void  WorldManager::initPlayersInRange(Object* object,PlayerObject* player)
{
    // we still query for players here, cause they are found through the buildings and arent kept in a qtree
    ObjectSet inRangeObjects;
    mSpatialIndex->getObjectsInRange(object,&inRangeObjects,(ObjType_Player),gWorldConfig->getPlayerViewingRange());

    // query the according qtree, if we are in one
    if(object->getSubZoneId())
    {
        if(QTRegion* region = getQTRegion(object->getSubZoneId()))
        {
            float				viewingRange	= _GetMessageHeapLoadViewingRange();
            //float				viewingRange	= (float)gWorldConfig->getPlayerViewingRange();
            Anh_Math::Rectangle qRect;

            if(!object->getParentId())
            {
                qRect = Anh_Math::Rectangle(object->mPosition.x - viewingRange,object->mPosition.z - viewingRange,viewingRange * 2,viewingRange * 2);
            }
            else
            {
                CellObject*		cell		= dynamic_cast<CellObject*>(getObjectById(object->getParentId()));
                BuildingObject* building	= dynamic_cast<BuildingObject*>(getObjectById(cell->getParentId()));

                qRect = Anh_Math::Rectangle(building->mPosition.x - viewingRange,building->mPosition.z - viewingRange,viewingRange * 2,viewingRange * 2);
            }

            region->mTree->getObjectsInRange(object,&inRangeObjects,ObjType_Player,&qRect);
        }
    }

    // iterate through the results
    ObjectSet::iterator it = inRangeObjects.begin();

    while(it != inRangeObjects.end())
    {
        PlayerObject* pObject = dynamic_cast<PlayerObject*>(*it);

        if(pObject)
        {
            if(pObject != player)
            {
                gMessageLib->sendCreateObject(object,pObject);
                pObject->addKnownObjectSafe(object);
                object->addKnownObjectSafe(pObject);
            }

        }

        ++it;
    }

}
void WorldManager::createObjectForKnownPlayers(PlayerObjectSet* knownPlayers, Object* object)
{

	PlayerObjectSet::iterator it = knownPlayers->begin();
	while(it != knownPlayers->end())
	{	
		PlayerObject* targetObject = (*it);
		gMessageLib->sendCreateObject(object,targetObject);
		targetObject->addKnownObjectSafe(object);
		object->addKnownObjectSafe(targetObject);
		++it;
	}
	
}
void WorldManager::createObjectinWorld(Object* object)
{
	float				viewingRange	= _GetMessageHeapLoadViewingRange();
	ObjectSet inRangeObjects;
	mSpatialIndex->getObjectsInRange(object,&inRangeObjects,(ObjType_Player),viewingRange);

	// query the according qtree, if we are in one
	if(object->getSubZoneId())
	{
		if(QTRegion* region = getQTRegion(object->getSubZoneId()))
		{
			
			Anh_Math::Rectangle qRect;

			if(!object->getParentId())
			{
				qRect = Anh_Math::Rectangle(object->mPosition.x - viewingRange,object->mPosition.z - viewingRange,viewingRange * 2,viewingRange * 2);
			}
			else
			{
				CellObject*		cell		= dynamic_cast<CellObject*>(getObjectById(object->getParentId()));
				
				
				if(BuildingObject* house	= dynamic_cast<BuildingObject*>(getObjectById(cell->getParentId())))
				{
					qRect = Anh_Math::Rectangle(house->mPosition.x - viewingRange,house->mPosition.z - viewingRange,viewingRange * 2,viewingRange * 2);
				}
			}

			region->mTree->getObjectsInRange(object,&inRangeObjects,ObjType_Player,&qRect);
		}
	}

	// iterate through the results
	ObjectSet::iterator it = inRangeObjects.begin();

	while(it != inRangeObjects.end())
	{
		PlayerObject* player = dynamic_cast<PlayerObject*> (*it);
		if(player)
		{
			// send create for the type of object
			if (object->getPrivateOwner())	//what is this about ?? does it concern instances ????
			{
				if (object->isOwnedBy(player))
				{
					gMessageLib->sendCreateObject(object,player);
					object->addKnownObjectSafe(player);
					player->addKnownObjectSafe(object);
				}
			}
			else
			{
				gMessageLib->sendCreateObject(object,player);
				
				object->addKnownObjectSafe(player);
				player->addKnownObjectSafe(object);
			}
		}
		++it;
	}
	
}
bool ObjectController::_updateInRangeObjectsInside()
{
	PlayerObject*	player = dynamic_cast<PlayerObject*>(mObject);
	CellObject*		playerCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(player->getParentId()));

