mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 22:47:25 +00:00
112c2367cc
* fix laggy property models (and probably more) global fix correcting the initial physics motion state from 0 to 5 (confirm in client). packet captures from a few worlds (didnt scan more than 5 files) show that the value for simple physics was either 5, or 4 for property models, or 1 for property models with behaviors. properties with pre-built models no longer lag and values of physics types should be correct across the board * will test this briefly
67 lines
2.0 KiB
C++
67 lines
2.0 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "SimplePhysicsComponent.h"
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#include "BitStream.h"
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#include "Game.h"
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#include "Logger.h"
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#include "dpWorld.h"
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#include "CDClientManager.h"
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#include "CDPhysicsComponentTable.h"
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#include "Entity.h"
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SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, uint32_t componentID) : PhysicsComponent(parent) {
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m_Position = m_Parent->GetDefaultPosition();
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m_Rotation = m_Parent->GetDefaultRotation();
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const auto& climbable_type = m_Parent->GetVar<std::u16string>(u"climbable");
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if (climbable_type == u"wall") {
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SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL);
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} else if (climbable_type == u"ladder") {
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SetClimbableType(eClimbableType::CLIMBABLE_TYPE_LADDER);
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} else if (climbable_type == u"wallstick") {
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SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL_STICK);
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} else {
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SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT);
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}
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m_PhysicsMotionState = m_Parent->GetVarAs<uint32_t>(u"motionType");
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}
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SimplePhysicsComponent::~SimplePhysicsComponent() {
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}
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void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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if (bIsInitialUpdate) {
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outBitStream.Write(m_ClimbableType != eClimbableType::CLIMBABLE_TYPE_NOT);
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outBitStream.Write(m_ClimbableType);
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}
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outBitStream.Write(m_DirtyVelocity || bIsInitialUpdate);
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if (m_DirtyVelocity || bIsInitialUpdate) {
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outBitStream.Write(m_Velocity);
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outBitStream.Write(m_AngularVelocity);
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m_DirtyVelocity = false;
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}
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// Physics motion state
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outBitStream.Write(m_DirtyPhysicsMotionState || bIsInitialUpdate);
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if (m_DirtyPhysicsMotionState || bIsInitialUpdate) {
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outBitStream.Write<uint32_t>(m_PhysicsMotionState);
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m_DirtyPhysicsMotionState = false;
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}
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PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
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}
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uint32_t SimplePhysicsComponent::GetPhysicsMotionState() const {
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return m_PhysicsMotionState;
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}
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void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value) {
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m_DirtyPhysicsMotionState = m_PhysicsMotionState != value;
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m_PhysicsMotionState = value;
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}
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