Fix particle spawners not visible since CSM spawner implementation (#8289)

* 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
This commit is contained in:
Loïc Blot 2019-03-01 20:16:11 +01:00 committed by GitHub
parent 111f1dc9c5
commit 170dd409cb
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 31 additions and 57 deletions

@ -565,9 +565,6 @@ private:
// 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;

@ -108,7 +108,7 @@ struct ClientEvent
u16 attached_id;
bool vertical;
std::string *texture;
u32 id;
u64 id;
struct TileAnimationParams animation;
u8 glow;
} add_particlespawner;

@ -261,7 +261,6 @@ ParticleSpawner::ParticleSpawner(
u16 attached_id,
bool vertical,
video::ITexture *texture,
u32 id,
const struct TileAnimationParams &anim,
u8 glow,
ParticleManager *p_manager
@ -423,17 +422,11 @@ void ParticleManager::step(float dtime)
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;
}
@ -443,17 +436,12 @@ void ParticleManager::stepSpawners (float dtime)
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;
}
@ -464,10 +452,7 @@ void ParticleManager::clearAll ()
{
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++);
}
@ -509,7 +494,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
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,
@ -528,7 +513,6 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
event->add_particlespawner.attached_id,
event->add_particlespawner.vertical,
texture,
event->add_particlespawner.id,
event->add_particlespawner.animation,
event->add_particlespawner.glow,
this);
@ -544,10 +528,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
{
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;
}

@ -132,7 +132,6 @@ public:
u16 attached_id,
bool vertical,
video::ITexture *texture,
u32 id,
const struct TileAnimationParams &anim, u8 glow,
ParticleManager* p_manager);
@ -196,12 +195,16 @@ public:
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:
@ -215,7 +218,10 @@ private:
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;

@ -1007,10 +1007,7 @@ void Client::handleCommand_AddParticleSpawner(NetworkPacket* pkt)
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;
@ -1030,7 +1027,7 @@ void Client::handleCommand_AddParticleSpawner(NetworkPacket* pkt)
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;
@ -1043,16 +1040,9 @@ void Client::handleCommand_DeleteParticleSpawner(NetworkPacket* pkt)
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);
}

@ -154,9 +154,9 @@ int ModApiParticlesLocal::l_add_particlespawner(lua_State *L)
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;