate


//.........这里部分代码省略.........
						{
							// gLogger->logMsgF("... but to close to last update pos, %.1f",MSG_NORMAL, player->mPosition.distance2D(player->getLastUpdatePosition()));
						}
					}
				}
			}
			else
			{
				mMovementInactivityTrigger = 2;		// We only check this when we are running idle with slow frequency
													// Need to be standstill for this amount of seconds * 5 (or whatever time we use for slow updates) before we update.
			}
		}

		// Position check for SI-update.
        OutOfUpdateRange |= !(glm::distance(player->mPosition, player->getLastUpdatePosition()) < 64.0f);
		//OutOfUpdateRange |= !(player->mPosition.inRange2D(player->getLastUpdatePosition(),64.0f));

		// gLogger->logMsgF("Distance = %f",MSG_NORMAL, player->mPosition.distance2D(player->getLastUpdatePosition()));

		if (mUpdatingObjects || forcedUpdate || OutOfUpdateRange)
		{
			// More than 64 m from where we loaded SI, reload it.
			// We need to abort any pending operation if we get a forcedUpdate (meaning entered, changed or left a cell or subzone).
			if ((forcedUpdate) || OutOfUpdateRange)
			{
				// Save these coordinates
				// gLogger->logMsg("forcedUpdate");

				mDestroyOutOfRangeObjects = false;	// Stop the destroy-messages, in case we already have started to send them.
				if (OutOfUpdateRange)
				{
					// gLogger->logMsg("Out of 64m range");
					player->setLastUpdatePosition(player->mPosition);

					//If our player is mounted let's update his mount
					if(player->checkIfMounted() && player->getMount())
					{
						player->getMount()->setLastUpdatePosition(player->mPosition);
					}

					// We shall destroy out of range objects when we are done with the update of known objects.
					mDestroyOutOfRangeObjects = true;
				}
				_findInRangeObjectsOutside(true);
			}
		}
		else if (!mDestroyOutOfRangeObjects)
		{
			// This is the fast update, based on qt.
			// gLogger->logMsg("_findInRangeObjectsOutside(false)");

			_findInRangeObjectsOutside(false);
		}

		// Update some of the objects we found.
		mUpdatingObjects = !_updateInRangeObjectsOutside();

		if (!mUpdatingObjects)
		{
			// We are not updating new objects.
			if (mDestroyOutOfRangeObjects)
			{
				// We are ready to destroy objects out of range.
				if (_destroyOutOfRangeObjects(&mInRangeObjects))
				{
					// All objects are now destroyed.
					mDestroyOutOfRangeObjects = false;

					// If active target out of range, clear.
					if (player->getTarget())
					{
						// gLogger->logMsgF("playerWorldUpdate have a Target of type %d", MSG_NORMAL, player->getTarget()->getType());

						// The list of objects we shall check for untargeting consist of all objects that we can "interact with".
						if ((player->getTarget()->getType() & (ObjType_Player | ObjType_NPC | ObjType_Creature)) ||
							((player->getTarget()->getType() == ObjType_Tangible) && (dynamic_cast<TangibleObject*>(player->getTarget())->getTangibleGroup() == TanGroup_TicketCollector)))
						{
							if (!(player->checkKnownObjects(player->getTarget())))
							{
								player->setTarget(NULL);
								gMessageLib->sendTargetUpdateDeltasCreo6(player);
								// gLogger->logMsg("playerWorldUpdate clear Target");
							}
						}
					}
				}
			}
		}

	}

	uint64 msToWait = 4900;		// Will give 5 sec.

	if (mUpdatingObjects || mDestroyOutOfRangeObjects)
	{
		// We are busy, need to continue processing asap.
		msToWait = 900;		// This should make us tick every second, since that's the base time for the timer we use.
	}
	return msToWait;
}
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:101,代码来源:OCDataTransformhandlers.cpp


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