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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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