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https://gitlab.com/veloren/veloren.git
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Some random changes and a fmt
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commit
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@ -47,7 +47,7 @@ use common::{
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TerrainGrid,
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},
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trade::{PendingTrade, SitePrices, TradeAction, TradeId, TradeResult},
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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vol::RectVolSize,
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weather::{Weather, WeatherGrid},
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};
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@ -7,7 +7,7 @@ mod sync_ext;
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mod track;
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// Reexports
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pub use common::uid::{Uid, IdMaps};
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pub use common::uid::{IdMaps, Uid};
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pub use net_sync::{NetSync, SyncFrom};
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pub use packet::{
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handle_insert, handle_interp_insert, handle_interp_modify, handle_interp_remove, handle_modify,
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@ -19,7 +19,7 @@ use crate::{
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outcome::Outcome,
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resources::Secs,
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states::utils::StageSection,
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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util::Dir,
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};
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@ -147,7 +147,8 @@ mod not_wasm {
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}
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/// Only used on the client (server solely uses `Self::allocate` to
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/// allocate and add Uid mappings).
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/// allocate and add Uid mappings and `Self::remap` to move the `Uid` to
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/// a different entity).
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pub fn add_entity(&mut self, uid: Uid, entity: Entity) {
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Self::insert(&mut self.uid_mapping, uid, entity);
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}
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@ -171,6 +172,18 @@ mod not_wasm {
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uid
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}
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/// Links an existing `Uid` to a new entity.
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///
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/// Only used on the server.
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///
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/// Used for `handle_exit_ingame` which moves the same `Uid` to a new
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/// entity.
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pub fn remap_entity(&mut self, uid: Uid, new_entity: Entity) {
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if self.uid_mapping.insert(uid, new_entity).is_none() {
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error!("Uid {uid:?} remaped but there was no existing entry for it!");
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}
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}
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#[cold]
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#[inline(never)]
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fn already_present<ID>() {
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@ -8,7 +8,7 @@ use wasmer::{Function, Memory, Value};
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use common::{
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comp::{Health, Player},
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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};
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use super::errors::{MemoryAllocationError, PluginModuleError};
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@ -238,8 +238,7 @@ fn retrieve_action(
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EcsAccessError::EcsPointerNotAvailable,
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))?
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};
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let player =
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world
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let player = world
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.id_maps
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.uid_entity(e)
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.ok_or(RetrieveError::EcsAccessError(
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@ -267,8 +266,7 @@ fn retrieve_action(
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EcsAccessError::EcsPointerNotAvailable,
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))?
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};
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let player =
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world
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let player = world
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.id_maps
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.uid_entity(e)
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.ok_or(RetrieveError::EcsAccessError(
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@ -8,7 +8,7 @@ use common::{
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},
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event::{Emitter, EventBus, ServerEvent},
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resources::Time,
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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};
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use common_ecs::{Job, Origin, Phase, System};
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use specs::{
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@ -9,7 +9,7 @@ use common::{
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outcome::Outcome,
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resources::{DeltaTime, Time},
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terrain::TerrainGrid,
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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vol::ReadVol,
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GroupTarget,
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};
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@ -15,7 +15,7 @@ use common::{
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event::{Emitter, EventBus, ServerEvent},
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resources::{DeltaTime, Secs, Time},
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terrain::SpriteKind,
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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Damage, DamageSource,
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};
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use common_base::prof_span;
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@ -275,8 +275,7 @@ impl<'a> System<'a> for Sys {
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}
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})
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.for_each(|(buff_id, buff, uid, aura_key)| {
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let replace =
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if let Some(aura_entity) = read_data.id_maps.uid_entity(*uid) {
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let replace = if let Some(aura_entity) = read_data.id_maps.uid_entity(*uid) {
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if let Some(aura) = read_data
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.auras
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.get(aura_entity)
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@ -10,7 +10,7 @@ use common::{
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outcome::Outcome,
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resources::Time,
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terrain::TerrainGrid,
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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util::{find_dist::Cylinder, Dir},
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vol::ReadVol,
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GroupTarget,
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@ -8,7 +8,7 @@ use common::{
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event::{Emitter, EventBus, ServerEvent},
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outcome::Outcome,
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resources::{DeltaTime, Time},
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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util::Dir,
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GroupTarget,
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};
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@ -8,7 +8,7 @@ use common::{
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event::{EventBus, ServerEvent},
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outcome::Outcome,
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resources::{DeltaTime, Time},
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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util::Dir,
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GroupTarget,
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};
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@ -21,7 +21,7 @@ use common::{
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rtsim::{Actor, RtSimEntity},
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states::utils::{ForcedMovement, StageSection},
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terrain::TerrainGrid,
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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};
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use specs::{
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shred::ResourceId, Entities, Entity as EcsEntity, Join, Read, ReadExpect, ReadStorage,
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@ -47,7 +47,7 @@ use common::{
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resources::{BattleMode, PlayerPhysicsSettings, Secs, Time, TimeOfDay, TimeScale},
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rtsim::{Actor, Role},
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terrain::{Block, BlockKind, CoordinateConversions, SpriteKind, TerrainChunkSize},
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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vol::ReadVol,
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weather, Damage, DamageKind, DamageSource, Explosion, LoadoutBuilder, RadiusEffect,
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};
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@ -32,7 +32,7 @@ use common::{
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states::utils::StageSection,
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terrain::{Block, BlockKind, TerrainGrid},
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trade::{TradeResult, Trades},
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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util::Dir,
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vol::ReadVol,
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Damage, DamageKind, DamageSource, Explosion, GroupTarget, RadiusEffect,
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@ -1040,13 +1040,8 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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.and_then(|cs| cs.attack_immunities())
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.map_or(false, |i| i.explosions);
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// PvP check
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let may_harm = combat::may_harm(
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alignments,
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players,
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id_maps,
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owner_entity,
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entity_b,
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);
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let may_harm =
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combat::may_harm(alignments, players, id_maps, owner_entity, entity_b);
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let attack_options = combat::AttackOptions {
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target_dodging,
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may_harm,
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@ -305,7 +305,7 @@ pub fn handle_group(server: &mut Server, entity: Entity, manip: GroupManip) {
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));
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}
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// Tell the old leader that the transfer was succesful
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if let Some(client) = clients.get(target) {
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if let Some(client) = clients.get(entity) {
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client.send_fallible(ServerGeneral::server_msg(
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ChatType::Meta,
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"You are no longer the group leader.",
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@ -8,7 +8,7 @@ use common::{
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comp,
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comp::{group, pet::is_tameable, Presence, PresenceKind},
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resources::Time,
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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};
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use common_base::span;
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use common_net::msg::{PlayerListUpdate, ServerGeneral};
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@ -61,6 +61,10 @@ pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity, skip_persisten
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//
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// Easier than checking and removing all other known components.
