mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-09 17:58:20 +00:00
Resolve many issues with invisible enemies and End Behavior nodes not firing (#1044)
* Finall fix invisible enemies * Add garbage collection * Add comment * Add constexpr for lagFrames
This commit is contained in:
parent
3202b5a36e
commit
541250176c
@ -13,7 +13,7 @@ void AirMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
|
||||
return;
|
||||
}
|
||||
|
||||
context->RegisterSyncBehavior(handle, this, branch);
|
||||
context->RegisterSyncBehavior(handle, this, branch, this->m_Timeout);
|
||||
}
|
||||
|
||||
void AirMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
|
||||
@ -47,4 +47,5 @@ void AirMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitS
|
||||
}
|
||||
|
||||
void AirMovementBehavior::Load() {
|
||||
this->m_Timeout = (GetFloat("timeout_ms") / 1000.0f);
|
||||
}
|
||||
|
@ -4,13 +4,7 @@
|
||||
class AirMovementBehavior final : public Behavior
|
||||
{
|
||||
public:
|
||||
|
||||
/*
|
||||
* Inherited
|
||||
*/
|
||||
|
||||
explicit AirMovementBehavior(const uint32_t behavior_id) : Behavior(behavior_id) {
|
||||
}
|
||||
explicit AirMovementBehavior(const uint32_t behavior_id) : Behavior(behavior_id) {}
|
||||
|
||||
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
|
||||
|
||||
@ -19,4 +13,6 @@ public:
|
||||
void Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
|
||||
|
||||
void Load() override;
|
||||
private:
|
||||
float m_Timeout;
|
||||
};
|
||||
|
@ -13,7 +13,7 @@ void AttackDelayBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
|
||||
};
|
||||
|
||||
for (auto i = 0u; i < this->m_numIntervals; ++i) {
|
||||
context->RegisterSyncBehavior(handle, this, branch, m_ignoreInterrupts);
|
||||
context->RegisterSyncBehavior(handle, this, branch, m_ignoreInterrupts, this->m_delay * i);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -47,7 +47,7 @@ uint32_t BehaviorContext::GetUniqueSkillId() const {
|
||||
}
|
||||
|
||||
|
||||
void BehaviorContext::RegisterSyncBehavior(const uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext, bool ignoreInterrupts) {
|
||||
void BehaviorContext::RegisterSyncBehavior(const uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext, const float duration, bool ignoreInterrupts) {
|
||||
auto entry = BehaviorSyncEntry();
|
||||
|
||||
entry.handle = syncId;
|
||||
@ -55,6 +55,9 @@ void BehaviorContext::RegisterSyncBehavior(const uint32_t syncId, Behavior* beha
|
||||
entry.branchContext = branchContext;
|
||||
entry.branchContext.isSync = true;
|
||||
entry.ignoreInterrupts = ignoreInterrupts;
|
||||
// Add 10 seconds + duration time to account for lag and give clients time to send their syncs to the server.
|
||||
constexpr float lagTime = 10.0f;
|
||||
entry.time = lagTime + duration;
|
||||
|
||||
this->syncEntries.push_back(entry);
|
||||
}
|
||||
@ -183,6 +186,21 @@ void BehaviorContext::SyncCalculation(const uint32_t syncId, const float time, B
|
||||
this->syncEntries.push_back(entry);
|
||||
}
|
||||
|
||||
void BehaviorContext::UpdatePlayerSyncs(float deltaTime) {
|
||||
uint32_t i = 0;
|
||||
while (i < this->syncEntries.size()) {
|
||||
auto& entry = this->syncEntries.at(i);
|
||||
|
||||
entry.time -= deltaTime;
|
||||
|
||||
if (entry.time >= 0.0f) {
|
||||
i++;
|
||||
continue;
|
||||
}
|
||||
this->syncEntries.erase(this->syncEntries.begin() + i);
|
||||
}
|
||||
}
|
||||
|
||||
void BehaviorContext::InvokeEnd(const uint32_t id) {
|
||||
std::vector<BehaviorEndEntry> entries;
|
||||
|
||||
|
@ -80,7 +80,9 @@ struct BehaviorContext
|
||||
|
||||
uint32_t GetUniqueSkillId() const;
|
||||
|
||||
void RegisterSyncBehavior(uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext, bool ignoreInterrupts = false);
|
||||
void UpdatePlayerSyncs(float deltaTime);
|
||||
|
||||
void RegisterSyncBehavior(uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext, const float duration, bool ignoreInterrupts = false);
|
||||
|
||||
void RegisterTimerBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, LWOOBJID second = LWOOBJID_EMPTY);
|
||||
|
||||
|
@ -12,7 +12,7 @@ void ChargeUpBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitSt
