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Towards/modules/server/src/ZoneManager.hpp
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#pragma once
#include "ZoneProxy.hpp"
#include "interest_management/FixedGrid.hpp"
#include "network/SessionId.hpp"
#include "systems/Interest.hpp"
#include "systems/InterestSystem.hpp"
#include "world/JoltPhysicsWorld.hpp"
#include "world/World.hpp"
#include "PlayerMove.pb.h"
#include <entt/entt.hpp>
#include <glm/glm.hpp>
#include <memory>
#include <unordered_map>
#include <vector>
namespace tw::net {
// 500-unit cells, 500-unit view radius → 3×3 neighbourhood, no per-entity distance checks.
// World bounds are supplied to the constructor at runtime.
using SpatialBackendType = im::FixedGrid<500, 500>;
// How far into this zone a neighbour's interest area is expanded.
// Entities within this margin are tracked by the interest system before transfer.
static constexpr float kNeighborBorderOverlap = 100.0f;
class ZoneManager : public ZoneProxy {
struct NeighborEntry {
ZoneProxy* proxy;
im::InterestId interest_id;
};
// Declaration order == initialisation order.
std::unique_ptr<World> m_world;
JoltPhysicsWorld m_physics_world;
std::unique_ptr<SpatialBackendType> m_spatial_backend;
std::unique_ptr<im::InterestSystem<SpatialBackendType>> m_interest_system;
std::unordered_map<im::InterestId, entt::entity> m_client_entities;
std::unordered_map<entt::entity, im::InterestId> m_entity_sessions; // reverse map
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std::unordered_map<im::InterestId, uint32_t> m_session_input_frame; // most recent input frame received
std::unordered_map<im::InterestId, uint32_t> m_session_acked_frame; // input frame consumed by last tick
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std::vector<NeighborEntry> m_neighbors;
uint32_t m_next_neighbor_id = 0x80000000u;
entt::entity client_entity(im::InterestId interest_id) const;
void check_neighbor_transfers();
public:
entt::registry& registry() { return m_world->registry(); }
im::InterestSystem<SpatialBackendType>* interest() const {
return m_interest_system.get();
}
ZoneManager(im::AreaBounds zone_bounds);
// ── ZoneProxy interface ───────────────────────────────────────────────────
// Returns the geographic area this zone owns, derived from the spatial backend bounds.
im::AreaBounds area() const override;
// Receive an entity transferred from a neighbouring zone.
// Spawns the entity in this zone's world; wires up input routing if session_id is set.
// NOTE: ZoneServer must also update its session→zone routing table after this call.
void transfer_entity(EntityInfo&& info) override;
// ── Zone management ───────────────────────────────────────────────────────
entt::entity spawn_entity(EntityInfo&& info);
// Registers an interest for the given entity and begins tracking entities near their position.
// Uses session_id as the InterestId; the interest system is unaware of this mapping.
// Can fetch the interest using `get_interest(interest_id)`.
void add_client(im::InterestId interest_id, entt::entity entity);
void on_player_move(SessionId session_id, mmo::PlayerMoveMessage&& message);
// Registers a neighbouring zone. Its geographic area is added to the interest
// manager and checked each tick; entities that cross into it are transferred.
void register_neighbor_zone(ZoneProxy* neighbor);
// Returns the current interest state for any registered id, or nullptr.
const im::Interest* get_interest(im::InterestId id) const;
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// Returns the input frame that this session's entity was last simulated with, or 0 if unknown.
uint32_t acked_input_frame(im::InterestId interest_id) const;
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// Runs one tick: interest queries, neighbour transfer checks, world step, physics step.
void tick(uint32_t frame_idx, float delta_time);
};
} // namespace tw::net