Merge pull request #3 from Olion17/develop21

[Spells] Heartbeat resist; [Core] UpdateMask refactoring
This commit is contained in:
Antz 2015-03-31 01:11:18 +01:00
commit aa620b3a77
4 changed files with 195 additions and 133 deletions

View File

@ -346,28 +346,16 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, UpdateMask* u
{ return; }
bool IsActivateToQuest = false;
bool IsPerCasterAuraState = false;
//bool IsPerCasterAuraState = false;
if (updatetype == UPDATETYPE_CREATE_OBJECT || updatetype == UPDATETYPE_CREATE_OBJECT2)
// this is called for UPDATETYPE_CREATE_OBJECT, UPDATETYPE_CREATE_OBJECT2, UPDATETYPE_VALUES only
if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
{
if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
{
if (((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
{ IsActivateToQuest = true; }
IsActivateToQuest = ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster();
updateMask->SetBit(GAMEOBJECT_DYN_FLAGS);
}
}
else // case UPDATETYPE_VALUES
{
if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
{
if (((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
{ IsActivateToQuest = true; }
updateMask->SetBit(GAMEOBJECT_DYN_FLAGS);
updateMask->SetBit(GAMEOBJECT_DYN_FLAGS);
if (updatetype == UPDATETYPE_VALUES)
updateMask->SetBit(GAMEOBJECT_ANIMPROGRESS);
}
}
MANGOS_ASSERT(updateMask && updateMask->GetCount() == m_valuesCount);
@ -375,138 +363,150 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, UpdateMask* u
*data << (uint8)updateMask->GetBlockCount();
data->append(updateMask->GetMask(), updateMask->GetLength());
// checking the new bit extraction mechanic
//#ifdef _DEBUG
uint16 ix = 0;
for (uint16 i = 0; i < m_valuesCount; i++)
{
if (updateMask->GetBit(i))
{
ix = updateMask->GetNextSetIndex(ix);
if (i != ix)
sLog.outError("ERROR BuildValuesUpdate: new index %u, should be %u for object type %u entry %u", ix, i, GetTypeId(), GetEntry());
++ix;
}
}
//#endif
// 2 specialized loops for speed optimization in non-unit case
if (isType(TYPEMASK_UNIT)) // unit (creature/player) case
{
for (uint16 index = 0; index < m_valuesCount; ++index)
uint16 index = 0;
while ((index = updateMask->GetNextSetIndex(index)) < m_valuesCount)
{
if (updateMask->GetBit(index))
if (index == UNIT_NPC_FLAGS)
{
if (index == UNIT_NPC_FLAGS)
uint32 appendValue = m_uint32Values[index];
if (GetTypeId() == TYPEID_UNIT)
{
uint32 appendValue = m_uint32Values[index];
if (GetTypeId() == TYPEID_UNIT)
if (appendValue & UNIT_NPC_FLAG_TRAINER)
{
if (appendValue & UNIT_NPC_FLAG_TRAINER)
{
if (!((Creature*)this)->IsTrainerOf(target, false))
{ appendValue &= ~UNIT_NPC_FLAG_TRAINER; }
}
if (appendValue & UNIT_NPC_FLAG_STABLEMASTER)
{
if (target->getClass() != CLASS_HUNTER)
{ appendValue &= ~UNIT_NPC_FLAG_STABLEMASTER; }
}
if (!((Creature*)this)->IsTrainerOf(target, false))
{ appendValue &= ~UNIT_NPC_FLAG_TRAINER; }
}
*data << uint32(appendValue);
}
// FIXME: Some values at server stored in float format but must be sent to client in uint32 format
else if (index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
{
// convert from float to uint32 and send
*data << uint32(m_floatValues[index] < 0 ? 0 : m_floatValues[index]);
}
// there are some float values which may be negative or can't get negative due to other checks
else if ((index >= PLAYER_FIELD_NEGSTAT0 && index <= PLAYER_FIELD_NEGSTAT4) ||
(index >= PLAYER_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (PLAYER_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) ||