|
||||
return;
|
||||
};
|
||||
|
||||
context->RegisterSyncBehavior(handle, this, branch);
|
||||
context->RegisterSyncBehavior(handle, this, branch, this->m_MaxDuration);
|
||||
}
|
||||
|
||||
void ChargeUpBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
|
||||
@ -24,4 +24,5 @@ void ChargeUpBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStre
|
||||
|
||||
void ChargeUpBehavior::Load() {
|
||||
this->m_action = GetAction("action");
|
||||
this->m_MaxDuration = GetFloat("max_duration");
|
||||
}
|
||||
|
@ -4,14 +4,7 @@
|
||||
class ChargeUpBehavior final : public Behavior
|
||||
{
|
||||
public:
|
||||
Behavior* m_action;
|
||||
|
||||
/*
|
||||
* Inherited
|
||||
*/
|
||||
|
||||
explicit ChargeUpBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {
|
||||
}
|
||||
explicit ChargeUpBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {}
|
||||
|
||||
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
|
||||
|
||||
@ -20,4 +13,7 @@ public:
|
||||
void Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
|
||||
|
||||
void Load() override;
|
||||
private:
|
||||
Behavior* m_action;
|
||||
float m_MaxDuration;
|
||||
};
|
||||
|
@ -16,7 +16,7 @@ void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream*
|
||||
Game::logger->Log("ForceMovementBehavior", "Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
|
||||
return;
|
||||
}
|
||||
context->RegisterSyncBehavior(handle, this, branch);
|
||||
context->RegisterSyncBehavior(handle, this, branch, this->m_Duration);
|
||||
}
|
||||
|
||||
void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
|
||||
|
@ -134,6 +134,10 @@ void SkillComponent::Update(const float deltaTime) {
|
||||
CalculateUpdate(deltaTime);
|
||||
}
|
||||
|
||||
if (m_Parent->IsPlayer()) {
|
||||
for (const auto& pair : this->m_managedBehaviors) pair.second->UpdatePlayerSyncs(deltaTime);
|
||||
}
|
||||
|
||||
std::map<uint32_t, BehaviorContext*> keep{};
|
||||
|
||||
for (const auto& pair : this->m_managedBehaviors) {
|
||||
@ -192,7 +196,15 @@ void SkillComponent::Interrupt() {
|
||||
auto* combat = m_Parent->GetComponent<BaseCombatAIComponent>();
|
||||
if (combat != nullptr && combat->GetStunImmune()) return;
|
||||
|
||||
for (const auto& behavior : this->m_managedBehaviors) behavior.second->Interrupt();
|
||||
for (const auto& behavior : this->m_managedBehaviors) {
|
||||
for (const auto& behaviorEndEntry : behavior.second->endEntries) {
|
||||
behaviorEndEntry.behavior->End(behavior.second, behaviorEndEntry.branchContext, behaviorEndEntry.second);
|
||||
}
|
||||
behavior.second->endEntries.clear();
|
||||
if (m_Parent->IsPlayer()) continue;
|
||||
behavior.second->Interrupt();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SkillComponent::RegisterCalculatedProjectile(const LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, const LOT lot, const float maxTime,
|
||||
@ -215,7 +227,7 @@ void SkillComponent::RegisterCalculatedProjectile(const LWOOBJID projectileId, B
|
||||
this->m_managedProjectiles.push_back(entry);
|
||||
}
|
||||
|
||||
bool SkillComponent::CastSkill(const uint32_t skillId, LWOOBJID target, const LWOOBJID optionalOriginatorID){
|
||||
bool SkillComponent::CastSkill(const uint32_t skillId, LWOOBJID target, const LWOOBJID optionalOriginatorID) {
|
||||
uint32_t behaviorId = -1;
|
||||
// try to find it via the cache
|
||||
const auto& pair = m_skillBehaviorCache.find(skillId);
|
||||
@ -463,7 +475,7 @@ void SkillComponent::HandleUnCast(const uint32_t behaviorId, const LWOOBJID targ
|
||||
delete context;
|
||||
}
|
||||
|
||||
SkillComponent::SkillComponent(Entity* parent) : Component(parent) {
|
||||
SkillComponent::SkillComponent(Entity* parent): Component(parent) {
|
||||
this->m_skillUid = 0;
|
||||
}
|
||||
|
||||
|
@ -22,6 +22,7 @@
|
||||
<phrases>
|
||||
<phrase>I hope quickbulds are still working!</phrase>
|
||||
<phrase>Be careful crossing the gap!</phrase>
|
||||
<phrase>Have The Maelstrom stopped going invisible?</phrase>
|
||||
</phrases>
|
||||
<zone id="1800">
|
||||
<locations>
|
||||
|
Loading…
Reference in New Issue
Block a user