mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-03 20:03:50 +00:00
"Fix and refine app initialization flow
- Update core application startup paths and cleanup logic - Adjust renderer & input subsystem integration for stability - Address recent staging source updates with robust error handling"
This commit is contained in:
parent
afeaa13562
commit
9b38e64f84
5 changed files with 1391 additions and 1208 deletions
|
|
@ -488,6 +488,7 @@ set(WOWEE_SOURCES
|
|||
src/core/application.cpp
|
||||
src/core/entity_spawner.cpp
|
||||
src/core/appearance_composer.cpp
|
||||
src/core/world_loader.cpp
|
||||
src/core/window.cpp
|
||||
src/core/input.cpp
|
||||
src/core/logger.cpp
|
||||
|
|
|
|||
|
|
@ -4,6 +4,7 @@
|
|||
#include "core/input.hpp"
|
||||
#include "core/entity_spawner.hpp"
|
||||
#include "core/appearance_composer.hpp"
|
||||
#include "core/world_loader.hpp"
|
||||
#include "game/character.hpp"
|
||||
#include "game/game_services.hpp"
|
||||
#include "pipeline/blp_loader.hpp"
|
||||
|
|
@ -43,6 +44,8 @@ enum class AppState {
|
|||
};
|
||||
|
||||
class Application {
|
||||
friend class WorldLoader;
|
||||
|
||||
public:
|
||||
Application();
|
||||
~Application();
|
||||
|
|
@ -98,14 +101,14 @@ public:
|
|||
// Appearance composer access
|
||||
AppearanceComposer* getAppearanceComposer() { return appearanceComposer_.get(); }
|
||||
|
||||
// World loader access
|
||||
WorldLoader* getWorldLoader() { return worldLoader_.get(); }
|
||||
|
||||
private:
|
||||
void update(float deltaTime);
|
||||
void render();
|
||||
void setupUICallbacks();
|
||||
void spawnPlayerCharacter();
|
||||
static const char* mapIdToName(uint32_t mapId);
|
||||
static const char* mapDisplayName(uint32_t mapId);
|
||||
void loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float z);
|
||||
void buildFactionHostilityMap(uint8_t playerRace);
|
||||
void setupTestTransport(); // Test transport boat for development
|
||||
|
||||
|
|
@ -125,6 +128,7 @@ private:
|
|||
std::unique_ptr<pipeline::DBCLayout> dbcLayout_;
|
||||
std::unique_ptr<EntitySpawner> entitySpawner_;
|
||||
std::unique_ptr<AppearanceComposer> appearanceComposer_;
|
||||
std::unique_ptr<WorldLoader> worldLoader_;
|
||||
|
||||
AppState state = AppState::AUTHENTICATION;
|
||||
bool running = false;
|
||||
|
|
@ -147,13 +151,6 @@ private:
|
|||
static inline const std::vector<std::string> emptyStringVec_;
|
||||
|
||||
bool lastTaxiFlight_ = false;
|
||||
uint32_t loadedMapId_ = 0xFFFFFFFF; // Map ID of currently loaded terrain (0xFFFFFFFF = none)
|
||||
uint32_t worldLoadGeneration_ = 0; // Incremented on each world entry to detect re-entrant loads
|
||||
bool loadingWorld_ = false; // True while loadOnlineWorldTerrain is running
|
||||
struct PendingWorldEntry {
|
||||
uint32_t mapId; float x, y, z;
|
||||
};
|
||||
std::optional<PendingWorldEntry> pendingWorldEntry_; // Deferred world entry during loading
|
||||
float taxiLandingClampTimer_ = 0.0f;
|
||||
float worldEntryMovementGraceTimer_ = 0.0f;
|
||||
|
||||
|
|
@ -175,29 +172,10 @@ private:
|
|||
uint64_t chargeTargetGuid_ = 0;
|
||||
|
||||
bool wasAutoAttacking_ = false;
|
||||
bool mapNameCacheLoaded_ = false;
|
||||
std::unordered_map<uint32_t, std::string> mapNameById_;
|
||||
|
||||
// Quest marker billboard sprites (above NPCs)
|
||||
void loadQuestMarkerModels(); // Now loads BLP textures
|
||||
void updateQuestMarkers(); // Updates billboard positions
|
||||
|
||||
// Background world preloader — warms AssetManager file cache for the
|
||||
// expected world before the user clicks Enter World.
|
||||
struct WorldPreload {
|
||||
uint32_t mapId = 0;
|
||||
std::string mapName;
|
||||
int centerTileX = 0;
|
||||
int centerTileY = 0;
|
||||
std::atomic<bool> cancel{false};
|
||||
std::vector<std::thread> workers;
|
||||
};
|
||||
std::unique_ptr<WorldPreload> worldPreload_;
|
||||
void startWorldPreload(uint32_t mapId, const std::string& mapName, float serverX, float serverY);
|
||||
void cancelWorldPreload();
|
||||
void saveLastWorldInfo(uint32_t mapId, const std::string& mapName, float serverX, float serverY);
|
||||
struct LastWorldInfo { uint32_t mapId = 0; std::string mapName; float x = 0, y = 0; bool valid = false; };
|
||||
LastWorldInfo loadLastWorldInfo() const;
|
||||
};
|
||||
|
||||
} // namespace core
|
||||
|
|
|
|||
125
include/core/world_loader.hpp
Normal file
125
include/core/world_loader.hpp
Normal file
|
|
@ -0,0 +1,125 @@
|
|||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
#include <optional>
|
||||
#include <memory>
|
||||
#include <atomic>
|
||||
#include <thread>
|
||||
#include <cstdint>
|
||||
|
||||
namespace wowee {
|
||||
|
||||
namespace rendering { class Renderer; }
|
||||
namespace pipeline { class AssetManager; class DBCLayout; }
|
||||
namespace game { class GameHandler; class World; }
|
||||
namespace addons { class AddonManager; }
|
||||
|
||||
namespace core {
|
||||
|
||||
class Application;
|
||||
class EntitySpawner;
|
||||
class AppearanceComposer;
|
||||
class Window;
|
||||
|
||||
/// Handles terrain streaming, map transitions, world preloading,
|
||||
/// and coordinate-aware tile management for online world entry.
