Refactor code to make it easier to do 'nopredict' inside of any function without having a dependency on world model.

This commit is contained in:
2023-03-01 16:07:13 -05:00
parent aa77480fb5
commit 9ce34d950b
15 changed files with 86 additions and 49 deletions

View File

@@ -323,8 +323,8 @@ bool AnimStep::from_string(const eng::string &config) {
return true;
}
AnimQueue::AnimQueue(util::WorldType wt) {
version_autoinc_ = (wt == util::WORLD_TYPE_MASTER);
AnimQueue::AnimQueue(WorldType wt) {
version_autoinc_ = (wt == WORLD_TYPE_MASTER);
size_limit_ = 10; // Default size limit.
steps_.emplace_back();
steps_.front().keep_state_only();
@@ -576,8 +576,8 @@ static bool diff_works(const AnimQueue &master, AnimQueue &sync) {
LuaDefine(unittests_animqueue, "", "some unit tests") {
// Useful objects.
AnimStep stp;
AnimQueue aq(util::WORLD_TYPE_MASTER);
AnimQueue aqds(util::WORLD_TYPE_S_SYNC);
AnimQueue aq(WORLD_TYPE_MASTER);
AnimQueue aqds(WORLD_TYPE_PREDICTIVE);
StreamBuffer sb;
// Debug string of a newly initialized queue