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https://github.com/DarkflameUniverse/DarkflameServer.git
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chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references * merge
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@@ -6,29 +6,29 @@
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#include "Game.h"
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#include "Logger.h"
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void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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return;
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}
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uint32_t handle{};
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if (!bitStream->Read(handle)) {
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LOG("Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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if (!bitStream.Read(handle)) {
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LOG("Unable to read handle from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
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return;
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}
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context->RegisterSyncBehavior(handle, this, branch, this->m_Duration);
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}
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void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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uint32_t next{};
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if (!bitStream->Read(next)) {
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LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
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if (!bitStream.Read(next)) {
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LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream.GetNumberOfUnreadBits());
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return;
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}
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LWOOBJID target{};
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if (!bitStream->Read(target)) {
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LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
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if (!bitStream.Read(target)) {
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LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream.GetNumberOfUnreadBits());
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return;
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}
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@@ -37,7 +37,7 @@ void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bi
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behavior->Handle(context, bitStream, branch);
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}
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void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
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return;
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}
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@@ -56,7 +56,7 @@ void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStrea
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}
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const auto skillHandle = context->GetUniqueSkillId();
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bitStream->Write(skillHandle);
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bitStream.Write(skillHandle);
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context->SyncCalculation(skillHandle, this->m_Duration, this, branch);
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}
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@@ -71,7 +71,7 @@ void ForceMovementBehavior::Load() {
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this->m_Yaw = GetFloat("yaw");
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}
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void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto* casterEntity = Game::entityManager->GetEntity(context->caster);
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if (casterEntity != nullptr) {
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auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
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