shared_ptr -> std::shared_ptr
This is one of the first commits in a plan to remove all `using namespace std;` lines in the entire codebase as it is considered anti-pattern today.
This commit is contained in:
@@ -44,12 +44,12 @@ void PlayerChunkMap::flagEntitiesToBeRemoved(unsigned int *flags, bool *flagToBe
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{
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for(AUTO_VAR(it,players.begin()); it != players.end(); it++)
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{
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shared_ptr<ServerPlayer> serverPlayer = *it;
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std::shared_ptr<ServerPlayer> serverPlayer = *it;
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serverPlayer->flagEntitiesToBeRemoved(flags, flagToBeRemoved);
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}
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}
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void PlayerChunkMap::PlayerChunk::add(shared_ptr<ServerPlayer> player, bool sendPacket /*= true*/)
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void PlayerChunkMap::PlayerChunk::add(std::shared_ptr<ServerPlayer> player, bool sendPacket /*= true*/)
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{
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//app.DebugPrintf("--- Adding player to chunk x=%d\tz=%d\n",x, z);
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if (find(players.begin(),players.end(),player) != players.end())
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@@ -66,7 +66,7 @@ void PlayerChunkMap::PlayerChunk::add(shared_ptr<ServerPlayer> player, bool send
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player->seenChunks.insert(pos);
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// 4J Added the sendPacket check. See PlayerChunkMap::add for the usage
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if( sendPacket ) player->connection->send( shared_ptr<ChunkVisibilityPacket>( new ChunkVisibilityPacket(pos.x, pos.z, true) ) );
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if( sendPacket ) player->connection->send( std::shared_ptr<ChunkVisibilityPacket>( new ChunkVisibilityPacket(pos.x, pos.z, true) ) );
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players.push_back(player);
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@@ -77,7 +77,7 @@ void PlayerChunkMap::PlayerChunk::add(shared_ptr<ServerPlayer> player, bool send
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#endif
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}
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void PlayerChunkMap::PlayerChunk::remove(shared_ptr<ServerPlayer> player)
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void PlayerChunkMap::PlayerChunk::remove(std::shared_ptr<ServerPlayer> player)
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{
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PlayerChunkMap::PlayerChunk *toDelete = NULL;
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@@ -121,7 +121,7 @@ void PlayerChunkMap::PlayerChunk::remove(shared_ptr<ServerPlayer> player)
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{
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for( AUTO_VAR(it, players.begin()); it < players.end(); ++it )
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{
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shared_ptr<ServerPlayer> currPlayer = *it;
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std::shared_ptr<ServerPlayer> currPlayer = *it;
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INetworkPlayer *currNetPlayer = currPlayer->connection->getNetworkPlayer();
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if( currNetPlayer != NULL && currNetPlayer->IsSameSystem( thisNetPlayer ) && currPlayer->seenChunks.find(pos) != currPlayer->seenChunks.end() )
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{
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@@ -132,7 +132,7 @@ void PlayerChunkMap::PlayerChunk::remove(shared_ptr<ServerPlayer> player)
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if(noOtherPlayersFound)
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{
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//wprintf(L"Sending ChunkVisiblity packet false for chunk (%d,%d) to player %ls\n", x, z, player->name.c_str() );
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player->connection->send( shared_ptr<ChunkVisibilityPacket>( new ChunkVisibilityPacket(pos.x, pos.z, false) ) );
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player->connection->send( std::shared_ptr<ChunkVisibilityPacket>( new ChunkVisibilityPacket(pos.x, pos.z, false) ) );
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}
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}
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else
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@@ -181,12 +181,12 @@ void PlayerChunkMap::PlayerChunk::prioritiseTileChanges()
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prioritised = true;
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}
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void PlayerChunkMap::PlayerChunk::broadcast(shared_ptr<Packet> packet)
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void PlayerChunkMap::PlayerChunk::broadcast(std::shared_ptr<Packet> packet)
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{
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vector< shared_ptr<ServerPlayer> > sentTo;
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vector< std::shared_ptr<ServerPlayer> > sentTo;
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for (unsigned int i = 0; i < players.size(); i++)
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{
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shared_ptr<ServerPlayer> player = players[i];
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std::shared_ptr<ServerPlayer> player = players[i];
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// 4J - don't send to a player we've already sent this data to that shares the same machine. TileUpdatePacket,
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// ChunkTilesUpdatePacket and SignUpdatePacket all used to limit themselves to sending once to each machine
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@@ -205,7 +205,7 @@ void PlayerChunkMap::PlayerChunk::broadcast(shared_ptr<Packet> packet)
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{
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for(unsigned int j = 0; j < sentTo.size(); j++ )
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{
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shared_ptr<ServerPlayer> player2 = sentTo[j];
