mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 10:53:44 +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:
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) {
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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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destroyableSerialized = true;
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}
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}
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MiniGameControlComponent* miniGameControlComponent;
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if (TryGetComponent(eReplicaComponentType::MINI_GAME_CONTROL, miniGameControlComponent)) {
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miniGameControlComponent->Serialize(outBitStream, bIsInitialUpdate);
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component->Serialize(outBitStream, bIsInitialUpdate);
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}
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// BBB Component, unused currently
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