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Copy pathMap.cpp
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461 lines (389 loc) · 12.4 KB
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#include "Map.h"
#include "syncnet_generated.h"
#include "DetourCrowd.h"
#include <iostream>
#include "Server.h"
#include "Monster.h"
#include "Character.h"
#include "Vector3.h"
#include "LogHelper.h"
#include "DetourCommon.h"
#include "MathHelper.h"
#include "Player.h"
#include "ActorFactory.h"
#include "Common.h"
#include "NavMap.h"
#include "BTDebugManager.h"
//const float g_fDistance = std::powf(10.0f, 2);
const float g_fDistance = 10.0f;
namespace
{
syncnet::TreeNodeStatus ToTreeNodeStatus(BT::NodeStatus status)
{
switch (status)
{
case BT::NodeStatus::IDLE:
return syncnet::TreeNodeStatus_Idle;
case BT::NodeStatus::RUNNING:
return syncnet::TreeNodeStatus_Running;
case BT::NodeStatus::SUCCESS:
return syncnet::TreeNodeStatus_Success;
case BT::NodeStatus::FAILURE:
return syncnet::TreeNodeStatus_Failure;
case BT::NodeStatus::SKIPPED:
return syncnet::TreeNodeStatus_Skipped;
default:
return syncnet::TreeNodeStatus_Unknown;
}
}
#if defined(ENABLE_BT_DEBUG)
syncnet::TreeNodeType ToTreeNodeType(BTDebugNodeType node_type)
{
switch (node_type)
{
case BTDebugNodeType::Control:
return syncnet::TreeNodeType_Control;
case BTDebugNodeType::Condition:
return syncnet::TreeNodeType_Condition;
case BTDebugNodeType::Action:
default:
return syncnet::TreeNodeType_Action;
}
}
#endif
}
Map::Map(World* world)
{
world_ = world;
map_ = nullptr;
gridManager_ = nullptr;
systemManager_ = nullptr;
}
Map::~Map()
{
if (map_)
{
delete map_;
map_ = nullptr;
}
if (gridManager_)
{
delete gridManager_;
gridManager_ = nullptr;
}
if (systemManager_)
{
delete systemManager_;
systemManager_ = nullptr;
}
}
void Map::Init()
{
map_ = new NavMap();
map_->Init();
gridManager_ = new GridManager(100, 100, 2);
builderPtr_ = std::make_shared<send_message>();
systemManager_ = new engine::SystemManager();
auto& entityManager = systemManager_->GetEntityManager();
// 모든 컴포넌트 타입 등록
entityManager.RegisterComponent<engine::PositionComponent>();
entityManager.RegisterComponent<engine::VelocityComponent>();
entityManager.RegisterComponent<engine::HealthComponent>();
entityManager.RegisterComponent<engine::PhysicsComponent>();
entityManager.RegisterComponent<engine::AIComponent>();
entityManager.RegisterComponent<engine::CollisionComponent>();
entityManager.RegisterComponent<engine::InputComponent>();
entityManager.RegisterComponent<engine::AnimationComponent>();
entityManager.RegisterComponent<engine::TimerComponent>();
entityManager.RegisterComponent<engine::ParticleComponent>();
entityManager.RegisterComponent<engine::NetworkComponent>();
entityManager.RegisterComponent<engine::StateComponent>();
systemManager_->RegisterSystem<engine::TimerComponent>(
[](float deltaTime, engine::TimerComponent& timer) {
engine::TimerSystem::Update(deltaTime, timer);
});
Map* map = this;
systemManager_->RegisterSystem<engine::StateComponent, engine::PositionComponent>(
[map](float deltaTime, engine::StateComponent& state, engine::PositionComponent& position) {
if (state.stateID == syncnet::AIState::AIState_Destroyed) {
map->removedAgents_.push_back(state.ActorID);
}
const dtCrowdAgent* agent = map->map_->crowd()->getAgent(state.ActorID);
if (agent->active == false)
return;
bool changed_position = !Vector3::equal(position.x, position.y, position.z, agent->npos[0], agent->npos[1], agent->npos[2]);
if (state.changeFlag == 0 && !changed_position)
return;
auto itr = map->actorMap_.find(state.ActorID);
if (itr == map->actorMap_.end())
{
LOG.error("SendWorldState error agent not found in actorMap_");
return;
}
auto actor = (Actor*)itr->second->get();
if (changed_position)
{
actor->SetPosition(agent->npos[0], agent->npos[1], agent->npos[2]);
map->gridManager_->move(actor, agent->npos[0], agent->npos[2]);
}
map->agentInfoVector_.push_back(actor->GetActorInfo(*map->builderPtr_, actor->GetChangedFlag()));
actor->ResetChangedFlag();
});
}
void Map::update(float deltaTime)
{
