Remove deps from dNet (#1401)

This commit is contained in:
David Markowitz
2024-01-06 23:05:57 -08:00
committed by GitHub
parent 14c20fbd62
commit b683413a60
11 changed files with 411 additions and 496 deletions

View File

@@ -25,6 +25,7 @@
#include "eMissionTaskType.h"
#include "eTriggerEventType.h"
#include "eObjectBits.h"
#include "PositionUpdate.h"
//Component includes:
#include "Component.h"
@@ -2056,3 +2057,75 @@ uint8_t Entity::GetCollectibleID() const {
auto* collectible = GetComponent<CollectibleComponent>();
return collectible ? collectible->GetCollectibleId() : 0;
}
void Entity::ProcessPositionUpdate(PositionUpdate& update) {
if (!IsPlayer()) return;
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
auto* possessorComponent = GetComponent<PossessorComponent>();
bool updateChar = true;
if (possessorComponent) {
auto* possassableEntity = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
if (possassableEntity) {
auto* possessableComponent = possassableEntity->GetComponent<PossessableComponent>();
// While possessing something, only update char if we are attached to the thing we are possessing
updateChar = possessableComponent && possessableComponent->GetPossessionType() == ePossessionType::ATTACHED_VISIBLE;
auto* havokVehiclePhysicsComponent = possassableEntity->GetComponent<HavokVehiclePhysicsComponent>();
if (havokVehiclePhysicsComponent) {
havokVehiclePhysicsComponent->SetPosition(update.position);
havokVehiclePhysicsComponent->SetRotation(update.rotation);
havokVehiclePhysicsComponent->SetIsOnGround(update.onGround);
havokVehiclePhysicsComponent->SetIsOnRail(update.onRail);
havokVehiclePhysicsComponent->SetVelocity(update.velocity);
havokVehiclePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3::ZERO);
havokVehiclePhysicsComponent->SetAngularVelocity(update.angularVelocity);
havokVehiclePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3::ZERO);
havokVehiclePhysicsComponent->SetRemoteInputInfo(update.remoteInputInfo);
} else {
// Need to get the mount's controllable physics
auto* possessedControllablePhysicsComponent = possassableEntity->GetComponent<ControllablePhysicsComponent>();
if (!possessedControllablePhysicsComponent) return;
possessedControllablePhysicsComponent->SetPosition(update.position);
possessedControllablePhysicsComponent->SetRotation(update.rotation);
possessedControllablePhysicsComponent->SetIsOnGround(update.onGround);
possessedControllablePhysicsComponent->SetIsOnRail(update.onRail);
possessedControllablePhysicsComponent->SetVelocity(update.velocity);
possessedControllablePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3::ZERO);
possessedControllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
possessedControllablePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3::ZERO);
}
Game::entityManager->SerializeEntity(possassableEntity);
}
}
if (!updateChar) {
update.velocity = NiPoint3::ZERO;
update.angularVelocity = NiPoint3::ZERO;
}
// Handle statistics
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) {
characterComponent->TrackPositionUpdate(update.position);
}
controllablePhysicsComponent->SetPosition(update.position);
controllablePhysicsComponent->SetRotation(update.rotation);
controllablePhysicsComponent->SetIsOnGround(update.onGround);
controllablePhysicsComponent->SetIsOnRail(update.onRail);
controllablePhysicsComponent->SetVelocity(update.velocity);
controllablePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3::ZERO);
controllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
controllablePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3::ZERO);
auto* player = static_cast<Player*>(this);
player->SetGhostReferencePoint(update.position);
Game::entityManager->QueueGhostUpdate(player->GetObjectID());
if (updateChar) Game::entityManager->SerializeEntity(this);
}