Merged in takhlaq/ffxiv-classic-server/develop (pull request #44)

fixed some races
This commit is contained in:
Tahir Akhlaq 2017-06-06 16:42:14 +00:00 committed by Filip Maj
commit 4e8ce558a7

View File

@ -64,7 +64,7 @@ namespace FFXIVClassic_Map_Server.Actors
this.displayNameId = 0;
this.customDisplayName = "_areaMaster";
this.actorName = String.Format("_areaMaster@{0:X5}",id<<8);
this.actorName = String.Format("_areaMaster@{0:X5}", id << 8);
this.classPath = classPath;
this.className = classPath.Substring(classPath.LastIndexOf("/") + 1);
@ -77,12 +77,11 @@ namespace FFXIVClassic_Map_Server.Actors
for (int y = 0; y < numYBlocks; y++)
{
for (int x = 0; x < numXBlocks; x++ )
for (int x = 0; x < numXBlocks; x++)
{
mActorBlock[x, y] = new List<Actor>();
}
}
}
public override SubPacket CreateScriptBindPacket(uint playerActorId)
@ -109,8 +108,11 @@ namespace FFXIVClassic_Map_Server.Actors
public void AddActorToZone(Actor actor)
{
if (!mActorList.ContainsKey(actor.actorId))
mActorList.Add(actor.actorId, actor);
lock (mActorList)
{
if (!mActorList.ContainsKey(actor.actorId))
mActorList.Add(actor.actorId, actor);
}
int gridX = (int)actor.positionX / boundingGridSize;
int gridY = (int)actor.positionZ / boundingGridSize;
@ -134,7 +136,8 @@ namespace FFXIVClassic_Map_Server.Actors
public void RemoveActorFromZone(Actor actor)
{
mActorList.Remove(actor.actorId);
lock (mActorList)
mActorList.Remove(actor.actorId);
int gridX = (int)actor.positionX / boundingGridSize;
int gridY = (int)actor.positionZ / boundingGridSize;
@ -223,11 +226,14 @@ namespace FFXIVClassic_Map_Server.Actors
List<Actor> result = new List<Actor>();
for (int gx = gridX - checkDistance; gx <= gridX + checkDistance; gx++)
lock (mActorBlock)
{
for (int gy = gridY - checkDistance; gy <= gridY + checkDistance; gy++)
for (int gx = gridX - checkDistance; gx <= gridX + checkDistance; gx++)
{
result.AddRange(mActorBlock[gx, gy]);
for (int gy = gridY - checkDistance; gy <= gridY + checkDistance; gy++)
{
result.AddRange(mActorBlock[gx, gy]);
}
}
}
@ -266,14 +272,16 @@ namespace FFXIVClassic_Map_Server.Actors
List<Actor> result = new List<Actor>();
for (int gy = ((gridY - checkDistance) < 0 ? 0 : (gridY - checkDistance)); gy <= ((gridY + checkDistance) >= numYBlocks ? numYBlocks - 1 : (gridY + checkDistance)); gy++)
lock (mActorBlock)
{
for (int gx = ((gridX - checkDistance) < 0 ? 0 : (gridX - checkDistance)); gx <= ((gridX + checkDistance) >= numXBlocks ? numXBlocks - 1 : (gridX + checkDistance)); gx++)
for (int gy = ((gridY - checkDistance) < 0 ? 0 : (gridY - checkDistance)); gy <= ((gridY + checkDistance) >= numYBlocks ? numYBlocks - 1 : (gridY + checkDistance)); gy++)
{
result.AddRange(mActorBlock[gx, gy]);
for (int gx = ((gridX - checkDistance) < 0 ? 0 : (gridX - checkDistance)); gx <= ((gridX + checkDistance) >= numXBlocks ? numXBlocks - 1 : (gridX + checkDistance)); gx++)
{
result.AddRange(mActorBlock[gx, gy]);
}
}
}
//Remove players if isolation zone
if (isIsolated)
{
@ -291,19 +299,25 @@ namespace FFXIVClassic_Map_Server.Actors
public Actor FindActorInArea(uint id)
{
if (!mActorList.ContainsKey(id))
return null;
return mActorList[id];
lock (mActorList)
{
if (!mActorList.ContainsKey(id))
return null;
return mActorList[id];
}
}
public Actor FindActorInZoneByUniqueID(string uniqueId)
{
foreach (Actor a in mActorList.Values)
lock (mActorList)
{
if (a is Npc)
foreach (Actor a in mActorList.Values)
{
if (((Npc)a).GetUniqueId().ToLower().Equals(uniqueId))
return a;
if (a is Npc)
{
if (((Npc)a).GetUniqueId().ToLower().Equals(uniqueId))
return a;
}
}
}
return null;
@ -311,33 +325,45 @@ namespace FFXIVClassic_Map_Server.Actors
public Player FindPCInZone(string name)
{
foreach (Actor a in mActorList.Values)
lock (mActorList)
{
if (a is Player)
foreach (Actor a in mActorList.Values)
{
if (((Player)a).customDisplayName.ToLower().Equals(name.ToLower()))
return (Player)a;
if (a is Player)
{
if (((Player)a).customDisplayName.ToLower().Equals(name.ToLower()))
return (Player)a;
}
}
return null;
}
return null;
}
public Player FindPCInZone(uint id)
{
if (!mActorList.ContainsKey(id))
return null;
return (Player)mActorList[id];
lock (mActorList)
{
if (!mActorList.ContainsKey(id))
return null;
return (Player)mActorList[id];
}
}
public void Clear()
{
//Clear All
mActorList.Clear();
for (int y = 0; y < numYBlocks; y++)
lock (mActorList)
{
for (int x = 0; x < numXBlocks; x++)
//Clear All
mActorList.Clear();
lock (mActorBlock)
{
mActorBlock[x, y].Clear();
for (int y = 0; y < numYBlocks; y++)
{
for (int x = 0; x < numXBlocks; x++)
{
mActorBlock[x, y].Clear();
}
}
}
}
}
@ -450,12 +476,15 @@ namespace FFXIVClassic_Map_Server.Actors
}
if (zoneWide)
{
foreach (var actor in mActorList)
lock (mActorList)
{
if (actor.Value is Player)
foreach (var actor in mActorList)
{
player = ((Player)actor.Value);
player.QueuePacket(BasePacket.CreatePacket(SetWeatherPacket.BuildPacket(player.actorId, weather, transitionTime), true, false));
if (actor.Value is Player)
{
player = ((Player)actor.Value);
player.QueuePacket(BasePacket.CreatePacket(SetWeatherPacket.BuildPacket(player.actorId, weather, transitionTime), true, false));
}
}
}
}