Commit Graph

17 Commits

Author SHA1 Message Date
Aaron Kimbrell
72efae54eb feat(moving platform): simple movers and rotaters, chosen as the client chooses
The subcomponent comes from the platformIsMover, platformIsSimpleMover and
platformIsRotater settings; with none set, a platform without a registry
component is a mover and one with a registry component a simple mover (also
when it has an attached path, so the registry ID is passed then too). All
flags set false means no subcomponent.

A simple mover reads its MovingPlatforms row and the platformMove* settings,
is always constructed with its starting point and state as live did, and
travels between its start and start + platformMove in platformMoveTime.
A rotater is written as type 6 with a mover's data.

On arrival platforms fire OnWaypointReached, then OnArrivedAtDesiredWaypoint
at the waypoint they were sent to and OnPlatformAtLastWaypoint at an end.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 09:59:55 -05:00
Aaron Kimbrell
3956df8877 fix(moving platform): end the subcomponent list with a 0 bit
The client reads a moving platform's subcomponents while a 1 bit comes
before one (LWOMovingPlatformComponent::Deserialize), as live wrote them.
DLU wrote the mover without the closing 0 bit, so the client took the next
component's first bit for it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 08:39:23 -05:00
Aaron Kimbrell
c711eb8045 fix(physics): simple-physics motion type and velocity like live
Live's simple-physics constructions (40,786 in the captures):
- Motion type Fixed (5) for objects without a motionType (38,970). DLU read
  the level's motionType and, when there was none, sent 0, a value the
  client's motion-type enum does not have.
- Keyframed (4) for every moving platform (1,059 of 1,059) and for models
  without behaviors; Dynamic (1) for models with behaviors (655 of 666 model
  constructions follow this; DLU only switched it when a behavior was added
  or removed).
- No velocity for fixed objects (all 38,970); keyframed and dynamic objects
  have one. DLU wrote a velocity in every construction.
A level-set motionType still wins.

Test: ReplicaConstructionTest.SimplePhysicsConstructionLikeLive (values of a
captured smashable, LOT 12266); the existing SimplePhysicsTest bytes are
unchanged.

Check in game: moving platforms (AG, GF, NS, NT), spinners and other
simple-physics objects move and collide as before; smashables and static
objects stay put; on a property, placed models with and without behaviors
sit and run as before, including after picking them up and placing again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 05:39:56 -05:00
David Markowitz
e8c0b3e6da feat: Add component ID to root component object (#1893) 2025-10-03 20:57:42 -05:00
David Markowitz
fcb89b3c7a Remove multiple Script syntax (#1496) 2024-03-06 19:49:29 -06:00
David Markowitz
c9a8be4fb9 Remove extra speed class (#1480)
Speed is used in more waypoints than not so we may as well reduce repeated references.

tested that the data is still loaded as normal in avant gardens

Update Zone.cpp
2024-02-27 08:40:49 -06:00
jadebenn
b261e63233 chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00
Aaron Kimbrell
15954413ae chore: rename rebuild to quickbuild (#1364)
* rename rebuild to quickbuild

* fix includes
2023-12-28 22:24:30 -06:00
jadebenn
ef6f2f133e chore: Eradicate C-style casts and further clean up some code (#1361)
* cast and code cleanup

* cast cleanup

* bug fixes and improvements

* no getBoolField method exists

* fixes

* unbroke sg cannon scoring

* removing comments

* Remove the c-style cast warning I added from CMakeLists now that they're gone (it triggers on 3rd party dependencies and slows down compilation)

* (Hopefully) fix MacOS compilation error

* partially-implemented feedback

* more updates to account for feedback

* change bool default

---------

Co-authored-by: jadebenn <jonahebenn@yahoo.com>
2023-12-27 22:18:20 -06:00
David Markowitz
5942182486 feat: Abstract Logger and simplify code (#1207)
* Logger: Rename logger to Logger from dLogger

* Logger: Add compile time filename

Fix include issues
Add writers
Add macros
Add macro to force compilation

* Logger: Replace calls with macros

Allows for filename and line number to be logged

* Logger: Add comments

and remove extra define

Logger: Replace with unique_ptr

also flush console at exit. regular file writer should be flushed on file close.

Logger: Remove constexpr on variable

* Logger: Simplify code

* Update Logger.cpp
2023-10-21 16:31:55 -07:00
David Markowitz
2cc13c6499 chore: Make serialize actually virtual (#1156)
* Make serialize actually virtual

* fix serialize and make update virutal

* Update VendorComponent.h

* Remove flag var

* Update SoundTriggerComponent.h

---------

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-08-10 14:33:15 -07:00
David Markowitz
3e3148e910 Move dZoneManager to game namespace (#1143)
* convert zone manager to game namespace

* Destroy logger last
2023-07-17 17:55:33 -05:00
David Markowitz
455f9470a5 Move EntityManager to Game namespace (#1140)
* Move EntityManager to Game namespace

* move initialization to later

Need to wait for dZoneManager to be initialized.

* Fix bugs

- Cannot delete from a RandomAccessIterator while in a range based for loop.

Touchup zone manager initialize

replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control

change initialize timings

If zone is not zero we expect to initialize the entity manager during zone manager initialization

Add constexpr for zone control LOT

* Add proper error handling

* revert vanity changes

* Update WorldServer.cpp

* Update dZoneManager.cpp
2023-07-15 13:56:33 -07:00
David Markowitz
fc75d6048f dGame Precompiled header improvements (#876)
* moving branch

* Add deleteinven slash command

* Change name of BRICKS_IN_BBB

* Use string_view instead of strcmp

* Clean up include tree

* Remove unneeded headers from PCH files

Removes unneeded headers from pre-compiled headers.  This increases compile time, however reduces development time for most files.

* Update Entity.h

* Update EntityManager.h

* Update GameMessages.cpp

* There it compiles now

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-01-06 23:17:05 -06:00
aronwk-aaron
19e77a38d8 format codebase 2022-07-28 08:39:57 -05:00
Aaron Kimbrell
e97ae92624 Make logger automatically put a newline (#675)
at the end of the line
remove all the newlines in log calls
2022-07-24 21:26:51 -05:00
Unknown
0545adfac3 Public release of the DLU server code!
Have fun!
2021-12-05 18:54:36 +01:00