Room transitions are working smoothly, read more
Although the room transitions are working fairly well, it is still heavy handed, and a number of optimizations can be done. On the whole, this needs a review.
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@@ -87,6 +87,15 @@ void World::hCharacterCreate(CharacterPacket* const argPacket) {
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//focus on this character's info
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characterIndex = argPacket->characterIndex;
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roomIndex = argPacket->roomIndex;
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//query the world state
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CharacterPacket newPacket;
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memset(&newPacket, 0, MAX_PACKET_SIZE);
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newPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS; //TODO: (2) the EXISTS and LOCATION queries are backwards?
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newPacket.roomIndex = roomIndex;
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network.SendTo(Channels::SERVER, &newPacket);
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newPacket.type = SerialPacketType::QUERY_MONSTER_EXISTS;
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network.SendTo(Channels::SERVER, &newPacket);
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}
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//debug
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@@ -110,10 +119,14 @@ void World::hCharacterDelete(CharacterPacket* const argPacket) {
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//clear the room
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roomIndex = -1;
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regionPager.UnloadAll();
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characterMap.clear();
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monsterMap.clear();
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}
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else {
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//remove this character
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characterMap.erase(characterIt);
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}
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//remove this character
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characterMap.erase(characterIt);
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//debug
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std::cout << "Character Delete, total: " << characterMap.size() << std::endl;
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@@ -121,9 +134,9 @@ void World::hCharacterDelete(CharacterPacket* const argPacket) {
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void World::hQueryCharacterExists(CharacterPacket* const argPacket) {
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//prevent a double message about this player's character
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if (argPacket->accountIndex == accountIndex) {
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return;
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}
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// if (argPacket->accountIndex == accountIndex) {
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// return;
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// }
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//ignore characters in a different room (sub-optimal)
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if (argPacket->roomIndex != roomIndex) {
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@@ -71,6 +71,7 @@ World::World(int* const argClientIndex, int* const argAccountIndex):
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &newPacket);
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//TODO: (2) replace this duplication with a request for just this player's character
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//query the world state
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memset(&newPacket, 0, MAX_PACKET_SIZE);
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newPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS;
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