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std::shared_ptr<ServerPlayer> player2 = sentTo[j];
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INetworkPlayer *otherPlayer = player2->connection->getNetworkPlayer();
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if( otherPlayer != NULL && thisPlayer->IsSameSystem(otherPlayer) )
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{
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@@ -244,7 +244,7 @@ void PlayerChunkMap::PlayerChunk::broadcast(shared_ptr<Packet> packet)
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for( int i = 0; i < parent->level->getServer()->getPlayers()->players.size(); i++ )
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{
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shared_ptr<ServerPlayer> player = parent->level->getServer()->getPlayers()->players[i];
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std::shared_ptr<ServerPlayer> player = parent->level->getServer()->getPlayers()->players[i];
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// Don't worry about local players, they get all their updates through sharing level with the server anyway
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if ( player->connection == NULL ) continue;
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if( player->connection->isLocal() ) continue;
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@@ -267,7 +267,7 @@ void PlayerChunkMap::PlayerChunk::broadcast(shared_ptr<Packet> packet)
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{
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for(unsigned int j = 0; j < sentTo.size(); j++ )
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{
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shared_ptr<ServerPlayer> player2 = sentTo[j];
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std::shared_ptr<ServerPlayer> player2 = sentTo[j];
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INetworkPlayer *otherPlayer = player2->connection->getNetworkPlayer();
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if( otherPlayer != NULL && thisPlayer->IsSameSystem(otherPlayer) )
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{
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@@ -299,7 +299,7 @@ bool PlayerChunkMap::PlayerChunk::broadcastChanges(bool allowRegionUpdate)
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int x = pos.x * 16 + xChangeMin;
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int y = yChangeMin;
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int z = pos.z * 16 + zChangeMin;
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broadcast( shared_ptr<TileUpdatePacket>( new TileUpdatePacket(x, y, z, level) ) );
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broadcast( std::shared_ptr<TileUpdatePacket>( new TileUpdatePacket(x, y, z, level) ) );
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if (level->isEntityTile(x, y, z))
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{
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broadcast(level->getTileEntity(x, y, z));
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@@ -329,8 +329,8 @@ bool PlayerChunkMap::PlayerChunk::broadcastChanges(bool allowRegionUpdate)
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// Block region update packets can only encode ys in a range of 1 - 256
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if( ys > 256 ) ys = 256;
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broadcast( shared_ptr<BlockRegionUpdatePacket>( new BlockRegionUpdatePacket(xp, yp, zp, xs, ys, zs, level) ) );
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vector<shared_ptr<TileEntity> > *tes = level->getTileEntitiesInRegion(xp, yp, zp, xp + xs, yp + ys, zp + zs);
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broadcast( std::shared_ptr<BlockRegionUpdatePacket>( new BlockRegionUpdatePacket(xp, yp, zp, xs, ys, zs, level) ) );
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vector<std::shared_ptr<TileEntity> > *tes = level->getTileEntitiesInRegion(xp, yp, zp, xp + xs, yp + ys, zp + zs);
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for (unsigned int i = 0; i < tes->size(); i++)
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{
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broadcast(tes->at(i));
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@@ -342,7 +342,7 @@ bool PlayerChunkMap::PlayerChunk::broadcastChanges(bool allowRegionUpdate)
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else
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{
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// 4J As we only get here if changes is less than MAX_CHANGES_BEFORE_RESEND (10) we only need to send a byte value in the packet
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broadcast( shared_ptr<ChunkTilesUpdatePacket>( new ChunkTilesUpdatePacket(pos.x, pos.z, changedTiles, (byte)changes, level) ) );
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broadcast( std::shared_ptr<ChunkTilesUpdatePacket>( new ChunkTilesUpdatePacket(pos.x, pos.z, changedTiles, (byte)changes, level) ) );
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for (int i = 0; i < changes; i++)
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{
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int x = pos.x * 16 + ((changedTiles[i] >> 12) & 15);
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@@ -361,11 +361,11 @@ bool PlayerChunkMap::PlayerChunk::broadcastChanges(bool allowRegionUpdate)
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return didRegionUpdate;
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}
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void PlayerChunkMap::PlayerChunk::broadcast(shared_ptr<TileEntity> te)
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void PlayerChunkMap::PlayerChunk::broadcast(std::shared_ptr<TileEntity> te)
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{
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if (te != NULL)
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{
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shared_ptr<Packet> p = te->getUpdatePacket();
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std::shared_ptr<Packet> p = te->getUpdatePacket();
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if (p != NULL)
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{
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broadcast(p);
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@@ -458,7 +458,7 @@ PlayerChunkMap::PlayerChunk *PlayerChunkMap::getChunk(int x, int z, bool create)
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// 4J - added. If a chunk exists, add a player to it straight away. If it doesn't exist,
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// queue a request for it to be created.
