A client asking to resync a simple mover that has no path got a
PlatformResync anyway, and the client's simple mover then reads waypoints
from its null path and crashes (LWOPlatformSimpleMover::Resync 0x00bf9ec0,
Path::GetWaypointAtIndex). The two LOTs special-cased for this before are
examples of the same thing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DoObjectComponentLoad walks the client's load order and calls the type's
allocator from a table, like ObjectLoader2, instead of one 76-case switch.
Components with rules of their own have a static Allocator (the client's
LWOxComponent::Allocator); the rest share a registry allocator. The load
state moves to ObjectLoadState.h so the allocators can take it.
Construction bytes are identical for all 15,962 LOTs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PlatformSubComponent (LWOPlatform: the state between waypoints and its
serialization) is the base of MoverSubComponent (4), SimpleMoverSubComponent
(5) and the new RotatorSubComponent (6), as LWOPlatformMover,
LWOPlatformSimpleMover and LWOPlatformRotator are built on LWOPlatform. The
platform keeps one subcomponent per type the client makes
(LWOMovingPlatformComponent::SetupPlatform: one per platformIs* setting that
is true) and sends them all; the first is the one the server runs. Same bytes
for every platform with one subcomponent.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Components get the client's per-component functions: LoadDataFromTemplate,
PrepareConfigData, LoadConfigData, LoadFromSaveData, Startup, Run,
OnEnterScope, OnLeaveScope, Preshutdown and Shutdown, called by the entity in
the client's order. Update is renamed Run, LoadFromXml LoadFromSaveData and
UpdateXml WriteSaveData. Nothing sent changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOPlatformRotator's HandleStoppedLogic (0x00bdc660) only keeps its angular velocity from rotX/rotY/rotZ and rate; its path never arrives. No live zone sets platformIsRotater.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client's LWOPlatform logic (ArrivedAtWaypoint 0x00c86c30, ProcessStateChange 0x00cce380, GetNextWaypoint, the waypoint speeds) runs on the server: stopped at a waypoint (25 at an end) for its wait, then travelling (2), serialized on arrival and departure as in the NT mover captures; constructions carry the path and the mover state; RequestPlatformResync gets the current state, percent and position. The LOT 9483 timers are gone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
* Components: Make ComponentType inline
Prevents the next commits ODR violation
* Components: Add new components
* Entity: Add headers
inline script component ComponentType
* Components: Flip constructor argument order
Entity comes first always
* Entity: Add generic AddComponent
Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity.
* Entity: Migrate all component constructors
Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified.
The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead.
* Entity: Add placement new
For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator.
* Entity: Add comments on likely new code
* Tests: Fix tests
* Update Entity.cpp
* Update SGCannon.cpp
* Entity: call destructor when re-constructing
* Update Entity.cpp
Update Entity.cpp
---------
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
* breakout the component types into a scoped enum
tested that things are the same as they were before
* fix missed rename
* fix brick-by-brick name to be crafting
because that's what it is
* 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>