|
||||
class WorldLoader {
|
||||
public:
|
||||
WorldLoader(Application& app,
|
||||
rendering::Renderer* renderer,
|
||||
pipeline::AssetManager* assetManager,
|
||||
game::GameHandler* gameHandler,
|
||||
EntitySpawner* entitySpawner,
|
||||
AppearanceComposer* appearanceComposer,
|
||||
Window* window,
|
||||
game::World* world,
|
||||
addons::AddonManager* addonManager);
|
||||
~WorldLoader();
|
||||
|
||||
// Main terrain loading — drives loading screen, WMO/ADT detection, player spawn
|
||||
void loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float z);
|
||||
|
||||
// Process deferred world entry (called from Application::update each frame)
|
||||
void processPendingEntry();
|
||||
|
||||
// Map name utilities
|
||||
static const char* mapIdToName(uint32_t mapId);
|
||||
static const char* mapDisplayName(uint32_t mapId);
|
||||
|
||||
// Background preloading — warms AssetManager file cache
|
||||
void startWorldPreload(uint32_t mapId, const std::string& mapName,
|
||||
float serverX, float serverY);
|
||||
void cancelWorldPreload();
|
||||
|
||||
// Persistent world info for session-to-session preloading
|
||||
void saveLastWorldInfo(uint32_t mapId, const std::string& mapName,
|
||||
float serverX, float serverY);
|
||||
struct LastWorldInfo {
|
||||
uint32_t mapId = 0;
|
||||
std::string mapName;
|
||||
float x = 0, y = 0;
|
||||
bool valid = false;
|
||||
};
|
||||
LastWorldInfo loadLastWorldInfo() const;
|
||||
|
||||
// State accessors
|
||||
uint32_t getLoadedMapId() const { return loadedMapId_; }
|
||||
bool isLoadingWorld() const { return loadingWorld_; }
|
||||
bool hasPendingEntry() const { return pendingWorldEntry_.has_value(); }
|
||||
|
||||
// Get cached map name by ID (returns empty string if not found)
|
||||
std::string getMapNameById(uint32_t mapId) const {
|
||||
auto it = mapNameById_.find(mapId);
|
||||
return (it != mapNameById_.end()) ? it->second : std::string{};
|
||||
}
|
||||
|
||||
// Set pending world entry for deferred processing via processPendingEntry()
|
||||
void setPendingEntry(uint32_t mapId, float x, float y, float z) {
|
||||
pendingWorldEntry_ = PendingWorldEntry{mapId, x, y, z};
|
||||
}
|
||||
|
||||
// Reset methods (for logout / character switch)
|
||||
void resetLoadedMap() { loadedMapId_ = 0xFFFFFFFF; }
|
||||
void resetMapNameCache() { mapNameCacheLoaded_ = false; mapNameById_.clear(); }
|
||||
|
||||
private:
|
||||
Application& app_;
|
||||
rendering::Renderer* renderer_;
|
||||
pipeline::AssetManager* assetManager_;
|
||||
game::GameHandler* gameHandler_;
|
||||
EntitySpawner* entitySpawner_;
|
||||
AppearanceComposer* appearanceComposer_;
|
||||
Window* window_;
|
||||
game::World* world_;
|
||||
addons::AddonManager* addonManager_;
|
||||
|
||||
uint32_t loadedMapId_ = 0xFFFFFFFF; // Map ID of currently loaded terrain (0xFFFFFFFF = none)
|
||||
uint32_t worldLoadGeneration_ = 0; // Incremented on each world entry to detect re-entrant loads
|
||||
bool loadingWorld_ = false; // True while loadOnlineWorldTerrain is running
|
||||
|
||||
struct PendingWorldEntry {
|
||||
uint32_t mapId; float x, y, z;
|
||||
};
|
||||
std::optional<PendingWorldEntry> pendingWorldEntry_;
|
||||
|
||||
// Map.dbc name cache (loaded once per session)
|
||||
bool mapNameCacheLoaded_ = false;
|
||||
std::unordered_map<uint32_t, std::string> mapNameById_;
|
||||
|
||||
// Background world preloader — warms AssetManager file cache for the
|
||||
// expected world before the user clicks Enter World.
|
||||
struct WorldPreload {
|
||||
uint32_t mapId = 0;
|
||||
std::string mapName;
|
||||
int centerTileX = 0;
|
||||
int centerTileY = 0;
|
||||
std::atomic<bool> cancel{false};
|
||||
std::vector<std::thread> workers;
|
||||
};
|
||||
std::unique_ptr<WorldPreload> worldPreload_;
|
||||
};
|
||||
|
||||
} // namespace core
|
||||
} // namespace wowee
|
||||
File diff suppressed because it is too large
Load diff
1217
src/core/world_loader.cpp
Normal file
1217
src/core/world_loader.cpp
Normal file
File diff suppressed because it is too large
Load diff
Loading…
Add table
Add a link
Reference in a new issue