Npc Info
An implementation of the npc info packet. This class is responsible for bringing together all the bits of the npc info protocol, including copying all the pre-built buffers that were made beforehand.
Functions
Synchronizes the last coordinate of the local player with the current coordinate set previously in this cycle. This is simply to help make removal of all NPCs in high resolution more efficient, as we can avoid distance checks against every NPC, and only do so against the player's last coordinate.
Returns the backing byte buffer holding all the computed information.
Invoked whenever a pooled object is no longer in use. This function is primarily used to clear out any sensitive information or potential memory leaks regarding byte buffers. This function should not fully reset objects, particularly primitives, as there is a chance a given pooled object never gets re-utilized and the garbage collector ends up picking it up. In such cases, it is more beneficial to do the resetting of properties during the onAlloc, to ensure no work is 'wasted'.
This function allocates a new clean world details object, as on reconnect, all existing npc info state is lost. This function should be called on the old npc info object whenever a reconnect occurs.
Resets the view distance back to a default value of 15 tile radius.
Sets the view distance, meaning how far the player can see NPCs.
Turns this npc info structure into a respective npc info packet, depending on the current known view distance.
Updates the build area for this NPC info. This will ensure that no NPCs outside of this box will be added to high resolution view.
Updates the coordinate of the local player, as this is necessary to know how far NPCs nearby are to the player, which allows us to remove NPCs that have gone too far out, and add NPCs that are within certain distance.