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feat: scene ghosting, as the client streams a zone's scenes
The client keeps the scene under the player loaded, the scenes the zone file's transitions connect to it, and the global scene (Zone::StreamScenesAroundPosition 0x0108a3f0, TerrainManager::GetSceneAtPos 0x01069010, the connected scenes at 0x01066500; transitions naming a missing scene dropped as Zone::FixupInvalidTransitions 0x010842e0 does). - ZoneScenes (dCommon): the terrain's scene map lookup and the scene graph, shared by the world server and the dashboard. - Objects remember the scene they were placed in (spawners pass theirs on). - ghosting_scenes=1 (world config, off by default): players get the objects of their loaded scenes instead of the ones within the ghosting distances; objects from no scene go by the scene under them. Zones without a scene map keep distance ghosting. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -349,6 +349,9 @@ public:
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// Scale will only be communicated to the client when the construction packet is sent
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void SetScale(const float scale) { m_Scale = scale; };
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// The zone scene the object was placed in (EntityInfo::scene), -1 when it came from none
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int32_t GetScene() const { return m_Scene; }
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void RegisterMsg(const MessageType::Game msgId, std::function<bool(GameMessages::GameMsg&)> handler);
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bool HandleMsg(GameMessages::GameMsg& msg) const;
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@@ -392,6 +395,7 @@ private:
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NiPoint3 m_DefaultPosition;
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NiQuaternion m_DefaultRotation = QuatUtils::IDENTITY;
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float m_Scale;
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int32_t m_Scene = -1;
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Spawner* m_Spawner;
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LWOOBJID m_SpawnerID;
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