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Pinning/Unpinning interaction and media promotion checks for bitECS + entity state API #6092
Pinning/Unpinning interaction and media promotion checks for bitECS + entity state API #6092
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Because of the way legacy room objects are handled, I think we should
createEntityState
in response to loading legacy room objects. Otherwise, when a client loads a legacy room object and synthesizes a "fake" create entity message for it, if the client moves the entity around, it will send "update" messages to reticulum, and reticulum will reject them (because it would have no stored entity state for it). This might be wasteful, so we may consider making an atomic "move RoomObject to EntityState" method later. But because I am concerned about an error causing us to lose information, I thought to do this non-destructively first. (And then delete both the RoomObject and the EntityState when an element is unpinned.)