	// make sure we got a cell
	if (!playerCell)
	{
		gLogger->logMsgF("Error getting cell %"PRIu64" for %"PRIu64" type %u",MSG_NORMAL,player->getParentId(),player->getId(),player->getType());
		return true;	// We are done, nothing we can do...
	}

	// We may wan't to limit the amount of messages sent in one session.
	uint32 updatedObjects = 0;
	const uint32 objectSendLimit = 50;

	//what do we do if the object has been deleted in the meantime?
	//TODO
	while ((mObjectSetIt != mInRangeObjects.end()) && (updatedObjects < objectSendLimit))
	{
		// Object* object = (*mObjectSetIt);
		// Needed since object may be invalid due to the multi-session approach of this function.
		Object* object = dynamic_cast<Object*>(*mObjectSetIt);

		// Create objects that are in the same building as we are OR outside near the building.
		if ((object) && (!player->checkKnownObjects(object)))
		{
			bool validObject = true;	// Assume it's an object we shall add.

			// Object inside a building ?
			if (object->getParentId())
			{
				validObject = false;

				// Yes, get the objects cell.
				CellObject* objectCell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(object->getParentId()));
				if (objectCell)
				{
					// Are we in the same building?
					if (objectCell->getParentId() == playerCell->getParentId())
					{
						// We are in the same building as the object.
						validObject = true;
					}
				}
				else
				{
					gLogger->logMsgF("Error getting cell %"PRIu64" for %"PRIu64" type %u",MSG_NORMAL,object->getParentId(),object->getId(),object->getType());
				}
			}
			if (validObject)
			{
				// send the according create for the type of object
#if defined(_MSC_VER)
				if (object->getId() > 0x0000000100000000)
#else
				if (object->getId() > 0x0000000100000000LLU)
#endif
				{
					//if its an instance and per chance *our* instance
					if (object->getPrivateOwner()&&object->isOwnedBy(player))
					{
						gMessageLib->sendCreateObject(object,player);
						player->addKnownObjectSafe(object);
						object->addKnownObjectSafe(player);
						updatedObjects++;
		
					}
					else
					{
						//if(!player->checkKnownObjects(object))
						//{
							gMessageLib->sendCreateObject(object,player);
							player->addKnownObjectSafe(object);
							object->addKnownObjectSafe(player);
							updatedObjects++;
						//}
					}
				}
			}
		}
		++mObjectSetIt;
	}
	return (mObjectSetIt == mInRangeObjects.end());
}
bool ObjectController::_updateInRangeObjectsOutside()
{
	PlayerObject*	player = dynamic_cast<PlayerObject*>(mObject);

	// We may wan't to limit the amount of messages sent in one session.
	uint32 updatedObjects = 0;
	const uint32 objectSendLimit = 50;

	while ((mObjectSetIt != mInRangeObjects.end()) && (updatedObjects < objectSendLimit))
	{
		//BEWARE Object is at this time possibly not valid anymore!
		//this actually causes a lot of crashes!!!!

		Object* object = dynamic_cast<Object*>(*mObjectSetIt);
		// Just simplified the code a little. Good find Schmunzel.

		// only add it if its also outside
		// see if its already observed, if yes, just send a position update out, if its a player
		if ((object) && (!player->checkKnownObjects(object)))
		{
			// send the according create for the type of object
#if defined(_MSC_VER)
			if (object->getId() > 0x0000000100000000)
#else
			if (object->getId() > 0x0000000100000000LLU)
#endif
			{
				if (object->getPrivateOwner())
				{
					if (object->isOwnedBy(player))
					{
						gMessageLib->sendCreateObject(object,player);
						player->addKnownObjectSafe(object);
						object->addKnownObjectSafe(player);

						//If player has a mount make sure add to its known objects
						//but is the mount even near us ???
						// does this even matter ?

						if(player->checkIfMountCalled() && player->getMount())
						{
							if(player->getMount()->getId() != object->getId())
							{
								player->getMount()->addKnownObjectSafe(object);
								object->addKnownObjectSafe(player->getMount());
							}
						}
						updatedObjects++;
					}
				}
				else
				{
					//if(!player->checkKnownObjects(object))
					//{
						gMessageLib->sendCreateObject(object,player);
						player->addKnownObjectSafe(object);
						object->addKnownObjectSafe(player);

						//If player has a mount make sure add to its known objects
						if(player->checkIfMountCalled() && player->getMount())
						{
							if(player->getMount()->getId() != object->getId())
							{
								player->getMount()->addKnownObjectSafe(object);
								object->addKnownObjectSafe(player->getMount());
							}
						}
					//}
					updatedObjects++;
				}
			}
		}
		++mObjectSetIt;
	}
	return (mObjectSetIt == mInRangeObjects.end());
}