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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-14 03:09:08 +00:00
Avoid redundant calls to getDbProp in CEntityCL
--HG-- branch : kaetemi-optimize
This commit is contained in:
parent
aeb9f4d945
commit
477e9e8ef1
3 changed files with 51 additions and 13 deletions
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@ -435,28 +435,47 @@ void CEntityManager::initialize(uint nbMaxEntity)
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for (i=0; i<MAX_NUM_MISSIONS; i++)
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for (j=0; j<MAX_NUM_MISSION_TARGETS; j++)
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{
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textId = ICDBNode::CTextId( "SERVER:MISSIONS:"+toString(i)+":TARGET"+toString(j)+":TITLE" );
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std::string text = toString("SERVER:MISSIONS:%d:TARGET%d:TITLE", i, j);
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textId = ICDBNode::CTextId(text);
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NLGUI::CDBManager::getInstance()->getDB()->addObserver(&MissionTargetObserver, textId );
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_MissionTargetTitleDB[i][j] = NLGUI::CDBManager::getInstance()->getDbProp(text, false);
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nlassert(_MissionTargetTitleDB[i][j]);
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}
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// Add an Observer to the Team database
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for (i=0; i<MaxNumPeopleInTeam; i++)
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{
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textId = ICDBNode::CTextId( toString(TEAM_DB_PATH ":%d:UID", i) );
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std::string text = toString(TEAM_DB_PATH ":%d:UID", i);
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textId = ICDBNode::CTextId(text);
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NLGUI::CDBManager::getInstance()->getDB()->addObserver(&TeamUIDObserver, textId );
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_GroupMemberUidDB[i] = NLGUI::CDBManager::getInstance()->getDbProp(text, false);
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nlassert(_GroupMemberUidDB[i]);
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textId = ICDBNode::CTextId( toString(TEAM_DB_PATH ":%d:NAME", i) );
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text = toString(TEAM_DB_PATH ":%d:NAME", i);
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textId = ICDBNode::CTextId(text);
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NLGUI::CDBManager::getInstance()->getDB()->addObserver(&TeamPresentObserver, textId );
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_GroupMemberNameDB[i] = NLGUI::CDBManager::getInstance()->getDbProp(text, false);
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nlassert(_GroupMemberNameDB[i]);
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}
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// Add an Observer to the Animal database
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for (i=0; i<MAX_INVENTORY_ANIMAL; i++)
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{
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textId = ICDBNode::CTextId( toString("SERVER:PACK_ANIMAL:BEAST%d:UID",i) );
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NLGUI::CDBManager::getInstance()->getDB()->addObserver(&AnimalUIDObserver, textId );
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std::string text = toString("SERVER:PACK_ANIMAL:BEAST%d:UID", i);
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textId = ICDBNode::CTextId(text);
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NLGUI::CDBManager::getInstance()->getDB()->addObserver(&AnimalUIDObserver, textId);
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_BeastUidDB[i] = NLGUI::CDBManager::getInstance()->getDbProp(text, false);
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nlassert(_BeastUidDB[i]);
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textId = ICDBNode::CTextId( toString("SERVER:PACK_ANIMAL:BEAST%d:STATUS",i) );
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NLGUI::CDBManager::getInstance()->getDB()->addObserver(&AnimalStatusObserver, textId );
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text = toString("SERVER:PACK_ANIMAL:BEAST%d:STATUS", i);
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textId = ICDBNode::CTextId(text);
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NLGUI::CDBManager::getInstance()->getDB()->addObserver(&AnimalStatusObserver, textId);
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_BeastStatusDB[i] = NLGUI::CDBManager::getInstance()->getDbProp(text, false);
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nlassert(_BeastStatusDB[i]);
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text = toString("SERVER:PACK_ANIMAL:BEAST%d:TYPE", i);
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_BeastTypeDB[i] = NLGUI::CDBManager::getInstance()->getDbProp(text, false);
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nlassert(_BeastTypeDB[i]);
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}
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}// initialize //
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@ -29,6 +29,10 @@
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#include "ground_fx_manager.h"
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#include "projectile_manager.h"
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#include "user_entity.h"
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// Some constants
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#include "game_share/mission_desc.h"
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#include "interface_v3/people_interraction.h"
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#include "game_share/inventories.h"
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// Misc.
