Core/PacketIO: Use ByteBuffer from UpdateData instead of copying to it after (#28347)

(cherry picked from commit 81bf8de989)
This commit is contained in:
Gosha
2022-10-11 23:18:54 +03:00
committed by Shauren
parent 76631d0950
commit c1a9d7a3bc
16 changed files with 35 additions and 40 deletions
@@ -173,7 +173,7 @@ void SceneObject::BuildValuesUpdateForPlayerWithMask(UpdateData* data, UF::Objec
if (requestedSceneObjectMask.IsAnySet())
valuesMask.Set(TYPEID_SCENEOBJECT);
ByteBuffer buffer = PrepareValuesUpdateBuffer();
ByteBuffer& buffer = PrepareValuesUpdateBuffer(data);
std::size_t sizePos = buffer.wpos();
buffer << uint32(0);
buffer << uint32(valuesMask.GetBlock(0));
@@ -186,7 +186,7 @@ void SceneObject::BuildValuesUpdateForPlayerWithMask(UpdateData* data, UF::Objec
buffer.put<uint32>(sizePos, buffer.wpos() - sizePos - 4);
data->AddUpdateBlock(buffer);
data->AddUpdateBlock();
}
void SceneObject::ValuesUpdateForPlayerWithMaskSender::operator()(Player const* player) const