* Drop the ID mapper, use a big u64 instead. This will permit to resync server ids properly with the manager code
* Modernize some code parts (std::unordered_map, auto)
* generate id on client part on U32_MAX + 1 ids, lower are for server ids
// And relations to objects
std::unordered_map<int, u16> m_sounds_to_objects;
- // CSM/client IDs to SSM/server IDs Mapping
- // Map server particle spawner IDs to client IDs
- std::unordered_map<u32, u32> m_particles_server_to_client;
// Map server hud ids to client hud ids
std::unordered_map<u32, u32> m_hud_server_to_client;
u16 attached_id;
bool vertical;
std::string *texture;
- u32 id;
+ u64 id;
struct TileAnimationParams animation;
u8 glow;
} add_particlespawner;
u16 attached_id,
bool vertical,
video::ITexture *texture,
- u32 id,
const struct TileAnimationParams &anim,
u8 glow,
ParticleManager *p_manager
void ParticleManager::stepSpawners (float dtime)
{
MutexAutoLock lock(m_spawner_list_lock);
- for (std::map<u32, ParticleSpawner*>::iterator i =
- m_particle_spawners.begin();
- i != m_particle_spawners.end();)
- {
- if (i->second->get_expired())
- {
+ for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) {
+ if (i->second->get_expired()) {
delete i->second;
m_particle_spawners.erase(i++);
- }
- else
- {
+ } else {
i->second->step(dtime, m_env);
++i;
}
void ParticleManager::stepParticles (float dtime)
{
MutexAutoLock lock(m_particle_list_lock);
- for(std::vector<Particle*>::iterator i = m_particles.begin();
- i != m_particles.end();)
- {
- if ((*i)->get_expired())
- {
+ for (auto i = m_particles.begin(); i != m_particles.end();) {
+ if ((*i)->get_expired()) {
(*i)->remove();
delete *i;
i = m_particles.erase(i);
- }
- else
- {
+ } else {
(*i)->step(dtime);
++i;
}
{
MutexAutoLock lock(m_spawner_list_lock);
MutexAutoLock lock2(m_particle_list_lock);
- for(std::map<u32, ParticleSpawner*>::iterator i =
- m_particle_spawners.begin();
- i != m_particle_spawners.end();)
- {
+ for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) {
delete i->second;
m_particle_spawners.erase(i++);
}
video::ITexture *texture =
client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
- ParticleSpawner *toadd = new ParticleSpawner(client, player,
+ auto toadd = new ParticleSpawner(client, player,
event->add_particlespawner.amount,
event->add_particlespawner.spawntime,
*event->add_particlespawner.minpos,
event->add_particlespawner.attached_id,
event->add_particlespawner.vertical,
texture,
- event->add_particlespawner.id,
event->add_particlespawner.animation,
event->add_particlespawner.glow,
this);
{
MutexAutoLock lock(m_spawner_list_lock);
- m_particle_spawners.insert(
- std::pair<u32, ParticleSpawner*>(
- event->add_particlespawner.id,
- toadd));
+ m_particle_spawners[event->add_particlespawner.id] = toadd;
}
break;
}
u16 attached_id,
bool vertical,
video::ITexture *texture,
- u32 id,
const struct TileAnimationParams &anim, u8 glow,
ParticleManager* p_manager);
void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
- u32 getSpawnerId() const
+ /**
+ * This function is only used by client particle spawners
+ *
+ * We don't need to check the particle spawner list because client ID will n
+ * ever overlap (u64)
+ * @return new id
+ */
+ u64 generateSpawnerId()
{
- for (u32 id = 0;; ++id) { // look for unused particlespawner id
- if (m_particle_spawners.find(id) == m_particle_spawners.end())
- return id;
- }
+ return m_next_particle_spawner_id++;
}
protected:
private:
- void stepParticles (float dtime);
- void stepSpawners (float dtime);
+ void stepParticles(float dtime);
+ void stepSpawners(float dtime);
- void clearAll ();
+ void clearAll();
std::vector<Particle*> m_particles;
- std::map<u32, ParticleSpawner*> m_particle_spawners;
+ std::unordered_map<u64, ParticleSpawner*> m_particle_spawners;
+ // Start the particle spawner ids generated from here after u32_max. lower values are
+ // for server sent spawners.
+ u64 m_next_particle_spawner_id = U32_MAX + 1;
ClientEnvironment* m_env;
std::mutex m_particle_list_lock;
object_collision = readU8(is);
} catch (...) {}
- u32 client_id = m_particle_manager.getSpawnerId();
- m_particles_server_to_client[server_id] = client_id;
-
- ClientEvent *event = new ClientEvent();
+ auto event = new ClientEvent();
event->type = CE_ADD_PARTICLESPAWNER;
event->add_particlespawner.amount = amount;
event->add_particlespawner.spawntime = spawntime;
event->add_particlespawner.attached_id = attached_id;
event->add_particlespawner.vertical = vertical;
event->add_particlespawner.texture = new std::string(texture);
- event->add_particlespawner.id = client_id;
+ event->add_particlespawner.id = server_id;
event->add_particlespawner.animation = animation;
event->add_particlespawner.glow = glow;
u32 server_id;
*pkt >> server_id;
- u32 client_id;
- auto i = m_particles_server_to_client.find(server_id);
- if (i != m_particles_server_to_client.end())
- client_id = i->second;
- else
- return;
-
ClientEvent *event = new ClientEvent();
event->type = CE_DELETE_PARTICLESPAWNER;
- event->delete_particlespawner.id = client_id;
+ event->delete_particlespawner.id = server_id;
m_client_event_queue.push(event);
}
texture = getstringfield_default(L, 1, "texture", "");
glow = getintfield_default(L, 1, "glow", 0);
- u32 id = getClient(L)->getParticleManager()->getSpawnerId();
+ u64 id = getClient(L)->getParticleManager()->generateSpawnerId();
- ClientEvent *event = new ClientEvent();
+ auto event = new ClientEvent();
event->type = CE_ADD_PARTICLESPAWNER;
event->add_particlespawner.amount = amount;
event->add_particlespawner.spawntime = time;