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

@@ -64,7 +64,7 @@ public:
explicit SkillComponent(Entity* parent);
~SkillComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
/**
* Computes skill updates. Invokes CalculateUpdate.
@@ -93,7 +93,7 @@ public:
* @param bitStream the bitSteam given by the client to determine the behavior path
* @param target the explicit target of the skill
*/
bool CastPlayerSkill(uint32_t behaviorId, uint32_t skillUid, RakNet::BitStream* bitStream, LWOOBJID target, uint32_t skillID = 0);
bool CastPlayerSkill(uint32_t behaviorId, uint32_t skillUid, RakNet::BitStream& bitStream, LWOOBJID target, uint32_t skillID = 0);
/**
* Continues a player skill. Should only be called when the server receives a sync message from the client.
@@ -101,7 +101,7 @@ public:
* @param syncId the unique sync ID of the skill given by the client
* @param bitStream the bitSteam given by the client to determine the behavior path
*/
void SyncPlayerSkill(uint32_t skillUid, uint32_t syncId, RakNet::BitStream* bitStream);
void SyncPlayerSkill(uint32_t skillUid, uint32_t syncId, RakNet::BitStream& bitStream);
/**
* Continues a player projectile calculation. Should only be called when the server receives a projectile sync message from the client.
@@ -109,7 +109,7 @@ public:
* @param bitStream the bitSteam given by the client to determine the behavior path
* @param target the explicit target of the target
*/
void SyncPlayerProjectile(LWOOBJID projectileId, RakNet::BitStream* bitStream, LWOOBJID target);
void SyncPlayerProjectile(LWOOBJID projectileId, RakNet::BitStream& bitStream, LWOOBJID target);
/**
* Registers a player projectile. Should only be called when the server is computing a player projectile.