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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 19:03:43 +00:00
fix: give the destroyable and buff components their real component types
eReplicaComponentType had the destroyable component's registry type (7) named BUFF, the real buff component (98) as BUFF_REAL, and a made-up DESTROYABLE = 1000 that DestroyableComponent was stored under. Now DESTROYABLE = 7 and BUFF = 98, as in ComponentsRegistry and the client. Undone with it: - Destructible stats came from whichever of the "buff" (7), quick build and collectible registry ids was set, so the few objects without a type 7 entry read a DestructibleComponent row with an unrelated id (the NJ dragon relics 16482-16485 via their collectible id, 125 quick build LOTs when placed with is_smashable). The type 7 entry is used now; objects without one keep the defaults (is_smashable objects: 1 health, smashable, factions -1 and 6; collectibles: an empty destroyable). The client does the same (LWODestroyableComponent::AllocateComponents / DoObjectComponentLoad). - DestroyableComponent::Reinitialize, an unused copy of that pick order. - WriteComponents' destroyableSerialized flags: the components are written from a list in the client's order, and where the destroyable goes (its own place after the buff, right before a quick build that has no registry entry for it, or after the render component) is one function. - The dashboard's registry 7 -> DESTROYABLE mapping; the destroyable type also has a name there now (1000 was outside magic_enum's range). Component types are not stored or sent as enum numbers anywhere besides the CDClient's own values, which now match. migrations/cdserver/4 is unrelated (it restores LOT 12916's registry rows that migration 0 overwrote) and stays. Verified: dGameTests ReplicaComponentOrderTests serialize players, enemies, smashables, quick builds and collectibles with and without a registry entry, NPCs, pets, vehicles, models and an entity with every listed component with the new code and a frozen copy of the old WriteComponents, and expect the same bits for construction and serialization (a deliberately wrong destroyable place fails them). Full ctest passes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -11,7 +11,7 @@ enum class eReplicaComponentType : uint32_t {
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CHARACTER,
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SCRIPT,
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BOUNCER,
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BUFF, // buff is really 98, this is DESTROYABLE
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DESTROYABLE,
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GHOST,
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SKILL,
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SPAWNER,
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@@ -102,7 +102,7 @@ enum class eReplicaComponentType : uint32_t {
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USER_CONTROL,
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IGNORE_LIST,
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MULTI_ZONE_ENTRANCE,
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BUFF_REAL, // the real buff component, should just be name BUFF
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BUFF,
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INTERACTION_MANAGER,
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DONATION_VENDOR,
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COMBAT_MEDIATOR,
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@@ -121,7 +121,6 @@ enum class eReplicaComponentType : uint32_t {
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BUILD_BORDER,
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UNKNOWN_115,
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CULLING_PLANE,
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DESTROYABLE = 1000 // Actually 7
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};
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#endif //!__EREPLICACOMPONENTTYPE__H__
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@@ -199,7 +199,7 @@ namespace CDClientSchema {
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inline const Table* ComponentTable(const Schema& schema, eReplicaComponentType type) {
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using enum eReplicaComponentType;
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static const std::map<eReplicaComponentType, std::string_view> DIFFERENT{
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{ BUFF, "DestructibleComponent" }, // the enum's BUFF (7) is the destroyable component
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{ DESTROYABLE, "DestructibleComponent" },
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{ CONTROLLABLE_PHYSICS, "PhysicsComponent" }, { SIMPLE_PHYSICS, "PhysicsComponent" }, { PHANTOM_PHYSICS, "PhysicsComponent" },
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{ RIGID_BODY_PHANTOM_PHYSICS, "PhysicsComponent" }, { HAVOK_VEHICLE_PHYSICS, "VehiclePhysics" },
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{ QUICK_BUILD, "RebuildComponent" }, { MISSION_OFFER, "MissionNPCComponent" }, { ROCKET_LAUNCH, "RocketLaunchpadControlComponent" },
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@@ -131,16 +131,11 @@ namespace WorldScene {
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eReplicaComponentType::SCRIPTED_ACTIVITY, eReplicaComponentType::DESTROYABLE
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};
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// ComponentsRegistry stores the destroyable component as 7 (the enum's BUFF; see eReplicaComponentType)
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inline eReplicaComponentType FromRegistry(uint32_t componentType) {
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return componentType == 7 ? eReplicaComponentType::DESTROYABLE : static_cast<eReplicaComponentType>(componentType);
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}
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// Index into KINDS of an object with these ComponentsRegistry component types, or KINDS.size() for "other"
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inline size_t Classify(const std::vector<uint32_t>& registryComponents) {
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size_t best = KINDS.size();
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for (const auto component : registryComponents) {
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const auto type = FromRegistry(component);
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const auto type = static_cast<eReplicaComponentType>(component);
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for (size_t i = 0; i < best; i++) {
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if (KINDS[i] == type) { best = i; break; }
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}
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276
dGame/Entity.cpp
276
dGame/Entity.cpp
@@ -10,6 +10,7 @@
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#include "CDDestructibleComponentTable.h"
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#include "CDClientDatabase.h"
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#include <sstream>
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#include <array>
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#include "dServer.h"
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#include "GameMessages.h"
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#include "EffectsMessages.h"
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@@ -383,11 +384,6 @@ void Entity::Initialize() {
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AddComponent<RacingSoundTriggerComponent>(racingSoundTriggerID);
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}
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const auto buffComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUFF);
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if (buffComponentID > 0) {
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AddComponent<BuffComponent>(buffComponentID);
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}
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const auto collectibleComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::COLLECTIBLE);
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if (collectibleComponentID > 0) {
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@@ -395,18 +391,18 @@ void Entity::Initialize() {
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}
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/**
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* Multiple components require the destructible component.
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* The destroyable component. The client makes one (with a buff component in front of it) for a DESTROYABLE
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* registry entry, whose id is the DestructibleComponent row. Collectibles and smashable (is_smashable) objects
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* without that entry get one too, with no row.
