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>
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>
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>
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
* 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
* 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
* 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>