persister cleanup (still broke but logic is there for when it isn't); also replace all the SOE BS for forwarding stl port with native object classes because i thought that may be part of the problem...

This commit is contained in:
DarthArgus
2016-12-10 23:17:06 +00:00
parent 688ab3fc9e
commit 8e94519082
450 changed files with 1287 additions and 1494 deletions
@@ -36,7 +36,7 @@ private:
void sendUniverseToServer(uint32 gameServerId);
private:
typedef stdset<uint32>::fwd ServersLoadingUniverseType;
typedef std::set<uint32> ServersLoadingUniverseType;
uint32 m_universeProcess; ///< Process that owns the universe objects
bool m_databaseAuthoritative; ///< True if database is authoritative for the universe objects
@@ -1673,7 +1673,7 @@ void ChatServer::invite(const NetworkId & id, const ChatAvatarId & avatarId, con
//-----------------------------------------------------------------------
void ChatServer::inviteGroupMembers(const NetworkId & id, const ChatAvatarId & avatarId, const std::string & roomName, const stdvector<NetworkId>::fwd & members)
void ChatServer::inviteGroupMembers(const NetworkId & id, const ChatAvatarId & avatarId, const std::string & roomName, const std::vector<NetworkId> & members)
{
ChatServer::fileLog(s_enableChatRoomLogs, "ChatServer", "inviteGroupMembers() id(%s) avatarId(%s) roomName(%s) number of members (%u)", id.getValueString().c_str(), avatarId.getFullName().c_str(), roomName.c_str(), members.size());
@@ -178,7 +178,7 @@ public:
static void disconnectAvatar (const ChatAvatar &);
static void disconnectPlayer (const NetworkId &);
static void invite (const NetworkId & id, const ChatAvatarId & avatar, const std::string & roomName);
static void inviteGroupMembers (const NetworkId & id, const ChatAvatarId & avatar, const std::string & roomName, const stdvector<NetworkId>::fwd & members);
static void inviteGroupMembers (const NetworkId & id, const ChatAvatarId & avatar, const std::string & roomName, const std::vector<NetworkId> & members);
static void uninvite (const NetworkId & id, const unsigned int sequence, const ChatAvatarId & avatar, const std::string & roomName);
static void queryRoom (const NetworkId & id, ConnectionServerConnection * connection, const unsigned int sequence, const std::string & roomName);
static void requestRoomList (const NetworkId & id, ConnectionServerConnection * connection);
@@ -200,9 +200,9 @@ enum VendorStatusCode
AuctionLocation & GetLocation (const std::string & location);
AuctionLocation & GetLocation (const NetworkId & location);
void VerifyExcludedGotTypes (stdmap<int, std::string>::fwd const & excludedGotTypes);
void VerifyExcludedResourceClasses (stdset<std::string>::fwd const & excludedResourceClasses);
void SetResourceTreeHierarchy (stdmap<int, stdset<int>::fwd>::fwd const & resourceTreeHierarchy);
void VerifyExcludedGotTypes (std::map<int, std::string> const & excludedGotTypes);
void VerifyExcludedResourceClasses (std::set<std::string> const & excludedResourceClasses);
void SetResourceTreeHierarchy (std::map<int, std::set<int>> const & resourceTreeHierarchy);
bool HasReceivedResourceTreeHierarchy() const {return !m_resourceTreeHierarchy.empty();}
std::map<std::string, int> const & getAuctionsCountByGameObjectType() const { return m_auctionsCountByGameObjectType; }
@@ -30,7 +30,7 @@ struct BidRecord
// ======================================================================
typedef stdvector<BidRecord>::fwd BidList;
typedef std::vector<BidRecord> BidList;
// ======================================================================
@@ -37,9 +37,9 @@ private:
int m_pendingTicketCount;
};
typedef stdunordered_map<NetworkId, ClientInfo, NetworkId::Hash>::fwd ClientConnectionMap;
typedef stdmap<unsigned int, NetworkId>::fwd SuidToNetworkIdMap;
typedef stdvector<CustomerServiceCategory>::fwd CategoryList;
typedef std::unordered_map<NetworkId, ClientInfo, NetworkId::Hash> ClientConnectionMap;
typedef std::map<unsigned int, NetworkId> SuidToNetworkIdMap;
typedef std::vector<CustomerServiceCategory> CategoryList;
CategoryList * const m_englishCategoryList;
