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

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