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void PlayerChunkMap::getChunkAndAddPlayer(int x, int z, shared_ptr<ServerPlayer> player)
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void PlayerChunkMap::getChunkAndAddPlayer(int x, int z, std::shared_ptr<ServerPlayer> player)
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{
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int64_t id = (x + 0x7fffffffLL) | ((z + 0x7fffffffLL) << 32);
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AUTO_VAR(it, chunks.find(id));
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@@ -475,7 +475,7 @@ void PlayerChunkMap::getChunkAndAddPlayer(int x, int z, shared_ptr<ServerPlayer>
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// 4J - added. If the chunk and player are in the queue to be added, remove from there. Otherwise
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// attempt to remove from main chunk map.
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void PlayerChunkMap::getChunkAndRemovePlayer(int x, int z, shared_ptr<ServerPlayer> player)
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void PlayerChunkMap::getChunkAndRemovePlayer(int x, int z, std::shared_ptr<ServerPlayer> player)
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{
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for( AUTO_VAR(it, addRequests.begin()); it != addRequests.end(); it++ )
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{
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@@ -497,7 +497,7 @@ void PlayerChunkMap::getChunkAndRemovePlayer(int x, int z, shared_ptr<ServerPlay
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}
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// 4J - added - actually create & add player to a playerchunk, if there is one queued for this player.
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void PlayerChunkMap::tickAddRequests(shared_ptr<ServerPlayer> player)
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void PlayerChunkMap::tickAddRequests(std::shared_ptr<ServerPlayer> player)
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{
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if( addRequests.size() )
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{
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@@ -533,7 +533,7 @@ void PlayerChunkMap::tickAddRequests(shared_ptr<ServerPlayer> player)
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}
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}
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void PlayerChunkMap::broadcastTileUpdate(shared_ptr<Packet> packet, int x, int y, int z)
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void PlayerChunkMap::broadcastTileUpdate(std::shared_ptr<Packet> packet, int x, int y, int z)
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{
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int xc = x >> 4;
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int zc = z >> 4;
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@@ -576,7 +576,7 @@ void PlayerChunkMap::prioritiseTileChanges(int x, int y, int z)
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}
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}
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void PlayerChunkMap::add(shared_ptr<ServerPlayer> player)
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void PlayerChunkMap::add(std::shared_ptr<ServerPlayer> player)
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{
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static int direction[4][2] = { { 1, 0 }, { 0, 1 }, { -1, 0 }, {0, -1} };
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@@ -649,7 +649,7 @@ void PlayerChunkMap::add(shared_ptr<ServerPlayer> player)
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}
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// CraftBukkit end
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player->connection->send( shared_ptr<ChunkVisibilityAreaPacket>( new ChunkVisibilityAreaPacket(minX, maxX, minZ, maxZ) ) );
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player->connection->send( std::shared_ptr<ChunkVisibilityAreaPacket>( new ChunkVisibilityAreaPacket(minX, maxX, minZ, maxZ) ) );
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#ifdef _LARGE_WORLDS
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getLevel()->cache->dontDrop(xc,zc);
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@@ -659,7 +659,7 @@ void PlayerChunkMap::add(shared_ptr<ServerPlayer> player)
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}
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void PlayerChunkMap::remove(shared_ptr<ServerPlayer> player)
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void PlayerChunkMap::remove(std::shared_ptr<ServerPlayer> player)
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{
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int xc = ((int) player->lastMoveX) >> 4;
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int zc = ((int) player->lastMoveZ) >> 4;
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@@ -702,7 +702,7 @@ bool PlayerChunkMap::chunkInRange(int x, int z, int xc, int zc)
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// 4J - have changed this so that we queue requests to add the player to chunks if they
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// need to be created, so that we aren't creating potentially 20 chunks per player per tick
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void PlayerChunkMap::move(shared_ptr<ServerPlayer> player)
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void PlayerChunkMap::move(std::shared_ptr<ServerPlayer> player)
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{
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int xc = ((int) player->x) >> 4;
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int zc = ((int) player->z) >> 4;
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@@ -744,7 +744,7 @@ int PlayerChunkMap::getMaxRange()
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return radius * 16 - 16;
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}
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bool PlayerChunkMap::isPlayerIn(shared_ptr<ServerPlayer> player, int xChunk, int zChunk)
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bool PlayerChunkMap::isPlayerIn(std::shared_ptr<ServerPlayer> player, int xChunk, int zChunk)
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{
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PlayerChunk *chunk = getChunk(xChunk, zChunk, false);
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@@ -775,7 +775,7 @@ void PlayerChunkMap::setRadius(int newRadius)
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PlayerList* players = level->getServer()->getPlayerList();
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for( int i = 0;i < players->players.size();i += 1 )
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{
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shared_ptr<ServerPlayer> player = players->players[i];
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std::shared_ptr<ServerPlayer> player = players->players[i];
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if( player->level == level )
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{
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int xc = ((int) player->x) >> 4;
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