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*/
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const auto quickBuildComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD);
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int32_t componentID = -1;
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if (collectibleComponentID > 0) componentID = collectibleComponentID;
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if (quickBuildComponentID > 0) componentID = quickBuildComponentID;
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if (buffComponentID > 0) componentID = buffComponentID;
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const auto destroyableComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::DESTROYABLE);
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if (destroyableComponentID > 0) {
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AddComponent<BuffComponent>(destroyableComponentID);
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}
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bool isSmashable = GetVarAs<int32_t>(u"is_smashable") != 0;
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if (buffComponentID > 0 || collectibleComponentID > 0 || isSmashable) {
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if (destroyableComponentID > 0 || collectibleComponentID > 0 || isSmashable) {
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const int32_t componentID = destroyableComponentID > 0 ? destroyableComponentID : -1;
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DestroyableComponent* comp = AddComponent<DestroyableComponent>(componentID);
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auto* const destCompTable = CDClientManager::GetTable<CDDestructibleComponentTable>();
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std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([componentID](const CDDestructibleComponent& entry) { return (entry.id == componentID); });
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@@ -451,7 +447,8 @@ void Entity::Initialize() {
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comp->SetMaxCoins(currencyValues[0].maxvalue);
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}
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}
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} else {
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} else if (isSmashable) {
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// A smashable object without a DestructibleComponent row
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comp->SetHealth(1);
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comp->SetArmor(0);
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@@ -599,6 +596,7 @@ void Entity::Initialize() {
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AddComponent<BaseCombatAIComponent>(combatAiID);
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}
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const auto quickBuildComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD);
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if (quickBuildComponentID > 0) {
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auto* const quickBuildComponent = AddComponent<QuickBuildComponent>(quickBuildComponentID);
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@@ -1064,222 +1062,56 @@ void Entity::WriteBaseReplicaData(RakNet::BitStream& outBitStream, eReplicaPacke
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}
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}
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void Entity::WriteComponents(RakNet::BitStream& outBitStream, eReplicaPacketType packetType) const {
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namespace {
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/**
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* This has to be done in a specific order.
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* The order the client reads components in (it builds an object's component list in this order in
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* ObjectLoader2::DoObjectComponentLoad). CHARACTER is preceded by POSSESSOR, LEVEL_PROGRESSION and
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* PLAYER_FORCED_MOVEMENT, which WriteComponents writes with it.
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*/
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constexpr auto SERIALIZATION_ORDER = [] {
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using enum eReplicaComponentType;
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return std::array{
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POSSESSABLE, MODULE_ASSEMBLY, CONTROLLABLE_PHYSICS, SIMPLE_PHYSICS, RIGID_BODY_PHANTOM_PHYSICS, HAVOK_VEHICLE_PHYSICS,
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PHANTOM_PHYSICS, SOUND_TRIGGER, RACING_SOUND_TRIGGER, BUFF, DESTROYABLE, COLLECTIBLE, PET, CHARACTER, ITEM, INVENTORY,
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SCRIPT, SKILL, BASE_COMBAT_AI, QUICK_BUILD, MOVING_PLATFORM, SWITCH, VENDOR, DONATION_VENDOR, ACHIEVEMENT_VENDOR,
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BOUNCER, SCRIPTED_ACTIVITY, SHOOTING_GALLERY, RACING_CONTROL, LUP_EXHIBIT, MODEL, RENDER, MINI_GAME_CONTROL,
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};
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}();
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bool destroyableSerialized = false;
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bool bIsInitialUpdate = packetType == eReplicaPacketType::CONSTRUCTION;
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PossessableComponent* possessableComponent;
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if (TryGetComponent(eReplicaComponentType::POSSESSABLE, possessableComponent)) {
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possessableComponent->Serialize(outBitStream, bIsInitialUpdate);
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// The component in SERIALIZATION_ORDER the destroyable is written in front of (DESTROYABLE: at its own place)
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eReplicaComponentType DestroyableSerializationSlot(const Entity& entity) {
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using enum eReplicaComponentType;
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// A DESTROYABLE registry entry puts the destroyable (with the buff in front of it) at its own place. Collectibles
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// and quick builds without one get theirs right before themselves, which for a collectible is the same place.
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if (entity.HasComponent(BUFF) || entity.HasComponent(COLLECTIBLE)) return DESTROYABLE;
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if (entity.HasComponent(QUICK_BUILD)) return QUICK_BUILD;
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// Anything else that has one (is_smashable objects, models) writes it after the others
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return MINI_GAME_CONTROL;
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}
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}
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ModuleAssemblyComponent* moduleAssemblyComponent;
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if (TryGetComponent(eReplicaComponentType::MODULE_ASSEMBLY, moduleAssemblyComponent)) {
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moduleAssemblyComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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void Entity::WriteComponents(RakNet::BitStream& outBitStream, eReplicaPacketType packetType) const {
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const bool bIsInitialUpdate = packetType == eReplicaPacketType::CONSTRUCTION;
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auto* const destroyableComponent = GetComponent<DestroyableComponent>();
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const auto destroyableSlot = DestroyableSerializationSlot(*this);
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ControllablePhysicsComponent* controllablePhysicsComponent;
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if (TryGetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS, controllablePhysicsComponent)) {
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controllablePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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using enum eReplicaComponentType;
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for (const auto type : SERIALIZATION_ORDER) {
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if (type == destroyableSlot && destroyableComponent) destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
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if (type == DESTROYABLE) continue;
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SimplePhysicsComponent* simplePhysicsComponent;
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if (TryGetComponent(eReplicaComponentType::SIMPLE_PHYSICS, simplePhysicsComponent)) {
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simplePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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auto* const component = GetComponent(type);
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if (!component) continue;
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RigidbodyPhantomPhysicsComponent* rigidbodyPhantomPhysics;
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if (TryGetComponent(eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS, rigidbodyPhantomPhysics)) {
