#1 - ClientWorldController refactoring

This commit is contained in:
Martin Slachta
2026-08-03 23:30:18 +02:00
parent f4174eb0c7
commit a097f4d4b0
35 changed files with 899 additions and 1010 deletions
@@ -7,28 +7,6 @@
namespace tw::net::im {
/**
* Bounded-world spatial grid backend.
*
* World area bounds are supplied at construction time so the same grid type
* can be reused for differently-sized zones without recompiling.
* CELL_SIZE and VIEW_RADIUS remain template parameters so kNeighborRadius
* can be computed at compile time, keeping the hot-path loop bounds constant.
*
* Template parameters:
* CELL_SIZE: size of each cell (meters). Recommended: CELL_SIZE == VIEW_RADIUS
* for maximum efficiency (no distance checks needed).
* VIEW_RADIUS: the subscription radius around a player (meters).
*
* Constructor parameters:
* min_x, max_x, min_z, max_z — world area bounds (meters).
*
* Complexity:
* begin_frame(): O(cols × rows) clearing
* insert(): O(1)
* query_neighbors(): O(kNeighborRadius²) cells × avg entities per cell
* query_area(): O(cells overlapping AABB) × avg entities per cell
*/
template<uint32_t CELL_SIZE, uint32_t VIEW_RADIUS>
class FixedGrid {
public:
@@ -45,9 +23,6 @@ private:
int32_t m_world_min_z, m_world_max_z;
uint32_t m_cols, m_rows;
// Flat 2D vector of cell vectors indexed as [cz * m_cols + cx].
// Outer vector is allocated once at construction; inner vectors retain
// capacity across frames so no heap allocations occur in steady state.
std::vector<std::vector<entt::entity>> m_cells;
[[nodiscard]] inline std::pair<uint32_t, uint32_t> world_to_cell(