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
This commit is contained in:
David Markowitz
2024-11-17 18:44:35 -08:00
committed by GitHub
parent c7dd8205a4
commit 112c2367cc
4 changed files with 22 additions and 5 deletions

View File

@@ -7,6 +7,7 @@
#include "BehaviorStates.h"
#include "ControlBehaviorMsgs.h"
#include "tinyxml2.h"
#include "SimplePhysicsComponent.h"
#include "Database.h"
@@ -95,12 +96,24 @@ void ModelComponent::AddBehavior(AddMessage& msg) {
for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == msg.GetBehaviorId()) return;
m_Behaviors.insert(m_Behaviors.begin() + msg.GetBehaviorIndex(), PropertyBehavior());
m_Behaviors.at(msg.GetBehaviorIndex()).HandleMsg(msg);
auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
if (simplePhysComponent) {
simplePhysComponent->SetPhysicsMotionState(1);
Game::entityManager->SerializeEntity(m_Parent);
}
}
void ModelComponent::MoveToInventory(MoveToInventoryMessage& msg) {
if (msg.GetBehaviorIndex() >= m_Behaviors.size() || m_Behaviors.at(msg.GetBehaviorIndex()).GetBehaviorId() != msg.GetBehaviorId()) return;
m_Behaviors.erase(m_Behaviors.begin() + msg.GetBehaviorIndex());
// TODO move to the inventory
if (m_Behaviors.empty()) {
auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
if (simplePhysComponent) {
simplePhysComponent->SetPhysicsMotionState(4);
Game::entityManager->SerializeEntity(m_Parent);
}
}
}
std::array<std::pair<int32_t, std::string>, 5> ModelComponent::GetBehaviorsForSave() const {