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rigidbodyPhantomPhysics->Serialize(outBitStream, bIsInitialUpdate);
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}
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HavokVehiclePhysicsComponent* havokVehiclePhysicsComponent;
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if (TryGetComponent(eReplicaComponentType::HAVOK_VEHICLE_PHYSICS, havokVehiclePhysicsComponent)) {
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havokVehiclePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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PhantomPhysicsComponent* phantomPhysicsComponent;
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if (TryGetComponent(eReplicaComponentType::PHANTOM_PHYSICS, phantomPhysicsComponent)) {
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phantomPhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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SoundTriggerComponent* soundTriggerComponent;
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if (TryGetComponent(eReplicaComponentType::SOUND_TRIGGER, soundTriggerComponent)) {
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soundTriggerComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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RacingSoundTriggerComponent* racingSoundTriggerComponent;
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if (TryGetComponent(eReplicaComponentType::RACING_SOUND_TRIGGER, racingSoundTriggerComponent)) {
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racingSoundTriggerComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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BuffComponent* buffComponent;
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if (TryGetComponent(eReplicaComponentType::BUFF, buffComponent)) {
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buffComponent->Serialize(outBitStream, bIsInitialUpdate);
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DestroyableComponent* destroyableComponent;
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if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent)) {
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destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
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if (type == CHARACTER) {
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// Written with the character component; every character has them, a 0 bit stands in should one be missing
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for (const auto characterPart : { POSSESSOR, LEVEL_PROGRESSION, PLAYER_FORCED_MOVEMENT }) {
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auto* const part = GetComponent(characterPart);
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if (part) part->Serialize(outBitStream, bIsInitialUpdate);
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else outBitStream.Write0();
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}
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}
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destroyableSerialized = true;
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}
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CollectibleComponent* collectibleComponent;
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if (TryGetComponent(eReplicaComponentType::COLLECTIBLE, collectibleComponent)) {
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DestroyableComponent* destroyableComponent;
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if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) {
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destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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destroyableSerialized = true;
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collectibleComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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PetComponent* petComponent;
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if (TryGetComponent(eReplicaComponentType::PET, petComponent)) {
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petComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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CharacterComponent* characterComponent;
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if (TryGetComponent(eReplicaComponentType::CHARACTER, characterComponent)) {
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PossessorComponent* possessorComponent;
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if (TryGetComponent(eReplicaComponentType::POSSESSOR, possessorComponent)) {
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possessorComponent->Serialize(outBitStream, bIsInitialUpdate);
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} else {
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// Should never happen, but just to be safe
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outBitStream.Write0();
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}
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LevelProgressionComponent* levelProgressionComponent;
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if (TryGetComponent(eReplicaComponentType::LEVEL_PROGRESSION, levelProgressionComponent)) {
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levelProgressionComponent->Serialize(outBitStream, bIsInitialUpdate);
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} else {
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// Should never happen, but just to be safe
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outBitStream.Write0();
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}
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PlayerForcedMovementComponent* playerForcedMovementComponent;
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if (TryGetComponent(eReplicaComponentType::PLAYER_FORCED_MOVEMENT, playerForcedMovementComponent)) {
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playerForcedMovementComponent->Serialize(outBitStream, bIsInitialUpdate);
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} else {
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// Should never happen, but just to be safe
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outBitStream.Write0();
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}
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characterComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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ItemComponent* itemComponent;
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if (TryGetComponent(eReplicaComponentType::ITEM, itemComponent)) {
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itemComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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InventoryComponent* inventoryComponent;
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if (TryGetComponent(eReplicaComponentType::INVENTORY, inventoryComponent)) {
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inventoryComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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ScriptComponent* scriptComponent;
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if (TryGetComponent(eReplicaComponentType::SCRIPT, scriptComponent)) {
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scriptComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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SkillComponent* skillComponent;
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if (TryGetComponent(eReplicaComponentType::SKILL, skillComponent)) {
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skillComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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BaseCombatAIComponent* baseCombatAiComponent;
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if (TryGetComponent(eReplicaComponentType::BASE_COMBAT_AI, baseCombatAiComponent)) {
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baseCombatAiComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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QuickBuildComponent* quickBuildComponent;
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if (TryGetComponent(eReplicaComponentType::QUICK_BUILD, quickBuildComponent)) {
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DestroyableComponent* destroyableComponent;
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if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) {
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destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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destroyableSerialized = true;
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quickBuildComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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MovingPlatformComponent* movingPlatformComponent;
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if (TryGetComponent(eReplicaComponentType::MOVING_PLATFORM, movingPlatformComponent)) {
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movingPlatformComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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SwitchComponent* switchComponent;
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if (TryGetComponent(eReplicaComponentType::SWITCH, switchComponent)) {
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switchComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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VendorComponent* vendorComponent;
