chore: Change entity and component logic to use bitstream references (#1468)

* chore: Change entity and component logic to use bitstream references

* merge
This commit is contained in:
jadebenn
2024-02-27 01:25:44 -06:00
committed by GitHub
parent 75544e3eec
commit b261e63233
190 changed files with 915 additions and 915 deletions

View File

@@ -9,7 +9,7 @@
#include "BehaviorContext.h"
#include "eBasicAttackSuccessTypes.h"
void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
if (context->unmanaged) {
auto* entity = Game::entityManager->GetEntity(branch.target);
@@ -30,22 +30,22 @@ void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
return;
}
bitStream->AlignReadToByteBoundary();
bitStream.AlignReadToByteBoundary();
uint16_t allocatedBits{};
if (!bitStream->Read(allocatedBits) || allocatedBits == 0) {
if (!bitStream.Read(allocatedBits) || allocatedBits == 0) {
LOG_DEBUG("No allocated bits");
return;
}
LOG_DEBUG("Number of allocated bits %i", allocatedBits);
const auto baseAddress = bitStream->GetReadOffset();
const auto baseAddress = bitStream.GetReadOffset();
DoHandleBehavior(context, bitStream, branch);
bitStream->SetReadOffset(baseAddress + allocatedBits);
bitStream.SetReadOffset(baseAddress + allocatedBits);
}
void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
auto* targetEntity = Game::entityManager->GetEntity(branch.target);
if (!targetEntity) {
LOG("Target targetEntity %llu not found.", branch.target);
@@ -62,7 +62,7 @@ void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::Bit
bool isImmune{};
bool isSuccess{};
if (!bitStream->Read(isBlocked)) {
if (!bitStream.Read(isBlocked)) {
LOG("Unable to read isBlocked");
return;
}
@@ -74,7 +74,7 @@ void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::Bit
return;
}
if (!bitStream->Read(isImmune)) {
if (!bitStream.Read(isImmune)) {
LOG("Unable to read isImmune");
return;
}
@@ -85,20 +85,20 @@ void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::Bit
return;
}
if (!bitStream->Read(isSuccess)) {
if (!bitStream.Read(isSuccess)) {
LOG("failed to read success from bitstream");
return;
}
if (isSuccess) {
uint32_t armorDamageDealt{};
if (!bitStream->Read(armorDamageDealt)) {
if (!bitStream.Read(armorDamageDealt)) {
LOG("Unable to read armorDamageDealt");
return;
}
uint32_t healthDamageDealt{};
if (!bitStream->Read(healthDamageDealt)) {
if (!bitStream.Read(healthDamageDealt)) {
LOG("Unable to read healthDamageDealt");
return;
}
@@ -111,7 +111,7 @@ void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::Bit
}
bool died{};
if (!bitStream->Read(died)) {
if (!bitStream.Read(died)) {
LOG("Unable to read died");
return;
}
@@ -122,7 +122,7 @@ void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::Bit
}
uint8_t successState{};
if (!bitStream->Read(successState)) {
if (!bitStream.Read(successState)) {
LOG("Unable to read success state");
return;
}
@@ -144,26 +144,26 @@ void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::Bit
}
}
void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
bitStream->AlignWriteToByteBoundary();
void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
bitStream.AlignWriteToByteBoundary();
const auto allocatedAddress = bitStream->GetWriteOffset();
const auto allocatedAddress = bitStream.GetWriteOffset();
bitStream->Write<uint16_t>(0);
bitStream.Write<uint16_t>(0);
const auto startAddress = bitStream->GetWriteOffset();
const auto startAddress = bitStream.GetWriteOffset();
DoBehaviorCalculation(context, bitStream, branch);
const auto endAddress = bitStream->GetWriteOffset();
const auto endAddress = bitStream.GetWriteOffset();
const uint16_t allocate = endAddress - startAddress;
bitStream->SetWriteOffset(allocatedAddress);
bitStream->Write(allocate);
bitStream->SetWriteOffset(startAddress + allocate);
bitStream.SetWriteOffset(allocatedAddress);
bitStream.Write(allocate);
bitStream.SetWriteOffset(startAddress + allocate);
}
void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
auto* targetEntity = Game::entityManager->GetEntity(branch.target);
if (!targetEntity) {
LOG("Target entity %llu is null!", branch.target);
@@ -178,7 +178,7 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
const bool isBlocking = destroyableComponent->GetAttacksToBlock() > 0;
bitStream->Write(isBlocking);
bitStream.Write(isBlocking);
if (isBlocking) {
destroyableComponent->SetAttacksToBlock(destroyableComponent->GetAttacksToBlock() - 1);
@@ -188,7 +188,7 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
}
const bool isImmune = destroyableComponent->IsImmune() || destroyableComponent->IsCooldownImmune();
bitStream->Write(isImmune);
bitStream.Write(isImmune);
if (isImmune) {
LOG_DEBUG("Target targetEntity %llu is immune!", branch.target);
@@ -210,7 +210,7 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
const uint32_t healthDamageDealt = previousHealth - destroyableComponent->GetHealth();
isSuccess = armorDamageDealt > 0 || healthDamageDealt > 0 || (armorDamageDealt + healthDamageDealt) > 0;
bitStream->Write(isSuccess);
bitStream.Write(isSuccess);
//Handle player damage cooldown
if (isSuccess && targetEntity->IsPlayer() && !this->m_DontApplyImmune) {
@@ -225,12 +225,12 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
successState = this->m_OnFailArmor->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY ? eBasicAttackSuccessTypes::FAILIMMUNE : eBasicAttackSuccessTypes::FAILARMOR;
}
bitStream->Write(armorDamageDealt);
bitStream->Write(healthDamageDealt);
bitStream->Write(targetEntity->GetIsDead());
bitStream.Write(armorDamageDealt);
bitStream.Write(healthDamageDealt);
bitStream.Write(targetEntity->GetIsDead());
}
bitStream->Write(successState);
bitStream.Write(successState);
switch (static_cast<eBasicAttackSuccessTypes>(successState)) {
case eBasicAttackSuccessTypes::SUCCESS: