fix(Core/Threading): Refactored Map class - some code optimization (#21288)

This commit is contained in:
SaW
2025-02-24 19:49:54 +01:00
committed by GitHub
parent b83071388c
commit 9f99e89bc3
+35 -42
View File
@@ -588,16 +588,20 @@ void Map::Update(const uint32 t_diff, const uint32 s_diff, bool /*thread*/)
if (t_diff) if (t_diff)
_dynamicTree.update(t_diff); _dynamicTree.update(t_diff);
/// update worldsessions for existing players // Update world sessions and players
for (m_mapRefIter = m_mapRefMgr.begin(); m_mapRefIter != m_mapRefMgr.end(); ++m_mapRefIter) for (m_mapRefIter = m_mapRefMgr.begin(); m_mapRefIter != m_mapRefMgr.end(); ++m_mapRefIter)
{ {
Player* player = m_mapRefIter->GetSource(); Player* player = m_mapRefIter->GetSource();
if (player && player->IsInWorld()) if (player && player->IsInWorld())
{ {
//player->Update(t_diff); // Update session
WorldSession* session = player->GetSession(); WorldSession* session = player->GetSession();
MapSessionFilter updater(session); MapSessionFilter updater(session);
session->Update(s_diff, updater); session->Update(s_diff, updater);
// update players at tick
if (!t_diff)
player->Update(s_diff);
} }
} }
@@ -605,17 +609,6 @@ void Map::Update(const uint32 t_diff, const uint32 s_diff, bool /*thread*/)
if (!t_diff) if (!t_diff)
{ {
for (m_mapRefIter = m_mapRefMgr.begin(); m_mapRefIter != m_mapRefMgr.end(); ++m_mapRefIter)
{
Player* player = m_mapRefIter->GetSource();
if (!player || !player->IsInWorld())
continue;
// update players at tick
player->Update(s_diff);
}
HandleDelayedVisibility(); HandleDelayedVisibility();
return; return;
} }
@@ -624,36 +617,35 @@ void Map::Update(const uint32 t_diff, const uint32 s_diff, bool /*thread*/)
resetMarkedCells(); resetMarkedCells();
resetMarkedCellsLarge(); resetMarkedCellsLarge();
// Prepare object updaters
Acore::ObjectUpdater updater(t_diff, false); Acore::ObjectUpdater updater(t_diff, false);
// for creature // For creature
TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater); TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer> grid_object_update(updater);
// for pets
TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
// for large creatures // For pets
TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer> world_object_update(updater);
// For large creatures
Acore::ObjectUpdater largeObjectUpdater(t_diff, true); Acore::ObjectUpdater largeObjectUpdater(t_diff, true);
TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer > grid_large_object_update(largeObjectUpdater); TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer> grid_large_object_update(largeObjectUpdater);
TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer > world_large_object_update(largeObjectUpdater); TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer> world_large_object_update(largeObjectUpdater);
// pussywizard: container for far creatures in combat with players // pussywizard: container for far creatures in combat with players
std::vector<Creature*> updateList; std::vector<Creature*> updateList;
updateList.reserve(10); updateList.reserve(10);
// non-player active objects, increasing iterator in the loop in case of object removal // Update non-player active objects
for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end();) for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end();)
{ {
WorldObject* obj = *m_activeNonPlayersIter; WorldObject* obj = *m_activeNonPlayersIter;
++m_activeNonPlayersIter; ++m_activeNonPlayersIter;
if (!obj || !obj->IsInWorld()) if (obj && obj->IsInWorld())
continue;
VisitNearbyCellsOf(obj, grid_object_update, world_object_update, grid_large_object_update, world_large_object_update); VisitNearbyCellsOf(obj, grid_object_update, world_object_update, grid_large_object_update, world_large_object_update);
} }
// the player iterator is stored in the map object // Update players and their associated objects
// to make sure calls to Map::Remove don't invalidate it
for (m_mapRefIter = m_mapRefMgr.begin(); m_mapRefIter != m_mapRefMgr.end(); ++m_mapRefIter) for (m_mapRefIter = m_mapRefMgr.begin(); m_mapRefIter != m_mapRefMgr.end(); ++m_mapRefIter)
