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The client makes a BBB component (76) for a character (DoObjectPreLoad, LOT 1) and for registry entries (none in the CDClient), and reads it last (LWOBBBComponent::Deserialize: a metadata-source-item bit and the item). DLU wrote a placeholder 0 bit at the end of every construction; now only a character's BBBComponent writes it. Every other object sends one bit less, which the client never read (live non-player constructions decode without it; the zone control object stays byte for byte equal to live). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
32 lines
1.0 KiB
C++
32 lines
1.0 KiB
C++
#ifndef BBBCOMPONENT_H
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#define BBBCOMPONENT_H
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#include "BitStream.h"
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#include "Component.h"
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#include "dCommonVars.h"
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#include "eReplicaComponentType.h"
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/**
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* The BBB component (76), as the client's LWOBBBComponent: DoObjectPreLoad gives every character one (and the registry
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* any object listing it). It sends whether there is a metadata source item, then the item's ID.
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*/
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class BBBComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BBB;
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BBBComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {}
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// LWOBBBComponent::Deserialize 0x00bd6690
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override {
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outBitStream.Write(m_MetadataSourceItem != LWOOBJID_EMPTY);
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if (m_MetadataSourceItem != LWOOBJID_EMPTY) outBitStream.Write(m_MetadataSourceItem);
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}
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void SetMetadataSourceItem(const LWOOBJID item) { m_MetadataSourceItem = item; }
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private:
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LWOOBJID m_MetadataSourceItem = LWOOBJID_EMPTY;
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};
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#endif // BBBCOMPONENT_H
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