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if (TryGetComponent(eReplicaComponentType::VENDOR, vendorComponent)) {
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vendorComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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DonationVendorComponent* donationVendorComponent;
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if (TryGetComponent(eReplicaComponentType::DONATION_VENDOR, donationVendorComponent)) {
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donationVendorComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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AchievementVendorComponent* achievementVendorComponent;
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if (TryGetComponent(eReplicaComponentType::ACHIEVEMENT_VENDOR, achievementVendorComponent)) {
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achievementVendorComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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BouncerComponent* bouncerComponent;
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if (TryGetComponent(eReplicaComponentType::BOUNCER, bouncerComponent)) {
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bouncerComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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ScriptedActivityComponent* scriptedActivityComponent;
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if (TryGetComponent(eReplicaComponentType::SCRIPTED_ACTIVITY, scriptedActivityComponent)) {
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scriptedActivityComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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ShootingGalleryComponent* shootingGalleryComponent;
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if (TryGetComponent(eReplicaComponentType::SHOOTING_GALLERY, shootingGalleryComponent)) {
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shootingGalleryComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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RacingControlComponent* racingControlComponent;
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if (TryGetComponent(eReplicaComponentType::RACING_CONTROL, racingControlComponent)) {
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racingControlComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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LUPExhibitComponent* lupExhibitComponent;
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if (TryGetComponent(eReplicaComponentType::LUP_EXHIBIT, lupExhibitComponent)) {
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lupExhibitComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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ModelComponent* modelComponent;
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if (TryGetComponent(eReplicaComponentType::MODEL, modelComponent)) {
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modelComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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RenderComponent* renderComponent;
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if (TryGetComponent(eReplicaComponentType::RENDER, renderComponent)) {
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renderComponent->Serialize(outBitStream, bIsInitialUpdate);
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}
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if (modelComponent || !destroyableSerialized) {
|
||||
DestroyableComponent* destroyableComponent;
|
||||
if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) {
|
||||
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
destroyableSerialized = true;
|
||||
}
|
||||
}
|
||||
|
||||
MiniGameControlComponent* miniGameControlComponent;
|
||||
if (TryGetComponent(eReplicaComponentType::MINI_GAME_CONTROL, miniGameControlComponent)) {
|
||||
miniGameControlComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
component->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
// BBB Component, unused currently
|
||||
|
||||
@@ -97,48 +97,6 @@ DestroyableComponent::DestroyableComponent(Entity* parent, const int32_t compone
|
||||
DestroyableComponent::~DestroyableComponent() {
|
||||
}
|
||||
|
||||
void DestroyableComponent::Reinitialize(LOT templateID) {
|
||||
CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
|
||||
|
||||
int32_t buffComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::BUFF);
|
||||
int32_t collectibleComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::COLLECTIBLE);
|
||||
int32_t quickBuildComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::QUICK_BUILD);
|
||||
|
||||
int32_t componentID = 0;
|
||||
if (collectibleComponentID > 0) componentID = collectibleComponentID;
|
||||
if (quickBuildComponentID > 0) componentID = quickBuildComponentID;
|
||||
if (buffComponentID > 0) componentID = buffComponentID;
|
||||
|
||||
CDDestructibleComponentTable* destCompTable = CDClientManager::GetTable<CDDestructibleComponentTable>();
|
||||
std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
|
||||
|
||||
if (componentID > 0) {
|
||||
std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
|
||||
|
||||
if (destCompData.size() > 0) {
|
||||
SetHealth(destCompData[0].life);
|
||||
SetImagination(destCompData[0].imagination);
|
||||
SetArmor(destCompData[0].armor);
|
||||
|
||||
SetMaxHealth(destCompData[0].life);
|
||||
SetMaxImagination(destCompData[0].imagination);
|
||||
SetMaxArmor(destCompData[0].armor);
|
||||
|
||||
SetIsSmashable(destCompData[0].isSmashable);
|
||||
}
|
||||
} else {
|
||||
SetHealth(1);
|
||||
SetImagination(0);
|
||||
SetArmor(0);
|
||||
|
||||
SetMaxHealth(1);
|
||||
SetMaxImagination(0);
|
||||
SetMaxArmor(0);
|
||||
|
||||
SetIsSmashable(true);
|
||||
}
|
||||
}
|
||||
|
||||
void DestroyableComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
|
||||
if (bIsInitialUpdate) {
|
||||
outBitStream.Write1(); // always write these on construction
|
||||
|
||||
@@ -36,12 +36,6 @@ public:
|
||||
void LoadFromXml(const tinyxml2::XMLDocument& doc) override;
|
||||
void UpdateXml(tinyxml2::XMLDocument& doc) override;
|
||||
|
||||
/**
|
||||
* Initializes the component using a different LOT
|
||||
* @param templateID the ID to use for initialization
|
||||
*/
|
||||
void Reinitialize(LOT templateID);
|
||||
|
||||
/**
|
||||
* Sets the health of this entity. Makes sure this is serialized on the next tick and if this is a character its
|
||||
* stats will also update.
|
||||
|
||||
@@ -25,7 +25,7 @@ file(COPY ${COMPONENT_TEST_DATA} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
|
||||
|
||||
# Add the executable. Remember to add all tests above this!
|
||||
add_executable(dGameTests ${DGAMETEST_SOURCES})
|
||||
target_include_directories(dGameTests PRIVATE "." "${PROJECT_SOURCE_DIR}/dChatServer")
|
||||
target_include_directories(dGameTests PRIVATE "." "${PROJECT_SOURCE_DIR}/dChatServer" "${PROJECT_SOURCE_DIR}/dScripts")
|
||||
|
||||
if(APPLE)
|
||||
add_custom_target(dGameTestsLink
|
||||
|
||||
@@ -3,6 +3,7 @@ set(DCOMPONENTS_TESTS
|
||||
"PetComponentTests.cpp"
|
||||
"SimplePhysicsComponentTests.cpp"
|
||||
"SavingTests.cpp"
|
||||
"ReplicaComponentOrderTests.cpp"
|
||||
)
|
||||
|
||||
# Get the folder name and prepend it to the files above
|
||||
|
||||
561
tests/dGameTests/dComponentsTests/ReplicaComponentOrderTests.cpp
Normal file
561
tests/dGameTests/dComponentsTests/ReplicaComponentOrderTests.cpp
Normal file
@@ -0,0 +1,561 @@
|
||||
#include "GameDependencies.h"
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
|
||||
#include "BitStream.h"
|
||||
#include "CDClientDatabase.h"
|
||||
#include "Character.h"
|
||||
#include "Entity.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "eReplicaPacketType.h"
|
||||
#include "tinyxml2.h"
|
||||
|
||||
#include "AchievementVendorComponent.h"
|
||||
#include "BaseCombatAIComponent.h"
|
||||
#include "BouncerComponent.h"
|
||||
#include "BuffComponent.h"
|
||||
#include "CharacterComponent.h"
|
||||
#include "CollectibleComponent.h"
|
||||
#include "ControllablePhysicsComponent.h"
|
||||
#include "DestroyableComponent.h"
|
||||
#include "DonationVendorComponent.h"
|
||||
#include "HavokVehiclePhysicsComponent.h"
|
||||
#include "InventoryComponent.h"
|
||||
#include "ItemComponent.h"
|
||||
#include "LevelProgressionComponent.h"
|
||||
#include "LUPExhibitComponent.h"
|
||||
#include "MiniGameControlComponent.h"
|
||||
#include "ModelComponent.h"
|
||||
#include "ModuleAssemblyComponent.h"
|
||||
#include "MovingPlatformComponent.h"
|
||||
#include "PetComponent.h"
|
||||
#include "PhantomPhysicsComponent.h"
|
||||
#include "PlayerForcedMovementComponent.h"
|
||||
#include "PossessableComponent.h"
|
||||
#include "PossessorComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "RacingControlComponent.h"
|
||||
#include "RacingSoundTriggerComponent.h"
|
||||
#include "RenderComponent.h"
|
||||
#include "RigidbodyPhantomPhysicsComponent.h"
|
||||
#include "ScriptComponent.h"
|
||||
#include "ScriptedActivityComponent.h"
|
||||
#include "ShootingGalleryComponent.h"
|
||||
#include "SimplePhysicsComponent.h"
|
||||
#include "SkillComponent.h"
|
||||
#include "SoundTriggerComponent.h"
|
||||
#include "SwitchComponent.h"
|
||||
#include "VendorComponent.h"
|
||||
|
||||
/**
|
||||
* Entity::WriteComponents writes the components in the client's order from a list of component types. Before, the
|
||||
* order was spelled out component by component, with flags for where the destroyable went. That code is kept below,
|
||||
* unchanged apart from looking components up by class, as the oracle: the bytes must not change.
