Merge branch 'DarkflameUniverse:main' into PetFixes

This commit is contained in:
jadebenn
2024-01-05 15:37:17 -06:00
committed by GitHub
55 changed files with 259 additions and 337 deletions

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@@ -7,7 +7,7 @@
#include "MissionComponent.h"
#include "BitStreamUtils.h"
#include "dServer.h"
#include "../thirdparty/raknet/Source/RakNetworkFactory.h"
#include "RakNetworkFactory.h"
#include <future>
#include "User.h"
#include "UserManager.h"

View File

@@ -14,7 +14,7 @@
#include "EntityManager.h"
#include "Database.h"
#include "dServer.h"
#include "../dWorldServer/ObjectIDManager.h"
#include "ObjectIDManager.h"
#include "CppScripts.h"
#include "UserManager.h"
#include "ZoneInstanceManager.h"
@@ -52,7 +52,7 @@
#include <chrono>
#include "RakString.h"
#include "../thirdparty/cpp-httplib/httplib.h" //sorry not sorry.
#include "httplib.h" //sorry not sorry.
//CDB includes:
#include "CDClientManager.h"
@@ -1058,7 +1058,7 @@ void GameMessages::SendDropClientLoot(Entity* entity, const LWOOBJID& sourceID,
LWOOBJID owner = entity->GetObjectID();
if (item != LOT_NULL && item != 0) {
lootID = ObjectIDManager::Instance()->GenerateObjectID();
lootID = ObjectIDManager::GenerateObjectID();
Loot::Info info;
info.id = lootID;
@@ -2578,12 +2578,12 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
//But we don't want the server to go unresponsive, because then the client would disconnect.
//We need to get a new ID for our model first:
ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t newID) {
ObjectIDManager::RequestPersistentID([=](uint32_t newID) {
LWOOBJID newIDL = newID;
GeneralUtils::SetBit(newIDL, eObjectBits::CHARACTER);
GeneralUtils::SetBit(newIDL, eObjectBits::PERSISTENT);
uint32_t blueprintIDSmall = ObjectIDManager::Instance()->GenerateRandomObjectID();
uint32_t blueprintIDSmall = ObjectIDManager::GenerateRandomObjectID();
LWOOBJID blueprintID = blueprintIDSmall;
GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT);
@@ -5605,7 +5605,7 @@ void GameMessages::HandleModularBuildFinish(RakNet::BitStream* inStream, Entity*
}
}
ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t newId) {
ObjectIDManager::RequestPersistentID([=](uint32_t newId) {
LOG("Build finished");
GameMessages::SendFinishArrangingWithItem(character, entity->GetObjectID()); // kick them from modular build
GameMessages::SendModularBuildEnd(character); // i dont know if this does anything but DLUv2 did it