262 lines
10 KiB
C++
262 lines
10 KiB
C++
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#pragma once
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/**
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* WorldStateWriter / WorldStateReader
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* =====================================
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* Project-specific serialisation for the per-frame world-state snapshot
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* sent from the server to each connected client.
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*
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* Wire format (all values little-endian):
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*
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* ┌──────────────────────────────────────────────────────────┐
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* │ Header (12 bytes) │
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* │ packet_type : uint32 (PacketType::WORLD_STATE = 3) │
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* │ frame_idx : uint32 │
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* │ entity_count : uint32 (number of position records) │
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* ├──────────────────────────────────────────────────────────┤
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* │ Spawns section │
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* │ spawn_count : uint32 │
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* │ spawn[i].id : uint32 × spawn_count │
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* ├──────────────────────────────────────────────────────────┤
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* │ Despawns section │
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* │ despawn_count : uint32 │
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* │ despawn[i].id : uint32 × despawn_count │
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* ├──────────────────────────────────────────────────────────┤
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* │ Entity positions (hot path — tightly packed) │
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* │ [ id:uint32, x:float, y:float, z:float ] × entity_count│
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* └──────────────────────────────────────────────────────────┘
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*
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* Total minimum size : 20 bytes (header + empty spawns + empty despawns)
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* Per entity : 16 bytes
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* 300 entities : 20 + 300×16 = 4820 bytes (well under MTU for segmented)
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*
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* Usage (server side, called once per client per frame):
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*
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* tw::serial::WorldStateWriter w(buffer); // buffer is a BinaryBuffer
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* w.begin(frame_idx);
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* w.write_spawns(interest.spawns());
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* w.write_despawns(interest.despawns());
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* w.begin_entities(num_entities); // writes entity_count slot
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* for each entity in interest.entities():
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* w.write_entity(entity_id, position);
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* w.end(); // patches entity_count
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* // buffer.view() is ready to send
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*
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* Usage (client side):
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*
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* tw::serial::WorldStateReader r(payload_span);
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* auto header = r.read_header(); // frame_idx + counts
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* for (auto id : r.read_spawns()) { ... }
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* for (auto id : r.read_despawns()) { ... }
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* while (r.has_entity()) {
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* auto [id, pos] = r.read_entity();
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* ...
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* }
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*/
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#include "Codec.hpp"
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#include "GlmCodec.hpp"
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#include "EnttCodec.hpp"
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#include <entt/entt.hpp>
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#include <glm/vec3.hpp>
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#include <cstdint>
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#include <span>
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#include <spdlog/spdlog.h>
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namespace tw::serial {
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// ── Packet type tag ───────────────────────────────────────────────────────
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// Mirrors PacketType::WORLD_STATE_PACKET (value 3) in packets/Packet.hpp.
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// Hardcoded here so the serialisation module does not depend on the network
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// module — the numerical value must stay in sync if the enum changes.
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inline constexpr uint32_t kWorldStatePacketType = 3; // WORLD_STATE_PACKET
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// ──────────────────────────────────────────────────────────────────────────
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// WorldStateWriter
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// ──────────────────────────────────────────────────────────────────────────
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class WorldStateWriter {
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BinaryWriter m_w;
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// Offsets for length-prefix patching
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std::size_t m_entity_count_offset{ 0 };
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uint32_t m_entity_count{ 0 };
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public:
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explicit WorldStateWriter(BinaryBuffer& buf) noexcept : m_w(buf) {}
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/**
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* Write the packet header. Call once per frame, before everything else.
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* entity_count is patched in end().
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*/
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void begin(uint32_t frame_idx) noexcept {
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m_entity_count = 0;
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// packet_type — lets the receiver dispatch without peeking further
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m_w.encode<uint32_t>(kWorldStatePacketType);
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// frame_idx
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m_w.encode<uint32_t>(frame_idx);
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// entity_count placeholder — patched when end() is called
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m_entity_count_offset = m_w.reserve_u32();
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}
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// ── Spawns ────────────────────────────────────────────────────────────
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/**
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* Write the spawn list. Pass any range of entt::entity.