CSAssistGameAPITrack m_englishCategoryTrack;
@@ -34,7 +34,7 @@ private:
//typedefs
typedef stdset<ConnectionServerConnection *>::fwd ConnectionServerSet;
typedef std::set<ConnectionServerConnection *> ConnectionServerSet;
typedef std::multimap<unsigned long, Unicode::String> SortedChatLog;
//Member variables
@@ -65,7 +65,7 @@ private:
bool m_gameServerChatLogReceived;
};
typedef stdmap<unsigned int, PendingTicket>::fwd PendingTicketList;
typedef std::map<unsigned int, PendingTicket> PendingTicketList;
PendingTicketList *m_pendingTicketList;
void createTicket(NetworkId const &networkId, const CSAssistGameAPITicket &ticket, Unicode::String const &hiddenDetails, Unicode::String const &harassingPlayerName, const unsigned int suid, const bool logChat);
@@ -137,7 +137,7 @@ class ConfigLoginServer
// has character creation for this cluster been disabled through config option
static bool isCharacterCreationDisabled(std::string const & cluster);
static stdset<std::string>::fwd const & getCharacterCreationDisabledClusterList();
static std::set<std::string> const & getCharacterCreationDisabledClusterList();
static const int getMaxConnectionsPerIP();
@@ -66,7 +66,7 @@ public:
void sendToCluster (uint32 clusterId, const GameNetworkMessage &message);
void sendToAllClusters (GameNetworkMessage const & message, Connection const * excludeCentralConnection = nullptr, uint32 excludeClusterId = 0, char const * excludeClusterName = nullptr);
bool areAllClustersUp () const;
void getClusterIds (stdvector<uint32>::fwd result);
void getClusterIds (std::vector<uint32> result);
void performAccountTransfer (const AvatarList &avatars, TransferAccountData * transferAccountData);
void setDone (const bool isDone);
@@ -84,7 +84,7 @@ class PlanetProxyObject
void updateContentsTracking (const NetworkId & newContainedBy);
private:
typedef stdvector<std::pair<uint32, GameNetworkMessage*> > MessageListType;
typedef std::vector<std::pair<uint32, GameNetworkMessage*> > MessageListType;
private:
const NetworkId m_objectId;
@@ -98,7 +98,7 @@ class PlanetProxyObject
int m_objectTypeTag;
Node * m_quadtreeNode;
unsigned long m_authTransferTimeMs;
stdvector<NetworkId>::fwd * m_contents;
std::vector<NetworkId> * m_contents;
int m_level;
bool m_hibernating;
uint32 m_templateCrc;
@@ -57,7 +57,7 @@ public:
int getObjectCountForServer(uint32 serverId) const;
int getInterestObjectCountForServer(uint32 serverId) const;
int getInterestCreatureObjectCountForServer(uint32 serverId) const;
void getObjectCountsForAllServers(stdmap<uint32, GameServerData>::fwd &counts) const;
void getObjectCountsForAllServers(std::map<uint32, GameServerData> &counts) const;
virtual void receiveMessage(const MessageDispatch::Emitter & source, const MessageDispatch::MessageBase & message);
void sendToCentral(const GameNetworkMessage & message, const bool reliable);
void sendToGameServer(const uint32 processId, const GameNetworkMessage & message);
@@ -106,8 +106,8 @@ private:
TaskConnection * m_taskConnection;
bool m_done;
int m_roundRobinGameServer;
stdmap<PreloadServerId, GameServerSpawnDelaySeconds>::fwd * m_pendingServerStarts; // number of game servers to start when central & task manager are ready
stdmap<int, std::pair<std::string, time_t> >::fwd * m_startingGameServers; // number of game servers we've started that haven't connected to us yet
std::map<PreloadServerId, GameServerSpawnDelaySeconds> * m_pendingServerStarts; // number of game servers to start when central & task manager are ready
std::map<int, std::pair<std::string, time_t> > * m_startingGameServers; // number of game servers we've started that haven't connected to us yet
uint32 m_firstGameServer;
bool m_tutorialMode;
bool m_spaceMode;
@@ -116,15 +116,15 @@ private:
std::vector<const GameNetworkMessage *> m_messagesWaitingForGameServer;
PlanetServerMetricsData* m_metricsData;
TaskConnection* m_taskManagerConnection;
stdlist<const RequestSceneTransfer *>::fwd *m_sceneTransferChunkLoads;
stdmap<NetworkId, uint32>::fwd *m_pendingCharacterSaves;
std::list<const RequestSceneTransfer *> *m_sceneTransferChunkLoads;