|
||||
*/
|
||||
namespace {
|
||||
template<typename T>
|
||||
bool TryGet(const Entity& entity, T*& component) {
|
||||
component = entity.GetComponent<T>();
|
||||
return component != nullptr;
|
||||
}
|
||||
|
||||
void OldWriteComponents(const Entity& entity, RakNet::BitStream& outBitStream, eReplicaPacketType packetType) {
|
||||
|
||||
/**
|
||||
* This has to be done in a specific order.
|
||||
*/
|
||||
|
||||
bool destroyableSerialized = false;
|
||||
bool bIsInitialUpdate = packetType == eReplicaPacketType::CONSTRUCTION;
|
||||
|
||||
PossessableComponent* possessableComponent;
|
||||
if (TryGet(entity, possessableComponent)) {
|
||||
possessableComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
ModuleAssemblyComponent* moduleAssemblyComponent;
|
||||
if (TryGet(entity, moduleAssemblyComponent)) {
|
||||
moduleAssemblyComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
ControllablePhysicsComponent* controllablePhysicsComponent;
|
||||
if (TryGet(entity, controllablePhysicsComponent)) {
|
||||
controllablePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
SimplePhysicsComponent* simplePhysicsComponent;
|
||||
if (TryGet(entity, simplePhysicsComponent)) {
|
||||
simplePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
RigidbodyPhantomPhysicsComponent* rigidbodyPhantomPhysics;
|
||||
if (TryGet(entity, rigidbodyPhantomPhysics)) {
|
||||
rigidbodyPhantomPhysics->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
HavokVehiclePhysicsComponent* havokVehiclePhysicsComponent;
|
||||
if (TryGet(entity, havokVehiclePhysicsComponent)) {
|
||||
havokVehiclePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
PhantomPhysicsComponent* phantomPhysicsComponent;
|
||||
if (TryGet(entity, phantomPhysicsComponent)) {
|
||||
phantomPhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
SoundTriggerComponent* soundTriggerComponent;
|
||||
if (TryGet(entity, soundTriggerComponent)) {
|
||||
soundTriggerComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
RacingSoundTriggerComponent* racingSoundTriggerComponent;
|
||||
if (TryGet(entity, racingSoundTriggerComponent)) {
|
||||
racingSoundTriggerComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
BuffComponent* buffComponent;
|
||||
if (TryGet(entity, buffComponent)) {
|
||||
buffComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
|
||||
DestroyableComponent* destroyableComponent;
|
||||
if (TryGet(entity, destroyableComponent)) {
|
||||
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
destroyableSerialized = true;
|
||||
}
|
||||
|
||||
CollectibleComponent* collectibleComponent;
|
||||
if (TryGet(entity, collectibleComponent)) {
|
||||
DestroyableComponent* destroyableComponent;
|
||||
if (TryGet(entity, destroyableComponent) && !destroyableSerialized) {
|
||||
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
destroyableSerialized = true;
|
||||
collectibleComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
PetComponent* petComponent;
|
||||
if (TryGet(entity, petComponent)) {
|
||||
petComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
CharacterComponent* characterComponent;
|
||||
if (TryGet(entity, characterComponent)) {
|
||||
|
||||
PossessorComponent* possessorComponent;
|
||||
if (TryGet(entity, possessorComponent)) {
|
||||
possessorComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
} else {
|
||||
// Should never happen, but just to be safe
|
||||
outBitStream.Write0();
|
||||
}
|
||||
|
||||
LevelProgressionComponent* levelProgressionComponent;
|
||||
if (TryGet(entity, levelProgressionComponent)) {
|
||||
levelProgressionComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
} else {
|
||||
// Should never happen, but just to be safe
|
||||
outBitStream.Write0();
|
||||
}
|
||||
|
||||
PlayerForcedMovementComponent* playerForcedMovementComponent;
|
||||
if (TryGet(entity, playerForcedMovementComponent)) {
|
||||
playerForcedMovementComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
} else {
|
||||
// Should never happen, but just to be safe
|
||||
outBitStream.Write0();
|
||||
}
|
||||
|
||||
characterComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
ItemComponent* itemComponent;
|
||||
if (TryGet(entity, itemComponent)) {
|
||||
itemComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
InventoryComponent* inventoryComponent;
|
||||
if (TryGet(entity, inventoryComponent)) {
|
||||
inventoryComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
ScriptComponent* scriptComponent;
|
||||
if (TryGet(entity, scriptComponent)) {
|
||||
scriptComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
SkillComponent* skillComponent;
|
||||
if (TryGet(entity, skillComponent)) {
|
||||
skillComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
BaseCombatAIComponent* baseCombatAiComponent;
|
||||
if (TryGet(entity, baseCombatAiComponent)) {
|
||||
baseCombatAiComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
QuickBuildComponent* quickBuildComponent;
|
||||
if (TryGet(entity, quickBuildComponent)) {
|
||||
DestroyableComponent* destroyableComponent;
|
||||
if (TryGet(entity, destroyableComponent) && !destroyableSerialized) {
|
||||
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
destroyableSerialized = true;
|
||||
quickBuildComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
MovingPlatformComponent* movingPlatformComponent;
|
||||
if (TryGet(entity, movingPlatformComponent)) {
|
||||
movingPlatformComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