(index >= PLAYER_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (PLAYER_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) ||
(index >= PLAYER_FIELD_POSSTAT0 && index <= PLAYER_FIELD_POSSTAT4))
{
*data << uint32(m_floatValues[index]);
}
// Gamemasters should be always able to select units - remove not selectable flag
else if (index == UNIT_FIELD_FLAGS && target->isGameMaster())
{
*data << (m_uint32Values[index] & ~UNIT_FLAG_NOT_SELECTABLE);
}
/* Hide loot animation for players that aren't permitted to loot the corpse */
else if (index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT)
{
uint32 send_value = m_uint32Values[index];
/* Initiate pointer to creature so we can check loot */
if (Creature* my_creature = (Creature*)this)
/* If the creature is NOT fully looted */
if (!my_creature->loot.isLooted())
/* If the lootable flag is NOT set */
if (!(send_value & UNIT_DYNFLAG_LOOTABLE))
{
/* Update it on the creature */
my_creature->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
/* Update it in the packet */
send_value = send_value | UNIT_DYNFLAG_LOOTABLE;
}
/* If we're not allowed to loot the target, destroy the lootable flag */
if (!target->isAllowedToLoot((Creature*)this))
if (send_value & UNIT_DYNFLAG_LOOTABLE)
{ send_value = send_value & ~UNIT_DYNFLAG_LOOTABLE; }
/* If we are allowed to loot it and mob is tapped by us, destroy the tapped flag */
bool is_tapped = target->IsTappedByMeOrMyGroup((Creature*)this);
/* If the creature has tapped flag but is tapped by us, remove the flag */
if (send_value & UNIT_DYNFLAG_TAPPED && is_tapped)
{ send_value = send_value & ~UNIT_DYNFLAG_TAPPED; }
*data << send_value;
}
else
{
// send in current format (float as float, uint32 as uint32)
*data << m_uint32Values[index];
}
}
}
}
else if (isType(TYPEMASK_GAMEOBJECT)) // gameobject case
{
for (uint16 index = 0; index < m_valuesCount; ++index)
{
if (updateMask->GetBit(index))
{
// send in current format (float as float, uint32 as uint32)
if (index == GAMEOBJECT_DYN_FLAGS)
{
if (IsActivateToQuest)
if (appendValue & UNIT_NPC_FLAG_STABLEMASTER)
{
switch (((GameObject*)this)->GetGoType())
{
case GAMEOBJECT_TYPE_QUESTGIVER:
case GAMEOBJECT_TYPE_CHEST:
case GAMEOBJECT_TYPE_GENERIC:
case GAMEOBJECT_TYPE_SPELL_FOCUS:
case GAMEOBJECT_TYPE_GOOBER:
*data << uint16(GO_DYNFLAG_LO_ACTIVATE);
*data << uint16(0);
break;
default:
*data << uint32(0); // unknown, not happen.
break;
}
if (target->getClass() != CLASS_HUNTER)
{ appendValue &= ~UNIT_NPC_FLAG_STABLEMASTER; }
}
else
{ *data << uint32(0); } // disable quest object
}
else
{ *data << m_uint32Values[index]; } // other cases
*data << uint32(appendValue);
}
}
}
else // other objects case (no special index checks)
{
for (uint16 index = 0; index < m_valuesCount; ++index)
{
if (updateMask->GetBit(index))
// FIXME: Some values at server stored in float format but must be sent to client in uint32 format
else if (index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
{
// convert from float to uint32 and send
*data << uint32(m_floatValues[index] < 0 ? 0 : m_floatValues[index]);
}
// there are some float values which may be negative or can't get negative due to other checks
else if ((index >= PLAYER_FIELD_NEGSTAT0 && index <= PLAYER_FIELD_NEGSTAT4) ||
(index >= PLAYER_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (PLAYER_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) ||