std::map<NetworkId, uint32> *m_pendingCharacterSaves;
WatcherList m_watchers;
bool m_watcherIsPresent;
typedef std::map<NetworkId, std::vector<GameNetworkMessage*> > QueuedMessagesType;
QueuedMessagesType m_queuedMessages;
stdmap<NetworkId, CharacterFindInfo>::fwd *m_characterFindMap;
std::map<NetworkId, CharacterFindInfo> *m_characterFindMap;
unsigned int m_characterFindSequence;
int m_waitForSaveCounter;
int m_lastSaveCounter;
@@ -24,7 +24,7 @@ private:
unsigned long m_watcherPort;
// used for reporting load time of each game server
stdmap<uint32, unsigned long>::fwd m_gameServerLoadTime;
std::map<uint32, unsigned long> m_gameServerLoadTime;
private:
@@ -58,7 +58,7 @@ class PreloadManager : public Singleton2<PreloadManager>
uint32 getRealServerId (PreloadServerId preloadServerId) const;
void getDebugString (std::string &output) const;
typedef stdmap<PreloadServerId, PreloadServerInformation>::fwd ServerMapType;
typedef std::map<PreloadServerId, PreloadServerInformation> ServerMapType;
ServerMapType const * getServerMap () const;
private:
@@ -67,10 +67,10 @@ class PreloadManager : public Singleton2<PreloadManager>
private:
ServerMapType *m_serverMap; // map of server id in preload list ---> actual server id
typedef stdvector<PreloadListData>::fwd PreloadListType;
typedef std::vector<PreloadListData> PreloadListType;
PreloadListType *m_preloadList;
typedef stdset<PreloadServerId>::fwd ServersWaitingType;
typedef std::set<PreloadServerId> ServersWaitingType;
ServersWaitingType *m_serversWaiting; // set of servers (by list id, not actual id) that still need preloads.
bool m_listReceived;
@@ -32,7 +32,7 @@ class Node
public:
void addObject (PlanetProxyObject *newObject);
void checkServerAssignment();
void handleCrash (uint32 crashedServer, stdvector<PlanetProxyObject*>::fwd &subscriptionFixups);
void handleCrash (uint32 crashedServer, std::vector<PlanetProxyObject*> &subscriptionFixups);
void load ();
void migrateToServer (uint32 newServerId);
void load (uint32 serverId);
@@ -83,7 +83,7 @@ void WatcherConnection::flushQueuedObjectData()
// ----------------------------------------------------------------------
void WatcherConnection::addNodeUpdate(int x, int z, bool loaded, const stdvector<uint32>::fwd &servers, const stdvector<int>::fwd &subscriptionCounts)
void WatcherConnection::addNodeUpdate(int x, int z, bool loaded, const std::vector<uint32> &servers, const std::vector<int> &subscriptionCounts)
{
NOT_NULL(m_nodeData);
m_nodeData->push_back(PlanetNodeStatusMessageData(x,z,loaded,servers,subscriptionCounts));
@@ -26,7 +26,7 @@ class WatcherConnection : public ServerConnection
void onConnectionOpened ();
void addObjectUpdate (const NetworkId &objectId, int x, int z, uint32 authoritativeServer, int interestRadius, bool deleteObject, int objectTypeTag, int level, bool hibernating, uint32 templateCrc, int aiActivity, int creationType);
void addNodeUpdate (int x, int z, bool loaded, const stdvector<uint32>::fwd &servers, const stdvector<int>::fwd &subscriptionCounts);
void addNodeUpdate (int x, int z, bool loaded, const std::vector<uint32> &servers, const std::vector<int> &subscriptionCounts);
void flushQueuedData ();
private:
@@ -34,10 +34,10 @@ class WatcherConnection : public ServerConnection
void flushQueuedNodeData();
private:
typedef stdvector<PlanetObjectStatusMessageData>::fwd ObjectDataList;
typedef std::vector<PlanetObjectStatusMessageData> ObjectDataList;
ObjectDataList *m_objectData;
typedef stdvector<PlanetNodeStatusMessageData>::fwd NodeDataList;
typedef std::vector<PlanetNodeStatusMessageData> NodeDataList;
NodeDataList *m_nodeData;
private:
@@ -37,7 +37,7 @@ public:
static void sendToAllTaskManagers(GameNetworkMessage const &msg);
static void updateServerLoad(std::string const &label, float load);
static void updateAllLoads(float delta);
static stdmap<std::string, std::string>::fwd const & getClosedConnections();
static std::map<std::string, std::string> const & getClosedConnections();
};
// ======================================================================