SwitchComponent* switchComponent;
|
||||
if (TryGet(entity, switchComponent)) {
|
||||
switchComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
VendorComponent* vendorComponent;
|
||||
if (TryGet(entity, vendorComponent)) {
|
||||
vendorComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
DonationVendorComponent* donationVendorComponent;
|
||||
if (TryGet(entity, donationVendorComponent)) {
|
||||
donationVendorComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
AchievementVendorComponent* achievementVendorComponent;
|
||||
if (TryGet(entity, achievementVendorComponent)) {
|
||||
achievementVendorComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
BouncerComponent* bouncerComponent;
|
||||
if (TryGet(entity, bouncerComponent)) {
|
||||
bouncerComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
ScriptedActivityComponent* scriptedActivityComponent;
|
||||
if (TryGet(entity, scriptedActivityComponent)) {
|
||||
scriptedActivityComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
ShootingGalleryComponent* shootingGalleryComponent;
|
||||
if (TryGet(entity, shootingGalleryComponent)) {
|
||||
shootingGalleryComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
RacingControlComponent* racingControlComponent;
|
||||
if (TryGet(entity, racingControlComponent)) {
|
||||
racingControlComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
LUPExhibitComponent* lupExhibitComponent;
|
||||
if (TryGet(entity, lupExhibitComponent)) {
|
||||
lupExhibitComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
ModelComponent* modelComponent;
|
||||
if (TryGet(entity, modelComponent)) {
|
||||
modelComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
RenderComponent* renderComponent;
|
||||
if (TryGet(entity, renderComponent)) {
|
||||
renderComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
if (modelComponent || !destroyableSerialized) {
|
||||
DestroyableComponent* destroyableComponent;
|
||||
if (TryGet(entity, destroyableComponent) && !destroyableSerialized) {
|
||||
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
destroyableSerialized = true;
|
||||
}
|
||||
}
|
||||
|
||||
MiniGameControlComponent* miniGameControlComponent;
|
||||
if (TryGet(entity, miniGameControlComponent)) {
|
||||
miniGameControlComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
// BBB Component, unused currently
|
||||
// Need to to write0 so that is serialized correctly
|
||||
// TODO: Implement BBB Component
|
||||
outBitStream.Write0();
|
||||
}
|
||||
|
||||
|
||||
// Some components read the CDClient in their constructors; give them an empty one
|
||||
void ConnectEmptyCDClient() {
|
||||
if (CDClientDatabase::isConnected) return;
|
||||
CDClientDatabase::Connect(":memory:");
|
||||
for (const auto* table : {
|
||||
"ComponentsRegistry (id INTEGER, component_type INTEGER, component_id INTEGER)",
|
||||
"BaseCombatAIComponent (id INTEGER, aggroRadius REAL, tetherSpeed REAL, pursuitSpeed REAL, softTetherRadius REAL, hardTetherRadius REAL, minRoundLength REAL, maxRoundLength REAL, combatRoundLength REAL)",
|
||||
"ItemSets (setID INTEGER, itemIDs TEXT)",
|
||||
"ObjectSkills (objectTemplate INTEGER, skillID INTEGER, castOnType INTEGER, AICombatWeight INTEGER)",
|
||||
"SkillBehavior (skillID INTEGER, behaviorID INTEGER)",
|
||||
"RenderComponent (id INTEGER)",
|
||||
"BuffParameters (BuffID INTEGER)",
|
||||
"PossessableComponent (id INTEGER, possessionType INTEGER, depossessOnHit INTEGER, skillSet INTEGER)",
|
||||
}) {
|
||||
CDClientDatabase::ExecuteDML(std::string("CREATE TABLE ") + table + ";");
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<uint8_t> Bytes(RakNet::BitStream& stream) {
|
||||
return { stream.GetData(), stream.GetData() + stream.GetNumberOfBytesUsed() };
|
||||
}
|
||||
}
|
||||
|
||||
class ReplicaComponentOrderTest : public GameDependenciesTest {
|
||||
protected:
|
||||
std::vector<std::unique_ptr<Character>> characters;
|
||||
|
||||
void SetUp() override {
|
||||
SetUpDependencies();
|
||||
ConnectEmptyCDClient();
|
||||
}
|
||||
|
||||
void TearDown() override {
|
||||
TearDownDependencies();
|
||||
}
|
||||
|
||||
std::unique_ptr<Entity> MakePlayer() {
|
||||
auto entity = std::make_unique<Entity>(1, info);
|
||||
auto& character = characters.emplace_back(std::make_unique<Character>(1, nullptr));
|
||||
tinyxml2::XMLDocument doc;
|
||||
doc.LoadFile("./test_xml_data.xml");
|
||||
tinyxml2::XMLPrinter printer{ 0, true, 0 };
|
||||
doc.Print(&printer);
|
||||
character->_setXmlData(printer.CStr());
|
||||
character->_doQuickXMLDataParse();
|
||||
entity->SetCharacter(character.get());
|
||||
character->SetEntity(entity.get());
|
||||
entity->AddComponent<ControllablePhysicsComponent>(-1);
|
||||
entity->AddComponent<BuffComponent>(-1);
|
||||
entity->AddComponent<DestroyableComponent>(-1)->SetMaxHealth(4.0f);
|
||||
entity->AddComponent<PossessorComponent>(-1);
|
||||
entity->AddComponent<LevelProgressionComponent>(-1);
|
||||
entity->AddComponent<PlayerForcedMovementComponent>(-1);
|
||||
entity->AddComponent<CharacterComponent>(-1, character.get(), UNASSIGNED_SYSTEM_ADDRESS);
|
||||
entity->AddComponent<InventoryComponent>(-1);
|
||||
entity->AddComponent<SkillComponent>(-1);
|
||||
entity->AddComponent<RenderComponent>(-1);
|
||||
return entity;
|
||||
}
|
||||
|
||||
// Serializes an entity built by `build` with the old and the new code (each on its own copy, as serializing
|
||||
// clears dirty flags) and expects the same bits, for the construction and a serialization.
