From 58cc569c75e99f87ecd86ebf51623f174bf7621c Mon Sep 17 00:00:00 2001 From: David Markowitz Date: Tue, 30 Apr 2024 23:09:35 -0700 Subject: [PATCH] fix out of order physics updates fixes an issue where physics entities were not given a chance to be marked as sleeping, causing a initial sleeping calls to be missed and causing objects that collided with one another to not register new collisions since they were sleeping at the time the new collision fired off. Tested that Brick Fury now corectly aggros the _first_ spawn of enemies near by to him. Tested that the turrets in crux prime now correctly shoot the _first_ wave of enemies that spawn. --- dWorldServer/WorldServer.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/dWorldServer/WorldServer.cpp b/dWorldServer/WorldServer.cpp index b6954ca2e..ae671e6e5 100644 --- a/dWorldServer/WorldServer.cpp +++ b/dWorldServer/WorldServer.cpp @@ -388,14 +388,14 @@ int main(int argc, char** argv) { //In world we'd update our other systems here. if (zoneID != 0 && deltaTime > 0.0f) { - Metrics::StartMeasurement(MetricVariable::Physics); - dpWorld::StepWorld(deltaTime); - Metrics::EndMeasurement(MetricVariable::Physics); - Metrics::StartMeasurement(MetricVariable::UpdateEntities); Game::entityManager->UpdateEntities(deltaTime); Metrics::EndMeasurement(MetricVariable::UpdateEntities); + Metrics::StartMeasurement(MetricVariable::Physics); + dpWorld::StepWorld(deltaTime); + Metrics::EndMeasurement(MetricVariable::Physics); + Metrics::StartMeasurement(MetricVariable::Ghosting); if (std::chrono::duration(currentTime - ghostingLastTime).count() >= 1.0f) { Game::entityManager->UpdateGhosting();