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

@@ -6,29 +6,29 @@
#include "Game.h"
#include "Logger.h"
void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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) {
return;
}
uint32_t handle{};
if (!bitStream->Read(handle)) {
LOG("Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
if (!bitStream.Read(handle)) {
LOG("Unable to read handle from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
return;
}
context->RegisterSyncBehavior(handle, this, branch, this->m_Duration);
}
void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
uint32_t next{};
if (!bitStream->Read(next)) {
LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
if (!bitStream.Read(next)) {
LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream.GetNumberOfUnreadBits());
return;
}
LWOOBJID target{};
if (!bitStream->Read(target)) {
LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
if (!bitStream.Read(target)) {
LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream.GetNumberOfUnreadBits());
return;
}
@@ -37,7 +37,7 @@ void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bi
behavior->Handle(context, bitStream, branch);
}
void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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) {
return;
}
@@ -56,7 +56,7 @@ void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStrea
}
const auto skillHandle = context->GetUniqueSkillId();
bitStream->Write(skillHandle);
bitStream.Write(skillHandle);
context->SyncCalculation(skillHandle, this->m_Duration, this, branch);
}
@@ -71,7 +71,7 @@ void ForceMovementBehavior::Load() {
this->m_Yaw = GetFloat("yaw");
}
void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
auto* casterEntity = Game::entityManager->GetEntity(context->caster);
if (casterEntity != nullptr) {
auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();