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
@@ -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: