From a54600b41ed871f80bb8791f7ae321e7f9012661 Mon Sep 17 00:00:00 2001 From: David Markowitz <39972741+EmosewaMC@users.noreply.github.com> Date: Fri, 31 May 2024 11:46:18 -0700 Subject: [PATCH] busting out the multimap ig (#1602) --- dGame/dBehaviors/BehaviorContext.cpp | 7 ++++--- dGame/dBehaviors/BehaviorContext.h | 2 +- dGame/dComponents/SkillComponent.cpp | 23 +++++++++++++++-------- dGame/dComponents/SkillComponent.h | 2 +- 4 files changed, 21 insertions(+), 13 deletions(-) diff --git a/dGame/dBehaviors/BehaviorContext.cpp b/dGame/dBehaviors/BehaviorContext.cpp index a3721d8f7..abba74bee 100644 --- a/dGame/dBehaviors/BehaviorContext.cpp +++ b/dGame/dBehaviors/BehaviorContext.cpp @@ -105,7 +105,7 @@ void BehaviorContext::ExecuteUpdates() { this->scheduledUpdates.clear(); } -void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream& bitStream) { +bool BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream& bitStream) { BehaviorSyncEntry entry; auto found = false; @@ -128,7 +128,7 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream& bit if (!found) { LOG("Failed to find behavior sync entry with sync id (%i)!", syncId); - return; + return false; } auto* behavior = entry.behavior; @@ -137,10 +137,11 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream& bit if (behavior == nullptr) { LOG("Invalid behavior for sync id (%i)!", syncId); - return; + return false; } behavior->Sync(this, bitStream, branch); + return true; } diff --git a/dGame/dBehaviors/BehaviorContext.h b/dGame/dBehaviors/BehaviorContext.h index 3e6c0b1df..4922f736f 100644 --- a/dGame/dBehaviors/BehaviorContext.h +++ b/dGame/dBehaviors/BehaviorContext.h @@ -93,7 +93,7 @@ struct BehaviorContext void ExecuteUpdates(); - void SyncBehavior(uint32_t syncId, RakNet::BitStream& bitStream); + bool SyncBehavior(uint32_t syncId, RakNet::BitStream& bitStream); void Update(float deltaTime); diff --git a/dGame/dComponents/SkillComponent.cpp b/dGame/dComponents/SkillComponent.cpp index d926ff2cd..58b13dc55 100644 --- a/dGame/dComponents/SkillComponent.cpp +++ b/dGame/dComponents/SkillComponent.cpp @@ -38,7 +38,7 @@ bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t s context->skillID = skillID; - this->m_managedBehaviors.insert_or_assign(skillUid, context); + this->m_managedBehaviors.insert({ skillUid, context }); auto* behavior = Behavior::CreateBehavior(behaviorId); @@ -52,17 +52,24 @@ bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t s } void SkillComponent::SyncPlayerSkill(const uint32_t skillUid, const uint32_t syncId, RakNet::BitStream& bitStream) { - const auto index = this->m_managedBehaviors.find(skillUid); + const auto index = this->m_managedBehaviors.equal_range(skillUid); - if (index == this->m_managedBehaviors.end()) { + if (index.first == this->m_managedBehaviors.end()) { LOG("Failed to find skill with uid (%i)!", skillUid, syncId); return; } - auto* context = index->second; + bool foundSyncId = false; + for (auto it = index.first; it != index.second && !foundSyncId; ++it) { + const auto& context = it->second; - context->SyncBehavior(syncId, bitStream); + foundSyncId = context->SyncBehavior(syncId, bitStream); + } + + if (!foundSyncId) { + LOG("Failed to find sync id (%i) for skill with uid (%i)!", syncId, skillUid); + } } @@ -138,7 +145,7 @@ void SkillComponent::Update(const float deltaTime) { for (const auto& pair : this->m_managedBehaviors) pair.second->UpdatePlayerSyncs(deltaTime); } - std::map keep{}; + std::multimap keep{}; for (const auto& pair : this->m_managedBehaviors) { auto* context = pair.second; @@ -176,7 +183,7 @@ void SkillComponent::Update(const float deltaTime) { } } - keep.insert_or_assign(pair.first, context); + keep.insert({ pair.first, context }); } this->m_managedBehaviors = keep; @@ -285,7 +292,7 @@ SkillExecutionResult SkillComponent::CalculateBehavior( return { false, 0 }; } - this->m_managedBehaviors.insert_or_assign(context->skillUId, context); + this->m_managedBehaviors.insert({ context->skillUId, context }); if (!clientInitalized) { // Echo start skill diff --git a/dGame/dComponents/SkillComponent.h b/dGame/dComponents/SkillComponent.h index 24d921482..f74b4411a 100644 --- a/dGame/dComponents/SkillComponent.h +++ b/dGame/dComponents/SkillComponent.h @@ -188,7 +188,7 @@ class SkillComponent final : public Component { /** * All of the active skills mapped by their unique ID. */ - std::map m_managedBehaviors; + std::multimap m_managedBehaviors; /** * All active projectiles.