UpdateMask class refactoring
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0e963b4555
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@ -346,41 +346,43 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, UpdateMask* u
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{ return; }
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bool IsActivateToQuest = false;
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bool IsPerCasterAuraState = false;
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//bool IsPerCasterAuraState = false;
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if (updatetype == UPDATETYPE_CREATE_OBJECT || updatetype == UPDATETYPE_CREATE_OBJECT2)
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{
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// this is called for UPDATETYPE_CREATE_OBJECT, UPDATETYPE_CREATE_OBJECT2, UPDATETYPE_VALUES only
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if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
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{
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if (((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
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{ IsActivateToQuest = true; }
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updateMask->SetBit(GAMEOBJECT_DYN_FLAGS);
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}
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}
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else // case UPDATETYPE_VALUES
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{
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if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
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{
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if (((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
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{ IsActivateToQuest = true; }
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IsActivateToQuest = ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster();
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updateMask->SetBit(GAMEOBJECT_DYN_FLAGS);
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if (updatetype == UPDATETYPE_VALUES)
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updateMask->SetBit(GAMEOBJECT_ANIMPROGRESS);
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}
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}
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MANGOS_ASSERT(updateMask && updateMask->GetCount() == m_valuesCount);
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*data << (uint8)updateMask->GetBlockCount();
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data->append(updateMask->GetMask(), updateMask->GetLength());
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// checking the new bit extraction mechanic
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//#ifdef _DEBUG
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uint16 ix = 0;
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for (uint16 i = 0; i < m_valuesCount; i++)
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{
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if (updateMask->GetBit(i))
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{
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ix = updateMask->GetNextSetIndex(ix);
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if (i != ix)
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sLog.outError("ERROR BuildValuesUpdate: new index %u, should be %u for object type %u entry %u", ix, i, GetTypeId(), GetEntry());
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++ix;
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}
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}
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//#endif
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// 2 specialized loops for speed optimization in non-unit case
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if (isType(TYPEMASK_UNIT)) // unit (creature/player) case
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{
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for (uint16 index = 0; index < m_valuesCount; ++index)
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{
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if (updateMask->GetBit(index))
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uint16 index = 0;
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while ((index = updateMask->GetNextSetIndex(index)) < m_valuesCount)
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{
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if (index == UNIT_NPC_FLAGS)
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{
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@ -461,14 +463,13 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, UpdateMask* u
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// send in current format (float as float, uint32 as uint32)
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*data << m_uint32Values[index];
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}
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}
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++index;
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}
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}
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else if (isType(TYPEMASK_GAMEOBJECT)) // gameobject case
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{
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for (uint16 index = 0; index < m_valuesCount; ++index)
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{
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if (updateMask->GetBit(index))
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uint16 index = 0;
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while ((index = updateMask->GetNextSetIndex(index)) < m_valuesCount)
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{
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// send in current format (float as float, uint32 as uint32)
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if (index == GAMEOBJECT_DYN_FLAGS)
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@ -495,18 +496,17 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, UpdateMask* u
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}
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else
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{ *data << m_uint32Values[index]; } // other cases
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}
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++index;
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}
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}
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else // other objects case (no special index checks)
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{
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for (uint16 index = 0; index < m_valuesCount; ++index)
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{
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if (updateMask->GetBit(index))
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uint16 index = 0;
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while ((index = updateMask->GetNextSetIndex(index)) < m_valuesCount)
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{
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// send in current format (float as float, uint32 as uint32)
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*data << m_uint32Values[index];
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}
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++index;
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}
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}
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}
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@ -27,6 +27,9 @@
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#include "UpdateFields.h"
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#include "Errors.h"
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#ifdef WIN32
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#include <intrin.h>
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#endif
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class UpdateMask
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{
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@ -54,6 +57,20 @@ class UpdateMask
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return (((uint8*)mUpdateMask)[ index >> 3 ] & (1 << (index & 0x7))) != 0;
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}
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uint32 GetNextSetIndex(uint32 start) const
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{
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uint32 index = start;
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while (index <= mCount)
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{
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uint32 offset = ctz(mUpdateMask[index >> 5] >> (index & 0x1F));
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if (offset < (32 - (index & 0x1F)))
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return index + offset;
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else
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index += (32 - (index & 0x1F));
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}
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return mCount;
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}
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uint32 GetBlockCount() const { return mBlocks; }
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uint32 GetLength() const { return mBlocks << 2; }
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uint32 GetCount() const { return mCount; }
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@ -124,5 +141,18 @@ class UpdateMask
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uint32 mCount;
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uint32 mBlocks;
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uint32* mUpdateMask;
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#ifdef WIN32
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static uint32 __inline __builtin_ctz(uint32 x)
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{
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unsigned long r = 0;
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_BitScanForward(&r, x);
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return r;
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}
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#endif
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static inline uint32 ctz(const uint32 x)
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{
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return x ? __builtin_ctz(x) : 32;
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}
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};
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#endif
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