* Logging a warning when deleting the entity and it is not in any
Region.
* Searching every single region for an entity that is in none of them.
Also:
* Add workaround for bug in specs where deleting any entity clears the
components before checking that the generation is correct (surprised
that we haven't encounted bugs from this yet).
* Properly update `tracked_entities` inside `RegionMap` when deleting
an entity. Previously, we just relied on this being updated in
`RegionMap::tick` by the absence of the `Pos` component at that index.
However, this means if a new entity is created at that index after
deletion and before calling `RegionMap::tick`, then this can be
interpreted as an entity moving between regions rather than one being
deleted and another created. It seems like this could lead to
synchronization bugs like not creating the new entity on the client
(although I haven't noticed this before, I think maybe we use newly
inserted `Uid`s to detect new entities rather than the region system?).
I think it could at least lead to sending redundant messages to
synchronize the new entity.
return to the character screeen. And other related improvements.
* Uid now optional when removing an entity from IdMaps since that Uid
may have been transferred to the new entity created when the client
exits "in-game".
* Added notes about making sure to update the CharacterId mapping when
changing the `kind` field of `Presence`.
* Add a parameter to `delete_entity_recorded` that indicates whether it
is being called from `handle_exit_ingame` and that provides the `Uid`
that was removed from the entity so that we can more explicitly and
correctly handle that case.
* We now add the Uid of the client to the deleted entities list when it
exits "ingame". (still need to rework code so that the client doesn't
delete its own entity).
* Improved integration of possession code with ForceUpdate logic.
* Don't remove `Presence` component from old entity in possession so
that deleting that entity will properly handle updating the
CharacterId unmapping (if the old entity isn't going to be deleted we
still remove the `Presence` component so that it doesn't keep terrain
loaded).
* Added a couple TODOs on existing tangential things I noticed.
types.
* Add new `IdMaps` type that contains mappings to Entity from Uid, CharacterId, and
RtsimEntity.
* Add PresenceKind::LoadingCharacter variant for when the CharacterId
has not actually been confirmed to exist and belong to the logged in
client. Switches to the regular PresenceKind::Character once the
character is loaded from the database and that is used to update the
entity.
* Start refactoring `delete_entity_recorded` to check for CharacterId
and RtsimEntity values that may need to be removed from the map (just
very start, not near complete).
* Other misc tweaks.
entities are synced from and displayed in.
NOTE: Syncing entities work at the granularity regions which are
multi-chunk squares but the display of entities in voxygen is limited in
a circle with the radiues of the supplied distance.
Additional details and changes:
* Added `ViewDistances` struct in `common` that contains separate
terrain and entity view distances (the entity view distance will be
clamped by the terrain view distance in uses of this).
* View distance requests from the client to the server now use this
type.
* When requesting the character or spectate state the client now passes
its desired view distances. This is exposed as a new parameter on
`Client::request_character`/`Client::request_spectate`. And the client
no longer needs to send a view distance request after entering these
states. This also allows us to avoid needing to initialize `Presence`
with a default view distance value on the server.
* Removed `DerefFlaggedStorage` from `Presence` and `RegionSubscription` since the
change tracking isn't used for these components.
* Add sliders in voxygen graphics and network tabs for this new setting.
Show the clamped value as well as the selected value next to the
slider.
* Rename existing "Entities View Distance" slider (which AFAIK controls
the distance at which different LOD levels apply to figures) to
"Entities Detail Distance" so we can use the former name for this new
slider.