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//
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// Also, allows clients to not update their Uid based references to this
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// client (e.g. for this specific client's knowledge of its own Uid and for
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// groups since exiting in-game does not affect group membership)
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//
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// Note: If other `ServerEvent`s are referring to this entity they will be
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// disrupted.
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@ -89,30 +93,24 @@ pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity, skip_persisten
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// Tell client its request was successful
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client.send_fallible(ServerGeneral::ExitInGameSuccess);
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let entity_builder = state.ecs_mut().create_entity().with(client).with(player);
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let new_entity = state
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.ecs_mut()
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.create_entity()
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.with(client)
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.with(player)
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// Preserve group component if present
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let entity_builder = match maybe_group {
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Some(group) => entity_builder.with(group),
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None => entity_builder,
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};
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.maybe_with(maybe_group)
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// Preserve admin component if present
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let entity_builder = match maybe_admin {
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Some(admin) => entity_builder.with(admin),
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None => entity_builder,
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};
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.maybe_with(maybe_admin)
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.with(uid)
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.build();
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// Ensure IdMaps maps this uid to the new entity
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let uid = entity_builder
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.world
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.write_resource::<IdMaps>()
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.allocate(entity_builder.entity, Some(uid.into()));
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let new_entity = entity_builder.with(uid).build();
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ecs.write_resource::<IdMaps>().remap_entity(uid, new_entity);
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// Note, since the Uid has been removed from the old entity, that prevents
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// `delete_entity_recorded` from making any changes to the group (TODO double check this
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// logic)
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// Note, since the Uid has been removed from the old entity and the
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// Group component will be removed below, that prevents
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// `delete_entity_recorded` from making any changes to the group.
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if let Some(group) = maybe_group {
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let mut group_manager = state.ecs().write_resource::<group::GroupManager>();
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if group_manager
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@ -131,10 +129,10 @@ pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity, skip_persisten
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);
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}
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}
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}
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// Erase group component to avoid group restructure when deleting the entity
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state.ecs().write_storage::<group::Group>().remove(entity);
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}
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// Delete old entity
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if let Err(e) = state.delete_entity_recorded(entity) {
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error!(
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@ -1212,7 +1212,11 @@ impl StateExt for State {
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if res.is_ok() {
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if let (Some(uid), Some(pos)) = (maybe_uid, maybe_pos) {
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// TODO: exit_ingame for player doesn't hit this path since Uid is removed, not
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// sure if that is correct.
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// sure if that is correct. However, we don't want recording the UID in deleted
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// entities to end up overwriting the rejoined client with that UID...
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//
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// What is the difference between leaving a region and the deleted entities
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// list?
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if let Some(region_key) = self
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.ecs()
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.read_resource::<common::region::RegionMap>()
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@ -191,6 +191,8 @@ impl<'a> System<'a> for Sys {
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.map(|key| !regions.contains(key))
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.unwrap_or(true)
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{
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// TODO: I suspect it would be more efficient (in terms of
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// bandwidth) to batch messages like this.
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client.send_fallible(ServerGeneral::DeleteEntity(uid));
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}
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}
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@ -11,7 +11,7 @@ use common::{
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recipe::{default_component_recipe_book, default_recipe_book, default_repair_recipe_book},
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resources::TimeOfDay,
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shared_server_config::ServerConstants,
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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};
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use common_base::prof_span;
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use common_ecs::{Job, Origin, Phase, System};
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@ -38,9 +38,7 @@ impl<'a> System<'a> for Sys {
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_ => None,
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})
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.filter_map(|(pet_entity, pet_pos, owner_uid)| {
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id_maps
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.uid_entity(owner_uid)
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.and_then(|owner_entity| {
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id_maps.uid_entity(owner_uid).and_then(|owner_entity| {
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match (positions.get(owner_entity), physics.get(owner_entity)) {
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(Some(position), Some(physics)) => {
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Some((pet_entity, position, physics, pet_pos))
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@ -18,7 +18,7 @@ use common::{
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combat,
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comp::{group::Role, inventory::item::MaterialStatManifest, invite::InviteKind, Stats},
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resources::Time,
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uid::{Uid, IdMaps},
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uid::{IdMaps, Uid},
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};
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use common_net::sync::WorldSyncExt;
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use conrod_core::{
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@ -287,9 +287,7 @@ impl ParticleMgr {
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if target.is_some() {
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let ecs = scene_data.state.ecs();
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if target
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.and_then(|target| {
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ecs.read_resource::<IdMaps>().uid_entity(target)
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})
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.and_then(|target| ecs.read_resource::<IdMaps>().uid_entity(target))
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.and_then(|entity| {
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ecs.read_storage::<Body>()
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.get(entity)
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