|
||||
void ExpectSameBytes(const std::function<void(Entity&)>& build) {
|
||||
for (const auto packetType : { eReplicaPacketType::CONSTRUCTION, eReplicaPacketType::SERIALIZATION }) {
|
||||
Entity oldEntity(15, info);
|
||||
Entity newEntity(15, info);
|
||||
// Same random numbers for both (a vehicle picks a random end behavior)
|
||||
Game::randomEngine.seed(1);
|
||||
build(oldEntity);
|
||||
Game::randomEngine.seed(1);
|
||||
build(newEntity);
|
||||
RakNet::BitStream oldStream;
|
||||
RakNet::BitStream newStream;
|
||||
OldWriteComponents(oldEntity, oldStream, packetType);
|
||||
newEntity.WriteComponents(newStream, packetType);
|
||||
EXPECT_GT(newStream.GetNumberOfBitsUsed(), 1u);
|
||||
EXPECT_EQ(oldStream.GetNumberOfBitsUsed(), newStream.GetNumberOfBitsUsed()) << "packet type " << static_cast<int>(packetType);
|
||||
const auto oldBytes = Bytes(oldStream);
|
||||
const auto newBytes = Bytes(newStream);
|
||||
const auto mismatch = std::ranges::mismatch(oldBytes, newBytes);
|
||||
EXPECT_EQ(mismatch.in1, oldBytes.end()) << "packet type " << static_cast<int>(packetType) << ", first different byte " << (mismatch.in1 - oldBytes.begin());
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
TEST(ReplicaComponentTypeTest, MatchesComponentsRegistry) {
|
||||
// ComponentsRegistry.component_type values
|
||||
EXPECT_EQ(static_cast<uint32_t>(eReplicaComponentType::DESTROYABLE), 7u);
|
||||
EXPECT_EQ(static_cast<uint32_t>(eReplicaComponentType::BUFF), 98u);
|
||||
EXPECT_EQ(DestroyableComponent::ComponentType, eReplicaComponentType::DESTROYABLE);
|
||||
EXPECT_EQ(BuffComponent::ComponentType, eReplicaComponentType::BUFF);
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, Player) {
|
||||
for (const auto packetType : { eReplicaPacketType::CONSTRUCTION, eReplicaPacketType::SERIALIZATION }) {
|
||||
auto oldEntity = MakePlayer();
|
||||
auto newEntity = MakePlayer();
|
||||
RakNet::BitStream oldStream;
|
||||
RakNet::BitStream newStream;
|
||||
OldWriteComponents(*oldEntity, oldStream, packetType);
|
||||
newEntity->WriteComponents(newStream, packetType);
|
||||
EXPECT_EQ(oldStream.GetNumberOfBitsUsed(), newStream.GetNumberOfBitsUsed());
|
||||
EXPECT_EQ(Bytes(oldStream), Bytes(newStream));
|
||||
oldEntity->SetCharacter(nullptr);
|
||||
newEntity->SetCharacter(nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, Enemy) {
|
||||
ExpectSameBytes([](Entity& entity) {
|
||||
entity.AddComponent<ControllablePhysicsComponent>(-1);
|
||||
entity.AddComponent<BuffComponent>(-1);
|
||||
auto* destroyable = entity.AddComponent<DestroyableComponent>(-1);
|
||||
destroyable->SetMaxHealth(8.0f);
|
||||
destroyable->SetHealth(8);
|
||||
destroyable->AddFactionNoLookup(4);
|
||||
entity.AddComponent<ScriptComponent>(-1, "", true);
|
||||
entity.AddComponent<SkillComponent>(-1);
|
||||
entity.AddComponent<BaseCombatAIComponent>(-1);
|
||||
entity.AddComponent<RenderComponent>(-1);
|
||||
});
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, SmashableWithDestructibleRow) {
|
||||
ExpectSameBytes([](Entity& entity) {
|
||||
entity.AddComponent<SimplePhysicsComponent>(-1);
|
||||
entity.AddComponent<BuffComponent>(-1);
|
||||
entity.AddComponent<DestroyableComponent>(-1)->SetIsSmashable(true);
|
||||
entity.AddComponent<RenderComponent>(-1);
|
||||
});
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, IsSmashableWithoutRegistryEntry) {
|
||||
// Written after the render component
|
||||
ExpectSameBytes([](Entity& entity) {
|
||||
entity.AddComponent<SimplePhysicsComponent>(-1);
|
||||
entity.AddComponent<ScriptComponent>(-1, "", true);
|
||||
auto* destroyable = entity.AddComponent<DestroyableComponent>(-1);
|
||||
destroyable->SetIsSmashable(true);
|
||||
destroyable->SetMaxHealth(1.0f);
|
||||
destroyable->SetHealth(1);
|
||||
entity.AddComponent<RenderComponent>(-1);
|
||||
entity.AddComponent<MiniGameControlComponent>(-1);
|
||||
});
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, QuickBuildWithoutDestroyable) {
|
||||
ExpectSameBytes([](Entity& entity) {
|
||||
entity.AddComponent<SimplePhysicsComponent>(-1);
|
||||
entity.AddComponent<ScriptComponent>(-1, "", true);
|
||||
entity.AddComponent<QuickBuildComponent>(-1);
|
||||
entity.AddComponent<RenderComponent>(-1);
|
||||
});
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, QuickBuildWithoutRegistryEntry) {
|
||||
// Written right before the quick build, after the script
|
||||
ExpectSameBytes([](Entity& entity) {
|
||||
entity.AddComponent<SimplePhysicsComponent>(-1);
|
||||
entity.AddComponent<DestroyableComponent>(-1)->SetIsSmashable(true);
|
||||
entity.AddComponent<ScriptComponent>(-1, "", true);
|
||||
entity.AddComponent<SkillComponent>(-1);
|
||||
entity.AddComponent<QuickBuildComponent>(-1);
|
||||
entity.AddComponent<MovingPlatformComponent>(-1, "");
|
||||
entity.AddComponent<RenderComponent>(-1);
|
||||
});
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, QuickBuildWithRegistryEntry) {
|
||||
ExpectSameBytes([](Entity& entity) {
|
||||
