chore: cleanup pointer management for LDF data (#1995)

* change network settings from vector to LwoNameValue

* move settings on Entity to managed memory

* Migrate more members

* chore: remove pointer leakage from raw ldf pointers

* feedback

* fix ci
This commit is contained in:
David Markowitz
2026-06-14 20:54:52 -07:00
committed by GitHub
parent 90db1ac699
commit 0101933f5c
67 changed files with 676 additions and 754 deletions

View File

@@ -204,12 +204,10 @@ void PetDigServer::SpawnPet(Entity* self, const Entity* owner, const DigInfo dig
info.pos = self->GetPosition();
info.rot = self->GetRotation();
info.spawnerID = self->GetSpawnerID();
info.settings = {
new LDFData<LWOOBJID>(u"tamer", owner->GetObjectID()),
new LDFData<std::string>(u"group", "pet" + std::to_string(owner->GetObjectID())),
new LDFData<std::string>(u"spawnAnim", "spawn-pet"),
new LDFData<float>(u"spawnTimer", 1.0)
};
info.settings.Insert<LWOOBJID>(u"tamer", owner->GetObjectID());
info.settings.Insert<std::string>(u"group", "pet" + std::to_string(owner->GetObjectID()));
info.settings.Insert<std::string>(u"spawnAnim", "spawn-pet");
info.settings.Insert<float>(u"spawnTimer", 1.0);
auto* spawnedPet = Game::entityManager->CreateEntity(info);
Game::entityManager->ConstructEntity(spawnedPet);

View File

@@ -66,14 +66,12 @@ void QbSpawner::OnTimerDone(Entity* self, std::string timerName) {
info.rot = newRot;
info.spawnerID = self->GetObjectID();
info.spawnerNodeID = 0;
info.settings = {
new LDFData<bool>(u"no_timed_spawn", true),
new LDFData<float>(u"aggroRadius", 70),
new LDFData<float>(u"softtetherRadius", 80),
new LDFData<float>(u"tetherRadius", 90),
new LDFData<float>(u"wanderRadius", 5),
new LDFData<int>(u"mobTableLoc", i)
};
info.settings.Insert<bool>(u"no_timed_spawn", true);
info.settings.Insert<float>(u"aggroRadius", 70);
info.settings.Insert<float>(u"softtetherRadius", 80);
info.settings.Insert<float>(u"tetherRadius", 90);
info.settings.Insert<float>(u"wanderRadius", 5);
info.settings.Insert<int>(u"mobTableLoc", i);
auto* child = Game::entityManager->CreateEntity(info, nullptr, self);
Game::entityManager->ConstructEntity(child);