Use more clear control paths

This commit is contained in:
David Markowitz 2023-06-12 04:27:14 -07:00
parent d224a86e93
commit 326c495776
3 changed files with 42 additions and 30 deletions

View File

@ -510,55 +510,67 @@ void Entity::Initialize() {
});
});
// Load data specific to this LOT first
std::for_each(m_Components.begin(), m_Components.end(), [this](auto& component) {
component.second->LoadTemplateData();
});
// Then load data specific to this Entity. This will vary on an Entity to Entity basis.
// If there is data you want to override the LOT default value, generally you would attach it via LDF
// and it would get loaded and overridden here.
std::for_each(m_Components.begin(), m_Components.end(), [this](auto& component) {
component.second->LoadConfigData();
});
/**
* @brief Startup all the components. Some components need or want data from other components so
* we want to ensure that
* A) Most if not all components are newed and ready to be accessed.
* B) All components have their personal data loaded and ready to be used.
*/
std::for_each(m_Components.begin(), m_Components.end(), [this](auto& component) {
component.second->Startup();
});
// No save data to load for non players
/**
* @brief Load the player save data from XML. Ideally we do this after all initialization so the player
* save data overrides any defaults that may be applied.
*/
if (!IsPlayer()) std::for_each(m_Components.begin(), m_Components.end(), [this](auto& component) {
component.second->LoadFromXml(m_Character->GetXMLDoc());
});
TriggerEvent(eTriggerEventType::CREATE, this);
IsGhosted();
if (!m_Character && EntityManager::Instance()->GetGhostingEnabled()) IsGhosted();
}
void Entity::IsGhosted() {
if (!m_Character && EntityManager::Instance()->GetGhostingEnabled()) {
// Don't ghost what is likely large scene elements
if (HasComponent(eReplicaComponentType::SIMPLE_PHYSICS) && HasComponent(eReplicaComponentType::RENDER) && (m_Components.size() == 2 || (HasComponent(eReplicaComponentType::TRIGGER) && m_Components.size() == 3))) {
return;
}
// Don't ghost what is likely large scene elements
if (HasComponent(eReplicaComponentType::SIMPLE_PHYSICS) && HasComponent(eReplicaComponentType::RENDER) && (m_Components.size() == 2 || (HasComponent(eReplicaComponentType::TRIGGER) && m_Components.size() == 3))) {
return;
}
/* Filter for ghosting candidates.
*
* Don't ghost moving platforms, until we've got proper syncing for those.
* Don't ghost big phantom physics triggers, as putting those to sleep might prevent interactions.
* Don't ghost property related objects, as the client expects those to always be loaded.
*/
if (!EntityManager::IsExcludedFromGhosting(GetLOT()) &&
!HasComponent(eReplicaComponentType::SCRIPTED_ACTIVITY) &&
!HasComponent(eReplicaComponentType::MOVING_PLATFORM) &&
!HasComponent(eReplicaComponentType::PHANTOM_PHYSICS) &&
!HasComponent(eReplicaComponentType::PROPERTY) &&
!HasComponent(eReplicaComponentType::RACING_CONTROL) &&
!HasComponent(eReplicaComponentType::VEHICLE_PHYSICS)) {
m_IsGhostingCandidate = true;
}
/* Filter for ghosting candidates.
*
* Don't ghost moving platforms, until we've got proper syncing for those.
* Don't ghost big phantom physics triggers, as putting those to sleep might prevent interactions.
* Don't ghost property related objects, as the client expects those to always be loaded.
*/
if (!EntityManager::IsExcludedFromGhosting(GetLOT()) &&
!HasComponent(eReplicaComponentType::SCRIPTED_ACTIVITY) &&
!HasComponent(eReplicaComponentType::MOVING_PLATFORM) &&
!HasComponent(eReplicaComponentType::PHANTOM_PHYSICS) &&
!HasComponent(eReplicaComponentType::PROPERTY) &&
!HasComponent(eReplicaComponentType::RACING_CONTROL) &&
!HasComponent(eReplicaComponentType::VEHICLE_PHYSICS)) {
m_IsGhostingCandidate = true;
}
if (GetLOT() == LOT_3D_AMBIENT_SOUND) m_IsGhostingCandidate = true;
if (GetLOT() == LOT_3D_AMBIENT_SOUND) m_IsGhostingCandidate = true;
// Special case for collectibles in Ninjago
if (HasComponent(eReplicaComponentType::COLLECTIBLE) && Game::server->GetZoneID() == 2000) {
m_IsGhostingCandidate = true;
}
// Special case for collectibles in Ninjago
if (HasComponent(eReplicaComponentType::COLLECTIBLE) && Game::server->GetZoneID() == 2000) {
m_IsGhostingCandidate = true;
}
}

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@ -82,7 +82,7 @@ void DestroyableComponent::LoadConfigData() {
SetIsSmashable(m_ParentEntity->GetVarAs<int32_t>(u"is_smashable") != 0);
}
void DestroyableComponent::LoadTemplateData() {
[[unlikely]] if (m_ParentEntity->IsPlayer()) return;
if (m_ParentEntity->IsPlayer()) return;
auto* destroyableComponentTable = CDClientManager::Instance().GetTable<CDDestructibleComponentTable>();
auto destroyableDataLookup = destroyableComponentTable->Query([this](CDDestructibleComponent entry) { return (entry.id == this->m_ComponentId); });
if (m_ComponentId == -1 || destroyableDataLookup.empty()) {

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@ -47,10 +47,10 @@ void ScriptComponent::SetScript(const std::string& scriptName) {
}
const std::string ScriptComponent::GetScriptName(Entity* parentEntity, const uint32_t componentId) {
if (!parentEntity) return "";
if (!parentEntity || componentId == 0) return "";
// LDF key script overrides script component Id
const auto customScriptServer = parentEntity->GetVarAsString(u"custom_script_server");
if (!customScriptServer.empty() || componentId == 0) return customScriptServer;
if (!customScriptServer.empty()) return customScriptServer;
auto* scriptCompTable = CDClientManager::Instance().GetTable<CDScriptComponentTable>();
CDScriptComponent scriptCompData = scriptCompTable->GetByID(componentId);