Use OE for storing client ID, remove remaining game state touch point in network thread (#5969)

This commit is contained in:
Garrett Cox
2025-11-16 08:10:07 -06:00
committed by GitHub
parent 05233487f8
commit eca9eac0cf
5 changed files with 46 additions and 27 deletions
@@ -77,8 +77,6 @@ void Anchor::SendPacket_PlayerUpdate() {
void Anchor::HandlePacket_PlayerUpdate(nlohmann::json payload) {
uint32_t clientId = payload["clientId"].get<uint32_t>();
bool shouldRefreshActors = false;
if (clients.contains(clientId)) {
auto& client = clients[clientId];
@@ -110,8 +108,4 @@ void Anchor::HandlePacket_PlayerUpdate(nlohmann::json payload) {
client.unk_862 = payload["unk_862"].get<s16>();
client.actionVar1 = payload["actionVar1"].get<s8>();
}
if (shouldRefreshActors) {
RefreshClientActors();
}
}