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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-27 16:07:22 +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
138 lines
5.1 KiB
C++
138 lines
5.1 KiB
C++
#include "ModelComponent.h"
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#include "Entity.h"
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#include "Game.h"
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#include "Logger.h"
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#include "BehaviorStates.h"
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#include "ControlBehaviorMsgs.h"
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#include "tinyxml2.h"
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#include "SimplePhysicsComponent.h"
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#include "Database.h"
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ModelComponent::ModelComponent(Entity* parent) : Component(parent) {
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m_OriginalPosition = m_Parent->GetDefaultPosition();
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m_OriginalRotation = m_Parent->GetDefaultRotation();
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m_userModelID = m_Parent->GetVarAs<LWOOBJID>(u"userModelID");
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}
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void ModelComponent::LoadBehaviors() {
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auto behaviors = GeneralUtils::SplitString(m_Parent->GetVar<std::string>(u"userModelBehaviors"), ',');
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for (const auto& behavior : behaviors) {
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if (behavior.empty()) continue;
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const auto behaviorId = GeneralUtils::TryParse<int32_t>(behavior);
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if (!behaviorId.has_value() || behaviorId.value() == 0) continue;
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LOG_DEBUG("Loading behavior %d", behaviorId.value());
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auto& inserted = m_Behaviors.emplace_back();
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inserted.SetBehaviorId(*behaviorId);
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const auto behaviorStr = Database::Get()->GetBehavior(behaviorId.value());
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tinyxml2::XMLDocument behaviorXml;
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auto res = behaviorXml.Parse(behaviorStr.c_str(), behaviorStr.size());
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LOG_DEBUG("Behavior %i %d: %s", res, behaviorId.value(), behaviorStr.c_str());
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const auto* const behaviorRoot = behaviorXml.FirstChildElement("Behavior");
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if (!behaviorRoot) {
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LOG("Failed to load behavior %d due to missing behavior root", behaviorId.value());
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continue;
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}
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inserted.Deserialize(*behaviorRoot);
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}
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}
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void ModelComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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// ItemComponent Serialization. Pets do not get this serialization.
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if (!m_Parent->HasComponent(eReplicaComponentType::PET)) {
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outBitStream.Write1();
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outBitStream.Write<LWOOBJID>(m_userModelID != LWOOBJID_EMPTY ? m_userModelID : m_Parent->GetObjectID());
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outBitStream.Write<int>(0);
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outBitStream.Write0();
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}
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//actual model component:
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outBitStream.Write1(); // Yes we are writing model info
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outBitStream.Write0(); // Is pickable
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outBitStream.Write<uint32_t>(2); // Physics type
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outBitStream.Write(m_OriginalPosition); // Original position
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outBitStream.Write(m_OriginalRotation); // Original rotation
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outBitStream.Write1(); // We are writing behavior info
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outBitStream.Write<uint32_t>(0); // Number of behaviors
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outBitStream.Write1(); // Is this model paused
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if (bIsInitialUpdate) outBitStream.Write0(); // We are not writing model editing info
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}
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void ModelComponent::UpdatePendingBehaviorId(const int32_t newId) {
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for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == -1) behavior.SetBehaviorId(newId);
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}
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void ModelComponent::SendBehaviorListToClient(AMFArrayValue& args) const {
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args.Insert("objectID", std::to_string(m_Parent->GetObjectID()));
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auto* behaviorArray = args.InsertArray("behaviors");
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for (auto& behavior : m_Behaviors) {
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auto* behaviorArgs = behaviorArray->PushArray();
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behavior.SendBehaviorListToClient(*behaviorArgs);
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}
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}
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void ModelComponent::VerifyBehaviors() {
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for (auto& behavior : m_Behaviors) behavior.VerifyLastEditedState();
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}
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void ModelComponent::SendBehaviorBlocksToClient(int32_t behaviorToSend, AMFArrayValue& args) const {
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args.Insert("BehaviorID", std::to_string(behaviorToSend));
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args.Insert("objectID", std::to_string(m_Parent->GetObjectID()));
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for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == behaviorToSend) behavior.SendBehaviorBlocksToClient(args);
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}
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void ModelComponent::AddBehavior(AddMessage& msg) {
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// Can only have 1 of the loot behaviors
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for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == msg.GetBehaviorId()) return;
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m_Behaviors.insert(m_Behaviors.begin() + msg.GetBehaviorIndex(), PropertyBehavior());
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m_Behaviors.at(msg.GetBehaviorIndex()).HandleMsg(msg);
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auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
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if (simplePhysComponent) {
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simplePhysComponent->SetPhysicsMotionState(1);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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}
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void ModelComponent::MoveToInventory(MoveToInventoryMessage& msg) {
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if (msg.GetBehaviorIndex() >= m_Behaviors.size() || m_Behaviors.at(msg.GetBehaviorIndex()).GetBehaviorId() != msg.GetBehaviorId()) return;
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m_Behaviors.erase(m_Behaviors.begin() + msg.GetBehaviorIndex());
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// TODO move to the inventory
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if (m_Behaviors.empty()) {
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auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
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if (simplePhysComponent) {
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simplePhysComponent->SetPhysicsMotionState(4);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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}
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}
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std::array<std::pair<int32_t, std::string>, 5> ModelComponent::GetBehaviorsForSave() const {
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std::array<std::pair<int32_t, std::string>, 5> toReturn{};
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for (auto i = 0; i < m_Behaviors.size(); i++) {
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const auto& behavior = m_Behaviors.at(i);
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if (behavior.GetBehaviorId() == -1) continue;
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auto& [id, behaviorData] = toReturn[i];
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id = behavior.GetBehaviorId();
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tinyxml2::XMLDocument doc;
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auto* root = doc.NewElement("Behavior");
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behavior.Serialize(*root);
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doc.InsertFirstChild(root);
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tinyxml2::XMLPrinter printer(0, true, 0);
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doc.Print(&printer);
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behaviorData = printer.CStr();
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}
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return toReturn;
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}
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