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addressed review comments
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@ -84,6 +84,7 @@ command-repaired-items = Repaired all equipped items
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command-message-group-missing = You are using group chat but do not belong to a group. Use /world or
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command-message-group-missing = You are using group chat but do not belong to a group. Use /world or
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/region to change chat.
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/region to change chat.
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command-tell-request = { $sender } wants to talk to you.
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command-tell-request = { $sender } wants to talk to you.
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command-transform-invalid-presence = Cannot transform in the current presence
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# Unreachable/untestable but added for consistency
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# Unreachable/untestable but added for consistency
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@ -3,6 +3,7 @@ use std::time::Duration;
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use common_assets::AssetExt;
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use common_assets::AssetExt;
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use rand::thread_rng;
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use rand::thread_rng;
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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use tracing::error;
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use vek::Vec3;
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use vek::Vec3;
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use crate::{
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use crate::{
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@ -65,6 +66,7 @@ impl CharacterBehavior for Data {
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// Buildup finished, start transformation
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// Buildup finished, start transformation
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} else {
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} else {
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let Ok(entity_config) = EntityConfig::load(&self.static_data.target) else {
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let Ok(entity_config) = EntityConfig::load(&self.static_data.target) else {
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error!(?self.static_data.target, "Failed to load entity configuration");
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end_ability(data, &mut update);
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end_ability(data, &mut update);
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return update;
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return update;
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};
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};
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@ -672,9 +672,10 @@ fn handle_into_npc(
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TransformEntityError::UnexpectedNpcTeleporter => {
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TransformEntityError::UnexpectedNpcTeleporter => {
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Content::localized("command-unimplemented-teleporter-spawn")
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Content::localized("command-unimplemented-teleporter-spawn")
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},
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},
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})?;
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TransformEntityError::LoadingCharacter => {
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Content::localized("command-transform-invalid-presence")
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Ok(())
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},
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})
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}
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}
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fn handle_make_npc(
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fn handle_make_npc(
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@ -22,7 +22,7 @@ use common::{
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item::flatten_counted_items,
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item::flatten_counted_items,
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loot_owner::LootOwnerKind,
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loot_owner::LootOwnerKind,
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Alignment, Auras, Body, CharacterState, Energy, Group, Health, Inventory, Object, Player,
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Alignment, Auras, Body, CharacterState, Energy, Group, Health, Inventory, Object, Player,
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Poise, Pos, Presence, PresenceKind, SkillSet, Stats,
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Poise, Pos, Presence, PresenceKind, SkillSet, Stats, BASE_ABILITY_LIMIT,
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},
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},
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consts::TELEPORTER_RADIUS,
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consts::TELEPORTER_RADIUS,
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event::{
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event::{
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@ -2106,13 +2106,17 @@ pub fn handle_transform(server: &mut Server, TransformEvent(uid, info): Transfor
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return;
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return;
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};
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};
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let _ = transform_entity(server, entity, info);
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if let Err(error) = transform_entity(server, entity, info) {
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error!(?error, ?uid, "Failed transform entity");
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}
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}
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}
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#[derive(Debug)]
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pub enum TransformEntityError {
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pub enum TransformEntityError {
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EntityDead,
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EntityDead,
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UnexpectedNpcWaypoint,
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UnexpectedNpcWaypoint,
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UnexpectedNpcTeleporter,
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UnexpectedNpcTeleporter,
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LoadingCharacter,
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}
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}
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pub fn transform_entity(
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pub fn transform_entity(
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@ -2158,20 +2162,38 @@ pub fn transform_entity(
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}
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}
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// Disable persistence
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// Disable persistence
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{
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'persist: {
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match server
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.state
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.ecs()
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.read_storage::<Presence>()
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.get(entity)
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.map(|presence| presence.kind)
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{
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// Transforming while the character is being loaded or is spectating is invalid!