//LOG.info("World update begin");
for (std::list<std::shared_ptr<Actor>>::iterator itr = actorList_.begin(); itr != actorList_.end(); ++itr)
(*itr)->Update(deltaTime);
map_->update(deltaTime);
systemManager_->Update(deltaTime);
SendWorldState();
//LOG.info("World update end");
}
void Map::SendWorldState()
{
auto agents = builderPtr_->CreateVector(agentInfoVector_);
// ----------------------------
flatbuffers::Offset<syncnet::DebugRaycast> debug_raycast;
std::vector<flatbuffers::Offset<syncnet::DebugRaycast>> debug_raycast_vector;
for (int i = 0; i < this->raycasts_.size(); ++i)
{
debug_raycast = syncnet::CreateDebugRaycast(*builderPtr_, 0, &this->raycasts_[i]);
debug_raycast_vector.push_back(debug_raycast);
}
this->raycasts_.clear();
auto debug_raycasts = builderPtr_->CreateVector(debug_raycast_vector);
// ----------------------------
auto updateActorNotify = syncnet::CreateUpdateActorNotify(*builderPtr_, agents, debug_raycasts);
auto send_msg = syncnet::CreateGameMessage(*builderPtr_, syncnet::GameMessages::GameMessages_UpdateActorNotify, updateActorNotify.Union());
builderPtr_->Finish(send_msg);
SendBroadcast(builderPtr_);
SendTreeDebugSync();
for (auto& agent_id : removedAgents_)
{
OnRemoveAgent(agent_id);
}
builderPtr_ = std::make_shared<send_message>();
agentInfoVector_.clear();
removedAgents_.clear();
}
void Map::SendTreeDebugSync()
{
#if defined(ENABLE_BT_DEBUG)
auto snapshot = BTDebugManager::Instance().ConsumeSnapshot();
if (snapshot.empty())
return;
auto builder_ptr = std::make_shared<send_message>();
std::vector<flatbuffers::Offset<syncnet::TreeDebugDefinition>> definition_vector;
definition_vector.reserve(snapshot.definitions.size());
for (const auto& definition : snapshot.definitions)
{
std::vector<flatbuffers::Offset<syncnet::TreeDebugNodeDefinition>> node_vector;
node_vector.reserve(definition.nodes.size());
for (const auto& node : definition.nodes)
{
auto name = builder_ptr->CreateString(node.name);
node_vector.push_back(syncnet::CreateTreeDebugNodeDefinition(
*builder_ptr,
node.node_id,
node.parent_node_id,
name,
ToTreeNodeType(node.node_type)));
}
auto tree_id = builder_ptr->CreateString(definition.tree_id);
auto nodes = builder_ptr->CreateVector(node_vector);
definition_vector.push_back(syncnet::CreateTreeDebugDefinition(
*builder_ptr,
tree_id,
definition.monster_id,
nodes));
}
std::vector<flatbuffers::Offset<syncnet::TreeDebugRuntimeFrame>> frame_vector;
frame_vector.reserve(snapshot.frames.size());
for (const auto& frame : snapshot.frames)
{
std::vector<flatbuffers::Offset<syncnet::TreeDebugNodeChange>> change_vector;
change_vector.reserve(frame.changes.size());
for (const auto& change : frame.changes)
{
auto name = builder_ptr->CreateString(change.node_name);
auto reason = builder_ptr->CreateString(change.reason);
change_vector.push_back(syncnet::CreateTreeDebugNodeChange(
*builder_ptr,
change.node_id,
name,
ToTreeNodeStatus(change.status),
reason,
change.success_count,
change.failure_count,
change.running_count));
}
auto tree_id = builder_ptr->CreateString(frame.tree_id);
auto executed_path = builder_ptr->CreateVector(frame.executed_path);
auto changes = builder_ptr->CreateVector(change_vector);
frame_vector.push_back(syncnet::CreateTreeDebugRuntimeFrame(
*builder_ptr,
tree_id,
frame.monster_id,
frame.tick,
frame.ai_state,
frame.target_agent_id,
executed_path,
changes));
}
auto definition_offsets = builder_ptr->CreateVector(definition_vector);
auto frame_offsets = builder_ptr->CreateVector(frame_vector);
auto tree_debug_sync = syncnet::CreateTreeDebugSync(*builder_ptr, definition_offsets, frame_offsets);
auto send_msg = syncnet::CreateGameMessage(
*builder_ptr,
syncnet::GameMessages::GameMessages_TreeDebugSync,
tree_debug_sync.Union());
builder_ptr->Finish(send_msg);
SendBroadcast(builder_ptr);
#endif
}
void Map::SendBroadcast(std::shared_ptr<send_message> msg)
{
for (auto itr = players_.begin(); itr != players_.end(); ++itr)
{
itr->second->Send(msg);
}
}
void Map::SendBroadcast(std::shared_ptr<send_message> msg, std::shared_ptr<Player>& except)
{
for (auto itr = players_.begin(); itr != players_.end(); ++itr)