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*/
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template<typename Range>
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void write_spawns(const Range& spawns) noexcept {
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auto count = static_cast<uint32_t>(std::size(spawns));
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m_w.encode<uint32_t>(count);
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for (const entt::entity e : spawns) {
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m_w.encode<entt::entity>(e);
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}
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}
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// ── Despawns ──────────────────────────────────────────────────────────
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template<typename Range>
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void write_despawns(const Range& despawns) noexcept {
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auto count = static_cast<uint32_t>(std::size(despawns));
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// m_w.encode<uint32_t>(count);
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for (const entt::entity e : despawns) {
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m_w.encode<entt::entity>(e);
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}
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}
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// ── Entity positions (the hot path) ───────────────────────────────────
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/**
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* Write a single entity position record.
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* id : raw uint32 of the entity handle
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* pos : world-space position (x, y, z)
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*
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* This is the innermost loop of the replicator — every byte matters.
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* The compiler will inline both calls down to two contiguous memcpys.
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*/
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void write_entity(uint32_t id, const glm::vec3& pos) noexcept {
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m_w.write(id);
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// Write x, y, z as 3 contiguous floats
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m_w.write_bytes(&pos.x, 3 * sizeof(float));
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++m_entity_count;
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}
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// Convenience overload accepting an entt::entity handle directly
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void write_entity(entt::entity entity, const glm::vec3& pos) noexcept {
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write_entity(static_cast<uint32_t>(entity), pos);
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}
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/**
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* Patch the entity_count field written in begin() and finalise the
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* buffer. Must be called exactly once after all write_entity() calls.
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*/
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void end() noexcept {
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m_w.patch_u32(m_entity_count_offset, m_entity_count);
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}
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/** Expose the underlying buffer view (e.g. to pass to send_message). */
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std::span<const std::byte> view() noexcept {
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return m_w.buffer().view();
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}
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void reset() noexcept {
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m_w.reset();
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m_entity_count = 0;
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}
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};
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// ──────────────────────────────────────────────────────────────────────────
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// WorldStateReader (client-side / test use)
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// ──────────────────────────────────────────────────────────────────────────
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struct WorldStateHeader {
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uint32_t packet_type;
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uint32_t frame_idx;
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uint32_t entity_count;
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};
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struct EntityRecord {
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uint32_t id;
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glm::vec3 position;
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};
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class WorldStateReader {
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BinaryReader m_r;
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WorldStateHeader m_header{};
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uint32_t m_spawn_count{ 0 };
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uint32_t m_spawns_read{ 0 };
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uint32_t m_despawn_count{ 0 };
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uint32_t m_despawns_read{ 0 };
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uint32_t m_entities_read{ 0 };
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public:
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explicit WorldStateReader(std::span<const std::byte> data) noexcept
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: m_r(data) {}
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/** Read the 12-byte header. Must be called first. */
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WorldStateHeader read_header() noexcept {
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// m_header.packet_type = m_r.decode<uint32_t>();
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m_header.frame_idx = m_r.decode<uint32_t>();
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m_header.entity_count = m_r.decode<uint32_t>();
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// spawn count follows immediately
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m_spawn_count = m_r.decode<uint32_t>();
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return m_header;
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}
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/** Read the next spawn entity id. Returns 0 when exhausted. */
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bool has_spawn() const noexcept { return m_spawns_read < m_spawn_count; }
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uint32_t read_spawn() noexcept {
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assert(has_spawn());
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++m_spawns_read;
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uint32_t id = m_r.decode<uint32_t>();
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// if (!has_spawn()) {
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// // transition to despawns
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// m_despawn_count = m_r.decode<uint32_t>();
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// m_phase = Phase::Despawns;
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// }
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return id;
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}
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/** Skip remaining spawns and enter despawn phase. */
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void skip_spawns() noexcept {
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while (has_spawn()) read_spawn();
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}
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bool has_despawn() const noexcept { return m_despawns_read < m_despawn_count; }
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uint32_t read_despawn() noexcept {
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assert(has_despawn());
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++m_despawns_read;
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uint32_t id = m_r.decode<uint32_t>();
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return id;
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}
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void skip_despawns() noexcept {
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while (has_despawn()) read_despawn();
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}
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bool has_entity() const noexcept {
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return m_entities_read < m_header.entity_count;
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}
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EntityRecord read_entity() noexcept {
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assert(has_entity());
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EntityRecord rec;
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rec.id = m_r.read<uint32_t>();
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m_r.read_bytes(&rec.position.x, 3 * sizeof(float));
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++m_entities_read;
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return rec;
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}
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};
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} // namespace tw::serial
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