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Some(PresenceKind::Spectator | PresenceKind::LoadingCharacter(_)) => {
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return Err(TransformEntityError::LoadingCharacter);
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},
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Some(PresenceKind::Possessor | PresenceKind::Character(_)) => {},
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None => break 'persist,
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}
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// Run persistence once before disabling it
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// Run persistence once before disabling it
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//
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// We must NOT early return between persist_entity() being called and
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// persistence being set to Possessor
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super::player::persist_entity(server.state_mut(), entity);
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super::player::persist_entity(server.state_mut(), entity);
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// TODO: let Imbris work out some edge-cases:
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// We re-fetch presence here as mutable, because checking for a valid
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// - error on PresenseKind::LoadingCharacter
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// [`PresenceKind`] must be done BEFORE persist_entity but persist_entity needs
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// - handle active inventory actions
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// exclusive mutable access to the server's state
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let ecs = server.state.ecs();
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let mut presences = server.state.ecs().write_storage::<Presence>();
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let mut presences = ecs.write_storage::<Presence>();
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let Some(presence) = presences.get_mut(entity) else {
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let presence = presences.get_mut(entity);
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// Checked above
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unreachable!("We already know this entity has a Presence");
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};
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if let Some(presence) = presence
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if let PresenceKind::Character(id) = presence.kind {
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&& let PresenceKind::Character(id) = presence.kind
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{
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server.state.ecs().write_resource::<IdMaps>().remove_entity(
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server.state.ecs().write_resource::<IdMaps>().remove_entity(
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Some(entity),
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Some(entity),
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None,
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None,
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@ -2194,6 +2216,16 @@ pub fn transform_entity(
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set_or_remove_component(server, entity, Some(body.density()))?;
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set_or_remove_component(server, entity, Some(body.density()))?;
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set_or_remove_component(server, entity, Some(body.collider()))?;
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set_or_remove_component(server, entity, Some(body.collider()))?;
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set_or_remove_component(server, entity, Some(scale))?;
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set_or_remove_component(server, entity, Some(scale))?;
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// Reset active abilities
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set_or_remove_component(
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server,
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entity,
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Some(if body.is_humanoid() {
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comp::ActiveAbilities::default_limited(BASE_ABILITY_LIMIT)
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} else {
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comp::ActiveAbilities::default()
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}),
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)?;
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// Don't add Agent or ItemDrops to players
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// Don't add Agent or ItemDrops to players
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if !is_player {
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if !is_player {
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@ -37,6 +37,7 @@ mod mounting;
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mod player;
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mod player;
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mod trade;
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mod trade;
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/// Shared utilities used by other code **in this crate**
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pub(crate) mod shared {
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pub(crate) mod shared {
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pub(crate) use super::{
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pub(crate) use super::{
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entity_manipulation::{transform_entity, TransformEntityError},
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entity_manipulation::{transform_entity, TransformEntityError},
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@ -243,11 +243,14 @@ pub fn handle_client_disconnect(
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Event::ClientDisconnected { entity }
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Event::ClientDisconnected { entity }
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}
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}
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// When a player logs out, their data is queued for persistence in the next tick
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/// When a player logs out, their data is queued for persistence in the next
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// of the persistence batch update. The player will be
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/// tick of the persistence batch update. The player will be
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// temporarily unable to log in during this period to avoid
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/// temporarily unable to log in during this period to avoid
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// the race condition of their login fetching their old data
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/// the race condition of their login fetching their old data
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// and overwriting the data saved here.
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/// and overwriting the data saved here.
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///
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/// This function is also used by the Transform event and MUST NOT assume that
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/// the persisting entity is deleted afterwards.
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pub(super) fn persist_entity(state: &mut State, entity: EcsEntity) -> EcsEntity {
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pub(super) fn persist_entity(state: &mut State, entity: EcsEntity) -> EcsEntity {
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if let (
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if let (
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Some(presence),
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Some(presence),
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