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fix: laggy property models (and probably more) (#1646)
* fix laggy property models (and probably more) global fix correcting the initial physics motion state from 0 to 5 (confirm in client). packet captures from a few worlds (didnt scan more than 5 files) show that the value for simple physics was either 5, or 4 for property models, or 1 for property models with behaviors. properties with pre-built models no longer lag and values of physics types should be correct across the board * will test this briefly
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@ -7,6 +7,7 @@
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#include "BehaviorStates.h"
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#include "ControlBehaviorMsgs.h"
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#include "tinyxml2.h"
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#include "SimplePhysicsComponent.h"
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#include "Database.h"
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@ -95,12 +96,24 @@ void ModelComponent::AddBehavior(AddMessage& msg) {
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for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == msg.GetBehaviorId()) return;
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m_Behaviors.insert(m_Behaviors.begin() + msg.GetBehaviorIndex(), PropertyBehavior());
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m_Behaviors.at(msg.GetBehaviorIndex()).HandleMsg(msg);
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auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
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if (simplePhysComponent) {
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simplePhysComponent->SetPhysicsMotionState(1);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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}
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void ModelComponent::MoveToInventory(MoveToInventoryMessage& msg) {
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if (msg.GetBehaviorIndex() >= m_Behaviors.size() || m_Behaviors.at(msg.GetBehaviorIndex()).GetBehaviorId() != msg.GetBehaviorId()) return;
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m_Behaviors.erase(m_Behaviors.begin() + msg.GetBehaviorIndex());
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// TODO move to the inventory
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if (m_Behaviors.empty()) {
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auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
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if (simplePhysComponent) {
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simplePhysComponent->SetPhysicsMotionState(4);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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}
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}
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std::array<std::pair<int32_t, std::string>, 5> ModelComponent::GetBehaviorsForSave() const {
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@ -27,6 +27,7 @@ SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, uint32_t componen
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} else {
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SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT);
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}
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m_PhysicsMotionState = m_Parent->GetVarAs<uint32_t>(u"motionType");
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}
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SimplePhysicsComponent::~SimplePhysicsComponent() {
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@ -47,11 +48,10 @@ void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIs
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}
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// Physics motion state
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if (m_PhysicsMotionState != 0) {
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outBitStream.Write1();
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outBitStream.Write(m_DirtyPhysicsMotionState || bIsInitialUpdate);
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if (m_DirtyPhysicsMotionState || bIsInitialUpdate) {
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outBitStream.Write<uint32_t>(m_PhysicsMotionState);
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} else {
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outBitStream.Write0();
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m_DirtyPhysicsMotionState = false;
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}
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PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
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}
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@ -61,5 +61,6 @@ uint32_t SimplePhysicsComponent::GetPhysicsMotionState() const {
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}
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void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value) {
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m_DirtyPhysicsMotionState = m_PhysicsMotionState != value;
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m_PhysicsMotionState = value;
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}
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@ -102,7 +102,9 @@ private:
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/**
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* The current physics motion state
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*/
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uint32_t m_PhysicsMotionState = 0;
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uint32_t m_PhysicsMotionState = 5;
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bool m_DirtyPhysicsMotionState = true;
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/**
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* Whether or not the entity is climbable
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@ -61,6 +61,7 @@ void SGCannon::OnStartup(Entity* self) {
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if (simplePhysicsComponent != nullptr) {
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simplePhysicsComponent->SetPhysicsMotionState(5);
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}
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Game::entityManager->SerializeEntity(self);
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}
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void SGCannon::OnPlayerLoaded(Entity* self, Entity* player) {
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