feat(gameplay): implement entity system with concurrent task handling and fix model loading

This commit is contained in:
2026-07-30 15:05:56 +08:00
parent efa49a98b7
commit b166bab4f3
10 changed files with 109 additions and 30 deletions

View File

@@ -21,9 +21,39 @@ void ServerEntityManager::init() {
std::move(c), PigTag{});
});
}
void ServerEntityManager::update() { handle_task(); }
void ServerEntityManager::handle_task() {
TaskPair pair;
while (m_tasks.try_pop(pair)) {
switch (pair.first) {
case Command::CREATE: {
auto* c = std::get_if<EntityCreateElement>(&pair.second);
ASSERT(c);
create_entity(c->name, c->pos);
} break;
case Command::SEND_ALL_ENTITIES: {
auto* c = std::get_if<std::shared_ptr<Session>>(&pair.second);
ASSERT(c);
send_all_entities(*c);
} break;
}
}
}
void ServerEntityManager::add_entity(std::string_view name,
const glm::vec3& pos) {
m_tasks.emplace(Command::CREATE,
EntityCreateElement{std::string(name), pos});
}
void ServerEntityManager::handle_player_login(
std::shared_ptr<Session> session) {
m_tasks.emplace(Command::SEND_ALL_ENTITIES, std::move(session));
}
void ServerEntityManager::create_entity(std::string_view name,
const glm::vec3& pos) {
ASSERT(m_factories.contains(name));
auto e = m_factories[name]();
acc c;
@@ -35,6 +65,20 @@ void ServerEntityManager::add_entity(std::string_view name,
send_entity_create(e, name, pos);
}
void ServerEntityManager::send_all_entities(std::shared_ptr<Session>& session) {
auto view = m_registry.view<Entity, EntityInfo, BaseServerCreature>();
for (auto& entity : view) {
auto [e, info, base] =
view.get<Entity, EntityInfo, BaseServerCreature>(entity);
Arena arena;
auto* s2c = Arena::Create<S2CEntityCreate>(&arena);
s2c->set_id(e.id);
s2c->set_name(info.name);
Tools::set_net_pos(s2c, base.transform.position.value);
session->send(make_packet(*s2c));
}
}
void ServerEntityManager::send_entity_create(EntityID id, std::string_view name,
const glm::vec3& pos) {
auto sessions = m_world.get_all_session();