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#include "nel/misc/types_nl.h"
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#include "nel/misc/stream.h"
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@ -149,6 +153,14 @@ private:
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NL3D::UInstance _LastInstanceUnderPos;
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// DB node pointers used to update some entity flags
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _MissionTargetTitleDB[MAX_NUM_MISSIONS][MAX_NUM_MISSION_TARGETS];
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _GroupMemberUidDB[MaxNumPeopleInTeam];
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _GroupMemberNameDB[MaxNumPeopleInTeam];
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _BeastUidDB[MAX_INVENTORY_ANIMAL];
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _BeastStatusDB[MAX_INVENTORY_ANIMAL];
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _BeastTypeDB[MAX_INVENTORY_ANIMAL];
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//////////////
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//// DEBUG ///
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uint _NbUser;
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@ -344,6 +356,13 @@ public:
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*/
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void refreshInsceneInterfaceOfFriendNPC(uint slot);
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inline NLMISC::CCDBNodeLeaf *getMissionTargetTitleDB(int mission, int target) { return _MissionTargetTitleDB[mission][target]; }
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inline NLMISC::CCDBNodeLeaf *getGroupMemberUidDB(int member) { return _GroupMemberUidDB[member]; }
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inline NLMISC::CCDBNodeLeaf *getGroupMemberNameDB(int member) { return _GroupMemberNameDB[member]; }
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inline NLMISC::CCDBNodeLeaf *getBeastUidDB(int beast) { return _BeastUidDB[beast]; }
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inline NLMISC::CCDBNodeLeaf *getBeastStatusDB(int beast) { return _BeastStatusDB[beast]; }
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inline NLMISC::CCDBNodeLeaf *getBeastTypeDB(int beast) { return _BeastTypeDB[beast]; }
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private:
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// NB: don't return unselectable entities
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@ -2646,7 +2646,7 @@ void CEntityCL::updateMissionTarget()
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for (j=0; j<MAX_NUM_MISSION_TARGETS; j++)
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{
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// Get the db prop
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CCDBNodeLeaf *prop = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:MISSIONS:"+toString(i)+":TARGET"+toString(j)+":TITLE", false);
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CCDBNodeLeaf *prop = EntitiesMngr.getMissionTargetTitleDB(i, j); // NLGUI::CDBManager::getInstance()->getDbProp("SERVER:MISSIONS:"+toString(i)+":TARGET"+toString(j)+":TITLE", false);
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if (prop)
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{
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_MissionTarget = _NameId == (uint32)prop->getValue32();
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@ -2846,8 +2846,8 @@ void CEntityCL::updateIsInTeam ()
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for (uint i=0; i<MaxNumPeopleInTeam; i++)
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{
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// Get the db prop
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CCDBNodeLeaf *uidProp = NLGUI::CDBManager::getInstance()->getDbProp(toString(TEAM_DB_PATH ":%d:UID", i), false);
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CCDBNodeLeaf *presentProp = NLGUI::CDBManager::getInstance()->getDbProp(toString(TEAM_DB_PATH ":%d:NAME", i), false);
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CCDBNodeLeaf *uidProp = EntitiesMngr.getGroupMemberUidDB(i);
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CCDBNodeLeaf *presentProp = EntitiesMngr.getGroupMemberNameDB(i);
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// If same Entity uid than the one in the Database, ok the entity is in the Player TEAM!!
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if (uidProp && uidProp->getValue32() == (sint32)dataSetId() &&
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presentProp && presentProp->getValueBool() )
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@ -2876,9 +2876,9 @@ void CEntityCL::updateIsUserAnimal ()
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for (uint i=0; i<MAX_INVENTORY_ANIMAL; i++)
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{
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// Get the db prop
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CCDBNodeLeaf *uidProp = NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:PACK_ANIMAL:BEAST%d:UID", i), false);
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CCDBNodeLeaf *statusProp = NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:PACK_ANIMAL:BEAST%d:STATUS", i), false);
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CCDBNodeLeaf *typeProp = NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:PACK_ANIMAL:BEAST%d:TYPE", i), false);
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CCDBNodeLeaf *uidProp = EntitiesMngr.getBeastUidDB(i);
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CCDBNodeLeaf *statusProp = EntitiesMngr.getBeastStatusDB(i);
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CCDBNodeLeaf *typeProp = EntitiesMngr.getBeastTypeDB(i);
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// I must have the same Id, and the animal entry must be ok.
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if(uidProp && statusProp && typeProp && uidProp->getValue32() == (sint32)dataSetId() &&
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ANIMAL_STATUS::isSpawned((ANIMAL_STATUS::EAnimalStatus)(statusProp->getValue32()) ))
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