(index >= PLAYER_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (PLAYER_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) ||
(index >= PLAYER_FIELD_POSSTAT0 && index <= PLAYER_FIELD_POSSTAT4))
{
*data << uint32(m_floatValues[index]);
}
// Gamemasters should be always able to select units - remove not selectable flag
else if (index == UNIT_FIELD_FLAGS && target->isGameMaster())
{
*data << (m_uint32Values[index] & ~UNIT_FLAG_NOT_SELECTABLE);
}
/* Hide loot animation for players that aren't permitted to loot the corpse */
else if (index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT)
{
uint32 send_value = m_uint32Values[index];
/* Initiate pointer to creature so we can check loot */
if (Creature* my_creature = (Creature*)this)
/* If the creature is NOT fully looted */
if (!my_creature->loot.isLooted())
/* If the lootable flag is NOT set */
if (!(send_value & UNIT_DYNFLAG_LOOTABLE))
{
/* Update it on the creature */
my_creature->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
/* Update it in the packet */
send_value = send_value | UNIT_DYNFLAG_LOOTABLE;
}
/* If we're not allowed to loot the target, destroy the lootable flag */
if (!target->isAllowedToLoot((Creature*)this))
if (send_value & UNIT_DYNFLAG_LOOTABLE)
{ send_value = send_value & ~UNIT_DYNFLAG_LOOTABLE; }
/* If we are allowed to loot it and mob is tapped by us, destroy the tapped flag */
bool is_tapped = target->IsTappedByMeOrMyGroup((Creature*)this);
/* If the creature has tapped flag but is tapped by us, remove the flag */
if (send_value & UNIT_DYNFLAG_TAPPED && is_tapped)
{ send_value = send_value & ~UNIT_DYNFLAG_TAPPED; }
*data << send_value;
}
else
{
// send in current format (float as float, uint32 as uint32)
*data << m_uint32Values[index];
}
++index;
}
}
else if (isType(TYPEMASK_GAMEOBJECT)) // gameobject case
{
uint16 index = 0;
while ((index = updateMask->GetNextSetIndex(index)) < m_valuesCount)
{
// send in current format (float as float, uint32 as uint32)
if (index == GAMEOBJECT_DYN_FLAGS)
{
if (IsActivateToQuest)
{
switch (((GameObject*)this)->GetGoType())
{
case GAMEOBJECT_TYPE_QUESTGIVER:
case GAMEOBJECT_TYPE_CHEST:
case GAMEOBJECT_TYPE_GENERIC:
case GAMEOBJECT_TYPE_SPELL_FOCUS:
case GAMEOBJECT_TYPE_GOOBER:
*data << uint16(GO_DYNFLAG_LO_ACTIVATE);
*data << uint16(0);
break;
default:
*data << uint32(0); // unknown, not happen.
break;
}
}
else
{ *data << uint32(0); } // disable quest object
}
else
{ *data << m_uint32Values[index]; } // other cases
++index;
}
}
else // other objects case (no special index checks)
{
uint16 index = 0;
while ((index = updateMask->GetNextSetIndex(index)) < m_valuesCount)
{
// send in current format (float as float, uint32 as uint32)
*data << m_uint32Values[index];
++index;
}
}
}

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@ -27,6 +27,9 @@
#include "UpdateFields.h"
#include "Errors.h"
#ifdef WIN32
#include <intrin.h>
#endif
class UpdateMask
{
@ -54,6 +57,20 @@ class UpdateMask
return (((uint8*)mUpdateMask)[ index >> 3 ] & (1 << (index & 0x7))) != 0;
}
uint32 GetNextSetIndex(uint32 start) const
{
uint32 index = start;
while (index <= mCount)
{
uint32 offset = ctz(mUpdateMask[index >> 5] >> (index & 0x1F));
if (offset < (32 - (index & 0x1F)))
return index + offset;
else
index += (32 - (index & 0x1F));
}
return mCount;
}
uint32 GetBlockCount() const { return mBlocks; }
uint32 GetLength() const { return mBlocks << 2; }
uint32 GetCount() const { return mCount; }
@ -124,5 +141,18 @@ class UpdateMask
uint32 mCount;
uint32 mBlocks;