{
if (itr->second.get() == except.get())
continue;
itr->second->Send(msg);
}
}
void Map::OnRemoveAgent(int agent_id)
{
auto itr = actorMap_.find(agent_id);
if (itr == actorMap_.end())
{
LOG.error("OnRemoveAgent error not exist in monstersMap_");
return;
}
if (itr->second->get()->GetType() == syncnet::GameObjectType_Character)
{
auto character = std::dynamic_pointer_cast<Character>(*itr->second);
auto itr_player = players_.find(character->GetPlayerId());
if (itr_player != players_.end())
{
players_.erase(itr_player);
}
}
gridManager_->remove((Actor*)itr->second->get());
actorList_.erase(itr->second);
actorMap_.erase(itr);
map_->removeAgent(agent_id);
}
std::shared_ptr<Actor> Map::OnAddAgent(std::shared_ptr<Player> player, syncnet::GameObjectType type, const syncnet::Vec3* pos)
{
auto actor = ActorFactory::CreateActor(this, player, type, pos);
if (actor == nullptr)
{
LOG.error("OnAddAgent error in ActorFactory::CreateActor()");
return nullptr;
}
auto itr = actorList_.insert(actorList_.end(), actor);
actorMap_.insert(std::make_pair(actor->GetActorId(), itr));
actor->SetChangedFlag(static_cast<long>(GameObjectChangeType::All));
return actor;
}
void Map::OnSetMoveTarget(int agent_id, const syncnet::Vec3* pos)
{
this->GetNavMap()->setMoveTarget(Vector3(pos).pos(), false, agent_id);
}
void Map::OnSetRaycast(const syncnet::Vec3* pos)
{
float hitPoint[3];
if (this->GetNavMap()->raycast(0, Vector3(pos).pos(), hitPoint))
{
syncnet::Vec3 pos(hitPoint[0] * -1, hitPoint[1], hitPoint[2]);
this->raycasts_.push_back(pos);
}
}
int Map::DetectEnemy(Actor* actor)
{
const dtCrowdAgent* this_agent = this->GetNavMap()->crowd()->getAgent(actor->GetActorId());
float hitPoint[3];
auto targets = gridManager_->getEntitiesInViewRange(actor, g_fDistance);
for (auto itr = targets.begin(); itr != targets.end(); ++itr)
{
if (!(*itr)->IsCharacter())
continue;
const dtCrowdAgent* agent = this->GetNavMap()->crowd()->getAgent((*itr)->GetActorId());
if (this->GetNavMap()->raycast(actor->GetActorId(), agent->npos, hitPoint) == false)
{
return (*itr)->GetActorId();
}
}
return -1;
}
std::vector<IGridActor*> Map::get_actors_in_range(Actor* actor, float range, float dirDeg, float angle)
{
return gridManager_->getEntitiesInAoEMask(actor->GetVecter2X(), actor->GetVecter2Y(), range, dirDeg, angle);
}
void Map::join(std::shared_ptr<Player> player)
{
if (player == nullptr)
{
LOG.error("Map::join error player is nullptr");
return;
}
auto itr = players_.find(player->GetPlayerId());
if (itr != players_.end())
{
LOG.error("Map::join error player already exists");
return;
}
players_.insert(std::make_pair(player->GetPlayerId(), player));
// 유닛 상태 동기화
auto builder_ptr = std::make_shared<send_message>();
std::vector<flatbuffers::Offset<syncnet::ActorInfo>> agents;
GetAgentsInfo(builder_ptr, agents);
auto updateActorNotify = syncnet::CreateUpdateActorNotifyDirect(*builder_ptr, &agents, nullptr);
auto send_msg = syncnet::CreateGameMessage(*builder_ptr, syncnet::GameMessages::GameMessages_UpdateActorNotify, updateActorNotify.Union());
builder_ptr->Finish(send_msg);
player->Send(builder_ptr);
}
void Map::leave(std::shared_ptr<Player> player)
{
if (player == nullptr)
{
LOG.error("Map::leave error player is nullptr");
return;
}
auto itr = players_.find(player->GetPlayerId());
if (itr == players_.end())
{
LOG.error("Map::leave error player not found");
return;
}
players_.erase(itr);
}
std::shared_ptr<Player> Map::FindPlayer(long player_id)
{
auto itr = players_.find(player_id);
if (itr == players_.end())
return nullptr;
return itr->second;
}
std::shared_ptr<Actor> Map::FindActor(int actor_id)
{
auto itr = actorMap_.find(actor_id);
if (itr == actorMap_.end())
return nullptr;
return *itr->second;
}
void Map::GetAgentsInfo(std::shared_ptr<send_message>& msg, std::vector<flatbuffers::Offset<syncnet::ActorInfo>>& agent_info_vector)
{
for (std::list<std::shared_ptr<Actor>>::iterator itr = actorList_.begin(); itr != actorList_.end(); ++itr)
{
auto actor = itr->get();
agent_info_vector.push_back(actor->GetActorInfo(*msg, static_cast<long>(GameObjectChangeType::All)));
}
}