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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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@@ -433,83 +433,83 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity* player, int32_t bu
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}
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}
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void RacingControlComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
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void RacingControlComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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// BEGIN Scripted Activity
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outBitStream->Write1();
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outBitStream.Write1();
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outBitStream->Write<uint32_t>(m_RacingPlayers.size());
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outBitStream.Write<uint32_t>(m_RacingPlayers.size());
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for (const auto& player : m_RacingPlayers) {
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outBitStream->Write(player.playerID);
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outBitStream.Write(player.playerID);
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outBitStream->Write(player.data[0]);
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if (player.finished != 0) outBitStream->Write<float>(player.raceTime);
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else outBitStream->Write(player.data[1]);
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if (player.finished != 0) outBitStream->Write<float>(player.bestLapTime);
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else outBitStream->Write(player.data[2]);
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if (player.finished == 1) outBitStream->Write<float>(1.0f);
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else outBitStream->Write(player.data[3]);
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outBitStream->Write(player.data[4]);
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outBitStream->Write(player.data[5]);
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outBitStream->Write(player.data[6]);
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outBitStream->Write(player.data[7]);
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outBitStream->Write(player.data[8]);
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outBitStream->Write(player.data[9]);
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outBitStream.Write(player.data[0]);
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if (player.finished != 0) outBitStream.Write<float>(player.raceTime);
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else outBitStream.Write(player.data[1]);
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if (player.finished != 0) outBitStream.Write<float>(player.bestLapTime);
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else outBitStream.Write(player.data[2]);
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if (player.finished == 1) outBitStream.Write<float>(1.0f);
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else outBitStream.Write(player.data[3]);
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outBitStream.Write(player.data[4]);
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outBitStream.Write(player.data[5]);
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outBitStream.Write(player.data[6]);
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outBitStream.Write(player.data[7]);
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outBitStream.Write(player.data[8]);
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outBitStream.Write(player.data[9]);
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}
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// END Scripted Activity
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outBitStream->Write1();
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outBitStream->Write<uint16_t>(m_RacingPlayers.size());
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outBitStream.Write1();
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outBitStream.Write<uint16_t>(m_RacingPlayers.size());
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outBitStream->Write(!m_AllPlayersReady);
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outBitStream.Write(!m_AllPlayersReady);
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if (!m_AllPlayersReady) {
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int32_t numReady = 0;
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for (const auto& player : m_RacingPlayers) {
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outBitStream->Write1(); // Has more player data
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outBitStream->Write(player.playerID);
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outBitStream->Write(player.vehicleID);
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outBitStream->Write(player.playerIndex);
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outBitStream->Write(player.playerLoaded);
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outBitStream.Write1(); // Has more player data
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outBitStream.Write(player.playerID);
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outBitStream.Write(player.vehicleID);
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outBitStream.Write(player.playerIndex);
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outBitStream.Write(player.playerLoaded);
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if (player.playerLoaded) numReady++;
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}
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outBitStream->Write0(); // No more data
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outBitStream.Write0(); // No more data
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if (numReady == m_RacingPlayers.size()) m_AllPlayersReady = true;
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}
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outBitStream->Write(!m_RacingPlayers.empty());
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outBitStream.Write(!m_RacingPlayers.empty());
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if (!m_RacingPlayers.empty()) {
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for (const auto& player : m_RacingPlayers) {
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if (player.finished == 0) continue;
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outBitStream->Write1(); // Has more date
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outBitStream.Write1(); // Has more date
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outBitStream->Write(player.playerID);
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outBitStream->Write(player.finished);
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outBitStream.Write(player.playerID);
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outBitStream.Write(player.finished);
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}
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outBitStream->Write0(); // No more data
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outBitStream.Write0(); // No more data
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}
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outBitStream->Write(bIsInitialUpdate);
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outBitStream.Write(bIsInitialUpdate);
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if (bIsInitialUpdate) {
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outBitStream->Write(m_RemainingLaps);
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outBitStream->Write<uint16_t>(m_PathName.size());
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outBitStream.Write(m_RemainingLaps);
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outBitStream.Write<uint16_t>(m_PathName.size());
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for (const auto character : m_PathName) {
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outBitStream->Write(character);
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outBitStream.Write(character);
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}
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}
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outBitStream->Write(!m_RacingPlayers.empty());
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outBitStream.Write(!m_RacingPlayers.empty());
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if (!m_RacingPlayers.empty()) {
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for (const auto& player : m_RacingPlayers) {
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if (player.finished == 0) continue;
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outBitStream->Write1(); // Has more data
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outBitStream->Write(player.playerID);
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outBitStream->Write<float>(player.bestLapTime);
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outBitStream->Write<float>(player.raceTime);
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outBitStream.Write1(); // Has more data
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outBitStream.Write(player.playerID);
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outBitStream.Write<float>(player.bestLapTime);
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outBitStream.Write<float>(player.raceTime);
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}
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outBitStream->Write0(); // No more data
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outBitStream.Write0(); // No more data
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}
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}
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