uint32* mUpdateMask;
#ifdef WIN32
static uint32 __inline __builtin_ctz(uint32 x)
{
unsigned long r = 0;
_BitScanForward(&r, x);
return r;
}
#endif
static inline uint32 ctz(const uint32 x)
{
return x ? __builtin_ctz(x) : 32;
}
};
#endif

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@ -4861,6 +4861,13 @@ void Aura::HandleInterruptRegen(bool apply, bool Real)
GetTarget()->SetInDummyCombatState(apply);
}
// NOTE this may be moved to the header file, but no need because it is used locally
#define HEARTBEAT_AURA_MECHANIC_MASK ( \
(1 << (MECHANIC_CHARM - 1)) | (1 << (MECHANIC_BANISH - 1)) | (1 << (MECHANIC_DISORIENTED - 1)) | \
(1 << (MECHANIC_POLYMORPH - 1)) | (1 << (MECHANIC_HORROR - 1)) | (1 << (MECHANIC_FEAR - 1)) | \
(1 << (MECHANIC_SLEEP - 1)) | (1 << (MECHANIC_SAPPED - 1)) | (1 << (MECHANIC_FREEZE - 1)) | \
(1 << (MECHANIC_ROOT - 1)) | (1 << (MECHANIC_STUN - 1)) | (1 << (MECHANIC_KNOCKOUT - 1)))
SpellAuraHolder::SpellAuraHolder(SpellEntry const* spellproto, Unit* target, WorldObject* caster, Item* castItem) :
m_spellProto(spellproto),
m_target(target), m_castItemGuid(castItem ? castItem->GetObjectGuid() : ObjectGuid()),
@ -4917,6 +4924,9 @@ SpellAuraHolder::SpellAuraHolder(SpellEntry const* spellproto, Unit* target, Wor
break;
}
m_isHeartbeatSubject = (GetSpellMechanicMask(m_spellProto, (1 << MAX_EFFECT_INDEX) - 1) & HEARTBEAT_AURA_MECHANIC_MASK)
&& caster->GetTypeId() == TYPEID_PLAYER && target->GetTypeId() == TYPEID_PLAYER && !IsChanneledSpell(m_spellProto);
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{ m_auras[i] = NULL; }
}
@ -5436,6 +5446,18 @@ void SpellAuraHolder::Update(uint32 diff)
if (Aura* aura = m_auras[i])
{ aura->UpdateAura(diff); }
if (m_isHeartbeatSubject && m_duration)
{
if (HeartbeatResist(diff)) //m_duration, GetCaster()->ToPlayer(), GetTarget()->ToPlayer() all available within AuraHolder instance
{
if (diff >= 1 * IN_MILLISECONDS || urand(1, 1 * IN_MILLISECONDS) < diff)
{
sLog.outError("Heartbeat: spell %u max timed %u, elapsed %u, chance to resist %f", m_spellProto->Id, m_maxDuration, m_maxDuration - m_duration, pow((m_maxDuration - m_duration + diff) / 15.0f, 2) / (IN_MILLISECONDS*IN_MILLISECONDS));
m_duration = 1; //equivalent to remove by expire
}
}
}
// Channeled aura required check distance from caster
if (IsChanneledSpell(m_spellProto) && GetCasterGuid() != m_target->GetObjectGuid())
{
@ -5616,6 +5638,14 @@ void SpellAuraHolder::UpdateAuraDuration()
{ SendAuraDurationForCaster((Player*)caster); }
}
bool SpellAuraHolder::HeartbeatResist(uint32 diff)
{
// m_maxDuration - m_duration : Elapsed aura time in ms
// 15 sec is an empirical constant
// TODO use target resistances! the simplest formula from valkyrie-wow is used now
return (urand(0, IN_MILLISECONDS*IN_MILLISECONDS) < pow((m_maxDuration - m_duration + diff) / 15.0f, 2));
}
void SpellAuraHolder::SendAuraDurationForCaster(Player* caster)
{
// [-ZERO] Feature doesn't exist in 1.x.

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@ -213,6 +213,7 @@ class SpellAuraHolder
~SpellAuraHolder();
private:
void UpdateAuraApplication(); // called at charges or stack changes
bool HeartbeatResist(uint32 diff);
SpellEntry const* m_spellProto;
@ -237,6 +238,7 @@ class SpellAuraHolder
bool m_isPassive: 1;
bool m_isDeathPersist: 1;
bool m_isRemovedOnShapeLost: 1;
bool m_isHeartbeatSubject: 1;
bool m_deleted: 1;
uint32 m_in_use; // > 0 while in SpellAuraHolder::ApplyModifiers call/SpellAuraHolder::Update/etc