Implement cache for active structures in rooms#107
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Flya wants to merge 4 commits intoscreeps:ptrfrom
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@Flya i noticed that a |
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@semperrabbit Sorry looks like I missed to include this file. I have added this file now. |
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I have been told that this PR fixes the bug described in #140 where isActive can produce two different sets of results via the API and in the engine, resulting in inaccurate info being sent to the client and some rooms having fewer usable extensions than they should. |
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This committe is rework how game engine is calculate
isActivefor structures in room. The logic is implemented by using propertyoffin raw object. The processor will update this property in the end of the tick and runtime will use it for check if structure is active.