entity.AddComponent<SimplePhysicsComponent>(-1);
|
||||
entity.AddComponent<BuffComponent>(-1);
|
||||
entity.AddComponent<DestroyableComponent>(-1)->SetMaxHealth(3.0f);
|
||||
entity.AddComponent<ScriptComponent>(-1, "", true);
|
||||
entity.AddComponent<QuickBuildComponent>(-1);
|
||||
entity.AddComponent<RenderComponent>(-1);
|
||||
});
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, CollectibleWithoutRegistryEntry) {
|
||||
ExpectSameBytes([](Entity& entity) {
|
||||
entity.AddComponent<SimplePhysicsComponent>(-1);
|
||||
entity.AddComponent<DestroyableComponent>(-1);
|
||||
entity.AddComponent<CollectibleComponent>(-1, 12);
|
||||
entity.AddComponent<ScriptComponent>(-1, "", true);
|
||||
entity.AddComponent<RenderComponent>(-1);
|
||||
});
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, CollectibleWithRegistryEntry) {
|
||||
ExpectSameBytes([](Entity& entity) {
|
||||
entity.AddComponent<SimplePhysicsComponent>(-1);
|
||||
entity.AddComponent<BuffComponent>(-1);
|
||||
entity.AddComponent<DestroyableComponent>(-1)->SetIsSmashable(true);
|
||||
entity.AddComponent<CollectibleComponent>(-1, 3);
|
||||
entity.AddComponent<RenderComponent>(-1);
|
||||
});
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, Npc) {
|
||||
ExpectSameBytes([](Entity& entity) {
|
||||
entity.AddComponent<ControllablePhysicsComponent>(-1);
|
||||
entity.AddComponent<BuffComponent>(-1);
|
||||
entity.AddComponent<DestroyableComponent>(-1);
|
||||
entity.AddComponent<InventoryComponent>(-1);
|
||||
entity.AddComponent<ScriptComponent>(-1, "", true);
|
||||
entity.AddComponent<SkillComponent>(-1);
|
||||
entity.AddComponent<SwitchComponent>(-1);
|
||||
entity.AddComponent<BouncerComponent>(-1);
|
||||
entity.AddComponent<RenderComponent>(-1);
|
||||
});
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, Pet) {
|
||||
ExpectSameBytes([](Entity& entity) {
|
||||
entity.AddComponent<ControllablePhysicsComponent>(-1);
|
||||
entity.AddComponent<BuffComponent>(-1);
|
||||
entity.AddComponent<DestroyableComponent>(-1);
|
||||
entity.AddComponent<PetComponent>(1);
|
||||
entity.AddComponent<SkillComponent>(-1);
|
||||
entity.AddComponent<RenderComponent>(-1);
|
||||
});
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, Vehicle) {
|
||||
ExpectSameBytes([](Entity& entity) {
|
||||
entity.AddComponent<PossessableComponent>(-1);
|
||||
entity.AddComponent<ModuleAssemblyComponent>(-1);
|
||||
entity.AddComponent<HavokVehiclePhysicsComponent>(-1);
|
||||
entity.AddComponent<BuffComponent>(-1);
|
||||
entity.AddComponent<DestroyableComponent>(-1);
|
||||
entity.AddComponent<RenderComponent>(-1);
|
||||
});
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, Model) {
|
||||
// A model's destroyable is written after the render component
|
||||
ExpectSameBytes([](Entity& entity) {
|
||||
entity.AddComponent<SimplePhysicsComponent>(-1);
|
||||
entity.AddComponent<ModelComponent>(-1);
|
||||
entity.AddComponent<RenderComponent>(-1);
|
||||
entity.AddComponent<DestroyableComponent>(-1)->SetIsSmashable(true);
|
||||
});
|
||||
}
|
||||
|
||||
TEST_F(ReplicaComponentOrderTest, EveryListedComponent) {
|
||||
ExpectSameBytes([](Entity& entity) {
|
||||
entity.AddComponent<PossessableComponent>(-1);
|
||||
entity.AddComponent<ModuleAssemblyComponent>(-1);
|
||||
entity.AddComponent<ControllablePhysicsComponent>(-1);
|
||||
entity.AddComponent<SimplePhysicsComponent>(-1);
|
||||
entity.AddComponent<RigidbodyPhantomPhysicsComponent>(-1);
|
||||
entity.AddComponent<HavokVehiclePhysicsComponent>(-1);
|
||||
entity.AddComponent<PhantomPhysicsComponent>(-1);
|
||||
entity.AddComponent<SoundTriggerComponent>(-1);
|
||||
entity.AddComponent<BuffComponent>(-1);
|
||||
entity.AddComponent<DestroyableComponent>(-1);
|
||||
entity.AddComponent<CollectibleComponent>(-1, 1);
|
||||
entity.AddComponent<ItemComponent>(-1);
|
||||
entity.AddComponent<InventoryComponent>(-1);
|
||||
entity.AddComponent<ScriptComponent>(-1, "", true);
|
||||
entity.AddComponent<SkillComponent>(-1);
|
||||
entity.AddComponent<QuickBuildComponent>(-1);
|
||||
entity.AddComponent<SwitchComponent>(-1);
|
||||
entity.AddComponent<BouncerComponent>(-1);
|
||||
entity.AddComponent<ScriptedActivityComponent>(-1);
|
||||
entity.AddComponent<LUPExhibitComponent>(-1);
|
||||
entity.AddComponent<ModelComponent>(-1);
|
||||
entity.AddComponent<RenderComponent>(-1);
|
||||
entity.AddComponent<MiniGameControlComponent>(-1);
|
||||
});
|
||||
}
|
||||
@@ -74,7 +74,7 @@ TEST(CDClientSchemaTest, ComponentTables) {
|
||||
};
|
||||
EXPECT_EQ(name(eReplicaComponentType::VENDOR), "VendorComponent");
|
||||
EXPECT_EQ(name(eReplicaComponentType::RENDER), "RenderComponent");
|
||||
EXPECT_EQ(name(eReplicaComponentType::BUFF), "DestructibleComponent");
|
||||
EXPECT_EQ(name(eReplicaComponentType::DESTROYABLE), "DestructibleComponent");
|
||||
EXPECT_EQ(name(eReplicaComponentType::SIMPLE_PHYSICS), "PhysicsComponent");
|
||||
EXPECT_EQ(name(eReplicaComponentType::PET), "-");
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user