{ {
Player* player = m_mapRefIter->GetSource(); Player* player = m_mapRefIter->GetSource();
@@ -661,12 +653,10 @@ void Map::Update(const uint32 t_diff, const uint32 s_diff, bool /*thread*/)
if (!player || !player->IsInWorld()) if (!player || !player->IsInWorld())
continue; continue;
// update players at tick
player->Update(s_diff); player->Update(s_diff);
VisitNearbyCellsOfPlayer(player, grid_object_update, world_object_update, grid_large_object_update, world_large_object_update); VisitNearbyCellsOfPlayer(player, grid_object_update, world_object_update, grid_large_object_update, world_large_object_update);
// If player is using far sight, visit that object too // If player is using far sight, update viewpoint
if (WorldObject* viewPoint = player->GetViewpoint()) if (WorldObject* viewPoint = player->GetViewpoint())
{ {
if (Creature* viewCreature = viewPoint->ToCreature()) if (Creature* viewCreature = viewPoint->ToCreature())
@@ -684,7 +674,8 @@ void Map::Update(const uint32 t_diff, const uint32 s_diff, bool /*thread*/)
{ {
updateList.clear(); updateList.clear();
float rangeSq = player->GetGridActivationRange() - 1.0f; float rangeSq = player->GetGridActivationRange() - 1.0f;
rangeSq = rangeSq * rangeSq; rangeSq *= rangeSq;
HostileReference* ref = player->getHostileRefMgr().getFirst(); HostileReference* ref = player->getHostileRefMgr().getFirst();
while (ref) while (ref)
{ {
@@ -694,19 +685,19 @@ void Map::Update(const uint32 t_diff, const uint32 s_diff, bool /*thread*/)
updateList.push_back(cre); updateList.push_back(cre);
ref = ref->next(); ref = ref->next();
} }
for (std::vector<Creature*>::const_iterator itr = updateList.begin(); itr != updateList.end(); ++itr)
VisitNearbyCellsOf(*itr, grid_object_update, world_object_update, grid_large_object_update, world_large_object_update); for (Creature* cre : updateList)
VisitNearbyCellsOf(cre, grid_object_update, world_object_update, grid_large_object_update, world_large_object_update);
} }
} }
for (_transportsUpdateIter = _transports.begin(); _transportsUpdateIter != _transports.end();) // pussywizard: transports updated after VisitNearbyCellsOf, grids around are loaded, everything ok // Update transports - pussywizard: transports updated after VisitNearbyCellsOf, grids around are loaded, everything ok
for (_transportsUpdateIter = _transports.begin(); _transportsUpdateIter != _transports.end();)
{ {
MotionTransport* transport = *_transportsUpdateIter; MotionTransport* transport = *_transportsUpdateIter;
++_transportsUpdateIter; ++_transportsUpdateIter;
if (!transport->IsInWorld()) if (transport->IsInWorld())
continue;
transport->Update(t_diff); transport->Update(t_diff);
} }
@@ -1674,14 +1665,16 @@ bool Map::IsUnderWater(uint32 phaseMask, float x, float y, float z, float collis
bool Map::HasEnoughWater(WorldObject const* searcher, float x, float y, float z) const bool Map::HasEnoughWater(WorldObject const* searcher, float x, float y, float z) const
{ {
LiquidData const& liquidData = const_cast<Map*>(this)->GetLiquidData(searcher->GetPhaseMask(), x, y, z, searcher->GetCollisionHeight(), MAP_ALL_LIQUIDS); LiquidData const& liquidData = const_cast<Map*>(this)->GetLiquidData(
return (liquidData.Status & MAP_LIQUID_STATUS_SWIMMING) != 0 && HasEnoughWater(searcher, liquidData); searcher->GetPhaseMask(), x, y, z, searcher->GetCollisionHeight(), MAP_ALL_LIQUIDS);
}
if ((liquidData.Status & MAP_LIQUID_STATUS_SWIMMING) == 0)
return false;
bool Map::HasEnoughWater(WorldObject const* searcher, LiquidData const& liquidData) const
{
float minHeightInWater = searcher->GetMinHeightInWater(); float minHeightInWater = searcher->GetMinHeightInWater();
return liquidData.Level > INVALID_HEIGHT && liquidData.Level > liquidData.DepthLevel && liquidData.Level - liquidData.DepthLevel >= minHeightInWater; return liquidData.Level > INVALID_HEIGHT &&
liquidData.Level > liquidData.DepthLevel &&
liquidData.Level - liquidData.DepthLevel >= minHeightInWater;
} }
char const* Map::GetMapName() const char const* Map::GetMapName() const