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adjust how EntityMotionState updates its idea of what the server knows about an entity

Seth Alves committed 11 years ago

Commit 82bd5061 parent 5e4f30b2 files · +15 −11Browse files

Showing the changes to libraries/entities/src/EntityScriptingInterface.cpp (1 of 2 files). Show all

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libraries/entities/src/EntityScriptingInterface.cpp+10−11
@@ -611,7 +611,7 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString, · 610 unmodified lines
611 const QVariantMap& arguments) {611 const QVariantMap& arguments) {
612 QUuid actionID = QUuid::createUuid();612 QUuid actionID = QUuid::createUuid();
613 auto actionFactory = DependencyManager::get<EntityActionFactoryInterface>();613 auto actionFactory = DependencyManager::get<EntityActionFactoryInterface>();
614 bool success = true;614 bool success = false;
615 actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {615 actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
616 // create this action even if the entity doesn't have physics info. it will often be the616 // create this action even if the entity doesn't have physics info. it will often be the
617 // case that a script adds an action immediately after an object is created, and the physicsInfo617 // case that a script adds an action immediately after an object is created, and the physicsInfo
@@ -621,20 +621,19 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString, · 3 unmodified lines
621 // }621 // }
622 EntityActionType actionType = EntityActionInterface::actionTypeFromString(actionTypeString);622 EntityActionType actionType = EntityActionInterface::actionTypeFromString(actionTypeString);
623 if (actionType == ACTION_TYPE_NONE) {623 if (actionType == ACTION_TYPE_NONE) {
624 success = false;
625 return false;624 return false;
626 }625 }
627 EntityActionPointer action = actionFactory->factory(actionType, actionID, entity, arguments);626 EntityActionPointer action = actionFactory->factory(actionType, actionID, entity, arguments);
628 if (action) {627 if (!action) {
629 success = entity->addAction(simulation, action);628 return false;
630 auto nodeList = DependencyManager::get<NodeList>();
631 const QUuid myNodeID = nodeList->getSessionUUID();
632 if (entity->getSimulatorID() != myNodeID) {
633 entity->flagForOwnership();
634 }
635 return false; // Physics will cause a packet to be sent, so don't send from here.
636 }629 }
637 return false;630 success = entity->addAction(simulation, action);
631 auto nodeList = DependencyManager::get<NodeList>();
632 const QUuid myNodeID = nodeList->getSessionUUID();
633 if (entity->getSimulatorID() != myNodeID) {
634 entity->flagForOwnership();
635 }
636 return false; // Physics will cause a packet to be sent, so don't send from here.
638 });637 });
639 if (success) {638 if (success) {
640 return actionID;639 return actionID;

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