fix some crashes (how) and bitset wierdness
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@@ -51,14 +51,13 @@ std::optional<TextureEntry> BitsetImageLoader::haveToTexture(TextureUploaderI& t
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TextureEntry new_entry;
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new_entry.timestamp_last_rendered = Message::getTimeMS();
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new_entry.current_texture = 0;
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new_entry.width = have.size_bits();
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new_entry.height = 1;
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const auto n_t = tu.upload(static_cast<uint8_t*>(conv_surf->pixels), conv_surf->w, conv_surf->h, TextureUploaderI::RGBA);
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assert(n_t != 0);
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new_entry.textures.push_back(n_t);
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new_entry.frame_duration.push_back(0);
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new_entry.frame_duration.push_back(1);
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std::cout << "BIL: genereated bitset image o:" << entt::to_integral(o.entity()) << "\n";
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@@ -74,13 +73,13 @@ BitsetImageLoader::BitsetImageLoader(void) {
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TextureLoaderResult BitsetImageLoader::load(TextureUploaderI& tu, ObjectHandle o) {
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if (!static_cast<bool>(o)) {
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std::cerr << "BIL error: trying to load invalid object\n";
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return {std::nullopt};
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return {};
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}
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if (!o.any_of<ObjComp::F::LocalHaveBitset, ObjComp::F::RemoteHaveBitset>()) {
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// after completion, this is called until the texture times out
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//std::cout << "BIL: no local have bitset\n";
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return {std::nullopt};
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//std::cout << "BIL: no have bitset\n";
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return {};
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}
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if (o.all_of<ObjComp::F::LocalHaveBitset>()) {
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@@ -91,7 +90,8 @@ TextureLoaderResult BitsetImageLoader::load(TextureUploaderI& tu, ObjectHandle o
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auto& list = o.get<ObjComp::F::RemoteHaveBitset>().others;
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if (list.empty()) {
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std::cout << "BIL: remote set list empty\n";
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return {std::nullopt};
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_tmp_bitset = {8};
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return {haveToTexture(tu, _tmp_bitset, o)};
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}
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const auto& first_entry = list.begin()->second;
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@@ -118,7 +118,7 @@ TextureLoaderResult BitsetImageLoader::load(TextureUploaderI& tu, ObjectHandle o
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return {haveToTexture(tu, _tmp_bitset, o)};
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}
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return {std::nullopt};
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return {};
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}
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std::optional<TextureEntry> BitsetImageLoader::load(TextureUploaderI& tu, ObjectContactSub ocs) {
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