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
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4 changed files with 22 additions and 5 deletions

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@ -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 {

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@ -27,6 +27,7 @@ SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, uint32_t componen
} else {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT);
}
m_PhysicsMotionState = m_Parent->GetVarAs<uint32_t>(u"motionType");
}
SimplePhysicsComponent::~SimplePhysicsComponent() {
@ -47,11 +48,10 @@ void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIs
}
// Physics motion state
if (m_PhysicsMotionState != 0) {
outBitStream.Write1();
outBitStream.Write(m_DirtyPhysicsMotionState || bIsInitialUpdate);
if (m_DirtyPhysicsMotionState || bIsInitialUpdate) {
outBitStream.Write<uint32_t>(m_PhysicsMotionState);
} else {
outBitStream.Write0();
m_DirtyPhysicsMotionState = false;
}
PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
}
@ -61,5 +61,6 @@ uint32_t SimplePhysicsComponent::GetPhysicsMotionState() const {
}
void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value) {
m_DirtyPhysicsMotionState = m_PhysicsMotionState != value;
m_PhysicsMotionState = value;
}

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@ -102,7 +102,9 @@ private:
/**
* The current physics motion state
*/
uint32_t m_PhysicsMotionState = 0;
uint32_t m_PhysicsMotionState = 5;
bool m_DirtyPhysicsMotionState = true;
/**
* Whether or not the entity is climbable

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@ -61,6 +61,7 @@ void SGCannon::OnStartup(Entity* self) {
if (simplePhysicsComponent != nullptr) {
simplePhysicsComponent->SetPhysicsMotionState(5);
}
Game::entityManager->SerializeEntity(self);
}
void SGCannon::OnPlayerLoaded(Entity* self, Entity* player) {