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* [Game] [Arrows] Track creatorId, use arrowData in arrowItem, use registry, generate unique arrow id's on server side and delete-on-exist inserts. Took 2 minutes Took 1 minute * Fix emitting slot instead of signal. Took 15 minutes * Clear arrows locally in special circumstances i.e. teardown. Took 28 minutes --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
48 lines
No EOL
1.1 KiB
C++
48 lines
No EOL
1.1 KiB
C++
#include "arrow_registry.h"
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#include "board/arrow_item.h"
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void ArrowRegistry::insert(QSharedPointer<ArrowData> data, ArrowItem *arrow)
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{
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const ArrowKey key{data->creatorId, data->id};
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if (auto *existing = take(data->creatorId, data->id)) {
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existing->delArrow();
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}
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dataStore.insert(key, data);
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items.insert(key, arrow);
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byPlayer[data->creatorId].insert(data->id);
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}
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ArrowItem *ArrowRegistry::take(int creatorId, int arrowId)
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{
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const ArrowKey key{creatorId, arrowId};
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dataStore.remove(key);
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auto &playerSet = byPlayer[creatorId];
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playerSet.remove(arrowId);
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if (playerSet.isEmpty()) {
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byPlayer.remove(creatorId);
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}
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return items.take(key);
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}
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ArrowItem *ArrowRegistry::get(int creatorId, int arrowId) const
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{
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return items.value(ArrowKey{creatorId, arrowId}, nullptr);
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}
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bool ArrowRegistry::contains(int creatorId, int arrowId) const
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{
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return items.contains(ArrowKey{creatorId, arrowId});
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}
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QSet<int> ArrowRegistry::idsForPlayer(int playerId) const
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{
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return byPlayer.value(playerId);
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}
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QList<ArrowItem *> ArrowRegistry::all() const
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{
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return items.values();
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} |